本文整理汇总了C++中MOAILuaState::CheckParams方法的典型用法代码示例。如果您正苦于以下问题:C++ MOAILuaState::CheckParams方法的具体用法?C++ MOAILuaState::CheckParams怎么用?C++ MOAILuaState::CheckParams使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MOAILuaState
的用法示例。
在下文中一共展示了MOAILuaState::CheckParams方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: _renderFrameBuffer
int GIIHelper::_renderFrameBuffer( lua_State *L ){
MOAILuaState state (L);
if ( !state.CheckParams ( 1, "U" )) return 0;
MOAIFrameBufferRenderCommand* command = state.GetLuaObject < MOAIFrameBufferRenderCommand >( -1, false );
if ( command ) {
if ( command->IsEnabled() && command->GetFrameBuffer() ) {
zglBegin();
command->Render();
zglEnd();
}
} else {
MOAIFrameBuffer* frameBuffer = state.GetLuaObject < MOAIFrameBuffer >( -1, false );
if ( frameBuffer ) {
zglBegin();
frameBuffer->Render ( NULL );
zglEnd();
}
}
// MOAIFrameBuffer* frameBuffer = state.GetLuaObject < MOAIFrameBuffer >( 1, false );
// MOAIGfxDevice& device = MOAIGfxDevice::Get ();
// if (frameBuffer) {
// zglBegin();
// frameBuffer->Render( NULL );
// zglEnd();
// }
return 0;
}
示例2: _stepSim
int GIIHelper::_stepSim( lua_State *L ){
MOAILuaState state (L);
if ( !state.CheckParams ( 1, "N" )) return 0;
double step = state.GetValue< double >( 1, 0.0f );
GIIHelper::Get().stepSim( step );
return 0;
}
示例3: _setBufferSize
int GIIHelper::_setBufferSize( lua_State *L){
MOAILuaState state (L);
if ( !state.CheckParams ( 1, "NN" )) return 0;
u32 width=state.GetValue<u32>(1, 0);
u32 height=state.GetValue<u32>(2, 0);
MOAIGfxDevice::Get ().SetBufferSize ( width, height );
return 0;
}
示例4: _setVertexTransform
int GIIHelper::_setVertexTransform( lua_State *L){
MOAILuaState state (L);
if ( !state.CheckParams ( 1, "U" )) return 0;
MOAITransformBase* trans = state.GetLuaObject< MOAITransformBase >(1, true);
if ( trans ) {
MOAIGfxDevice::Get().SetVertexTransform( MOAIGfxDevice::VTX_WORLD_TRANSFORM, trans->GetLocalToWorldMtx() );
}
return 0;
}
示例5: _openFile
/** @name openFile
@text Opens a new file to receive log messages.
@in string filename
@out nil
*/
int MOAILogMgr::_openFile ( lua_State* L ) {
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "S" )) return 0;
cc8* filename = state.GetValue < cc8* >( 1, "" );
MOAILogMgr::Get ().OpenFile ( filename );
return 0;
}
示例6: _log
/** @name log
@text Alias for print.
@in string message
@out nil
*/
int MOAILogMgr::_log ( lua_State* L ) {
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "S" )) return 0;
cc8* msg = state.GetValue < cc8* >( 1, "" );
ZLLog::Print( msg );
return 0;
}
示例7: _areaForRect
/** @name areaForRect
@text Returns the area for the specified rectangle.
@in number x1
@in number y1
@in number x2
@in number y2
@out number area The calculated area.
*/
int MOAICpShape::_areaForRect ( lua_State* L ) {
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "NNNN" )) return 0;
ZLMetaRect < cpFloat > rect = state.GetRect < cpFloat >( 1 );
rect.Bless ();
lua_pushnumber ( L, rect.Area ());
return 1;
}
示例8: _timeToFrames
/** @name timeToFrames
@text Converts the number of time passed in seconds to frames.
@in number time The number of seconds.
@out number frames The equivilant number of frames for the specified number of seconds.
*/
int MOAISim::_timeToFrames ( lua_State* L ) {
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "N" )) return 0;
float time = state.GetValue < float >( 1, 0.0f );
MOAISim& device = MOAISim::Get ();
lua_pushnumber ( state, time / device.mStep );
return 1;
}
示例9: _showStyle
/** @name showStyle
@text Enables of disables drawing of a given debug line style.
@in number styleID See MOAIDebugLines class documentation for a list of styles.
@opt boolean show Default value is 'true'
@out nil
*/
int MOAIDebugLines::_showStyle ( lua_State* L ) {
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "N" )) return 0;
u32 styleID = state.GetValue < u32 >( 1, 0 );
bool show = state.GetValue < bool >( 2, true );
MOAIDebugLines::Get ().ShowStyle ( styleID, show );
return 0;
}
示例10: _framesToTime
/** @name framesToTime
@text Converts the number of frames to time passed in seconds.
@in number frames The number of frames.
@out number time The equivilant number of seconds for the specified number of frames.
*/
int MOAISim::_framesToTime ( lua_State* L ) {
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "N" )) return 0;
float frames = state.GetValue < float >( 1, 0.0f );
MOAISim& device = MOAISim::Get ();
lua_pushnumber ( state, frames * device.mStep );
return 1;
}
示例11: _parseString
/** @name parseString
@text Parses the contents of the specified string as XML.
@in MOAIXmlParser self
@in string filename The XML data stored in a string.
@out table data A tree of tables representing the XML.
*/
int MOAIXmlParser::_parseString ( lua_State* L ) {
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "S" )) return 0;
cc8* xml = lua_tostring ( state, 1 );
TiXmlDocument doc;
doc.Parse ( xml );
MOAIXmlParser::Parse ( state, doc.RootElement ());
return 1;
}
示例12: _removeRenderPass
/** @name removeRenderPass
@text Removes the specified prim from the render stack.
@in MOAIProp2D prop The viewport of the render prim.
@out nil
*/
int MOAISim::_removeRenderPass ( lua_State* L ) {
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "U" )) return 0;
MOAIProp* prop = state.GetLuaObject < MOAIProp >( 1 );
if ( !prop ) return 0;
MOAISim& device = MOAISim::Get ();
device.RemoveRenderPass ( prop );
return 0;
}
示例13: _blockOnAction
/** @name blockOnAction
@text Skip updating current thread until the specified action is
no longer busy. A little more efficient than spinlocking from
Lua.
@in MOAIAction blocker
@out nil
*/
int MOAICoroutine::_blockOnAction ( lua_State* L ) {
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "U" )) return 0;
MOAIAction* current = MOAIActionMgr::Get ().GetCurrentAction ();
if ( !current ) return 0;
MOAIAction* blocker = state.GetLuaObject < MOAIAction >( 1, true );
if ( !blocker || !blocker->IsBusy ()) return 0;
current->SetBlocker ( blocker );
return lua_yield ( state, 0 );
}
示例14: _registerLogMessage
/** @name registerLogMessage
@text Register a format string to handle a log message. Register
an empty string to hide messages.
@in number messageID
@opt string formatString Default value is an empty string.
@opt number level One of MOAILogMgr.LOG_ERROR, MOAILogMgr.LOG_WARNING, MOAILogMgr.LOG_STATUS.
Default value is MOAILogMgr.LOG_STATUS.
@out nil
*/
int MOAILogMgr::_registerLogMessage ( lua_State* L ) {
UNUSED ( L );
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "N" )) return 0;
u32 messageID = state.GetValue < u32 >( 1, 0 );
cc8* formatString = state.GetValue < cc8* >( 2, "" );
u32 level = state.GetValue < u32 >( 3, LOG_STATUS );
MOAILogMgr::Get ().RegisterLogMessage ( messageID, level, formatString );
return 0;
}
示例15: _parseFile
/** @name parseFile
@text Parses the contents of the specified file as XML.
@in MOAIXmlParser self
@in string filename The path of the file to read the XML data from.
@out table data A tree of tables representing the XML.
*/
int MOAIXmlParser::_parseFile ( lua_State* L ) {
MOAILuaState state ( L );
if ( !state.CheckParams ( 1, "S" )) return 0;
cc8* filename = lua_tostring ( state, 1 );
if ( MOAILogMessages::CheckFileExists ( filename, L )) {
TiXmlDocument doc;
doc.LoadFile ( filename );
MOAIXmlParser::Parse ( state, doc.RootElement ());
return 1;
}
return 0;
}