本文整理汇总了C++中MOAILuaState::SetField方法的典型用法代码示例。如果您正苦于以下问题:C++ MOAILuaState::SetField方法的具体用法?C++ MOAILuaState::SetField怎么用?C++ MOAILuaState::SetField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::SetField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: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIFacebookAndroid::RegisterLuaClass ( MOAILuaState& state ) {
state.SetField ( -1, "DIALOG_DID_COMPLETE", ( u32 ) DIALOG_DID_COMPLETE );
state.SetField ( -1, "DIALOG_DID_NOT_COMPLETE", ( u32 ) DIALOG_DID_NOT_COMPLETE );
state.SetField ( -1, "SESSION_DID_LOGIN", ( u32 ) SESSION_DID_LOGIN );
state.SetField ( -1, "SESSION_DID_NOT_LOGIN", ( u32 ) SESSION_DID_NOT_LOGIN );
luaL_Reg regTable [] = {
{ "getExpirationDate", _getExpirationDate },
{ "getToken", _getToken },
{ "graphRequest", _graphRequest },
{ "init", _init },
{ "login", _login },
{ "logout", _logout },
{ "postToFeed", _postToFeed },
{ "sendRequest", _sendRequest },
{ "sessionValid", _sessionValid },
{ "setListener", _setListener },
{ "setToken", _setToken },
{ "extendToken", _extendToken },
{ "setExpirationDate", _setExpirationDate },
{ NULL, NULL }
};
luaL_register ( state, 0, regTable );
}
示例2: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIApp::RegisterLuaClass ( MOAILuaState& state ) {
state.SetField ( -1, "PAYMENT_QUEUE_TRANSACTION", ( u32 )PAYMENT_QUEUE_TRANSACTION );
state.SetField ( -1, "PAYMENT_QUEUE_ERROR", ( u32 )PAYMENT_QUEUE_ERROR );
state.SetField ( -1, "PRODUCT_REQUEST_RESPONSE", ( u32 )PRODUCT_REQUEST_RESPONSE );
state.SetField ( -1, "DOMAIN_DOCUMENTS", ( u32 )DOMAIN_DOCUMENTS );
state.SetField ( -1, "DOMAIN_APP_SUPPORT", ( u32 )DOMAIN_APP_SUPPORT );
state.SetField ( -1, "TRANSACTION_STATE_PURCHASING",( u32 )TRANSACTION_STATE_PURCHASING );
state.SetField ( -1, "TRANSACTION_STATE_PURCHASED", ( u32 )TRANSACTION_STATE_PURCHASED );
state.SetField ( -1, "TRANSACTION_STATE_FAILED", ( u32 )TRANSACTION_STATE_FAILED );
state.SetField ( -1, "TRANSACTION_STATE_RESTORED", ( u32 )TRANSACTION_STATE_RESTORED );
state.SetField ( -1, "TRANSACTION_STATE_CANCELLED", ( u32 )TRANSACTION_STATE_CANCELLED );
luaL_Reg regTable[] = {
{ "alert", _alert },
{ "canMakePayments", _canMakePayments },
{ "restoreCompletedTransactions", _restoreCompletedTransactions },
{ "requestPaymentForProduct", _requestPaymentForProduct },
{ "requestProductIdentifiers", _requestProductIdentifiers },
{ "setListener", _setListener },
{ "getDirectoryInDomain", _getDirectoryInDomain },
{ "openURL", _openURL },
{ "openURLPOP", _openURLPOP },
{ NULL, NULL }
};
luaL_register( state, 0, regTable );
}
示例3: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIParticleForce::RegisterLuaClass ( MOAILuaState& state ) {
this->MOAITransform::RegisterLuaClass ( state );
state.SetField ( -1, "FORCE", ( u32 )FORCE );
state.SetField ( -1, "GRAVITY", ( u32 )GRAVITY );
state.SetField ( -1, "OFFSET", ( u32 )OFFSET );
}
示例4: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIVertexFormat::RegisterLuaClass ( MOAILuaState& state ) {
state.SetField ( -1, "GL_BYTE", ( u32 )ZGL_TYPE_BYTE );
//state.SetField ( -1, "GL_FIXED", ( u32 )GL_FIXED );
state.SetField ( -1, "GL_FLOAT", ( u32 )ZGL_TYPE_FLOAT );
state.SetField ( -1, "GL_SHORT", ( u32 )ZGL_TYPE_SHORT );
state.SetField ( -1, "GL_UNSIGNED_BYTE", ( u32 )ZGL_TYPE_UNSIGNED_BYTE );
state.SetField ( -1, "GL_UNSIGNED_SHORT", ( u32 )ZGL_TYPE_UNSIGNED_SHORT );
}
示例5: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIAnimCurve::RegisterLuaClass ( MOAILuaState& state ) {
state.SetField ( -1, "ATTR_TIME", MOAIAnimCurveAttr::Pack ( ATTR_TIME ));
state.SetField ( -1, "ATTR_VALUE", MOAIAnimCurveAttr::Pack ( ATTR_VALUE ));
state.SetField ( -1, "CLAMP", ( u32 ) CLAMP );
state.SetField ( -1, "WRAP", ( u32 ) WRAP );
state.SetField ( -1, "MIRROR", ( u32 ) MIRROR );
state.SetField ( -1, "APPEND", ( u32 ) APPEND );
}
示例6: SerializeOut
//----------------------------------------------------------------//
void MOAIGlyph::SerializeOut ( MOAILuaState& state ) {
state.SetField ( -1, "mCode", this->mCode );
state.SetField ( -1, "mPageID", this->mPageID );
state.SetField ( -1, "mWidth", this->mWidth );
state.SetField ( -1, "mHeight", this->mHeight );
state.SetField ( -1, "mAdvanceX", this->mAdvanceX );
state.SetField ( -1, "mBearingX", this->mBearingX );
state.SetField ( -1, "mBearingY", this->mBearingY );
state.SetField ( -1, "mSrcX", this->mSrcX );
state.SetField ( -1, "mSrcY", this->mSrcY );
if ( this->mKernTable.Size ()) {
lua_newtable ( state );
for ( u32 i = 0; i < this->mKernTable.Size (); ++i ) {
lua_pushnumber ( state, i + 1 );
lua_newtable ( state );
state.SetField ( -1, "mName", this->mKernTable [ i ].mName );
state.SetField ( -1, "mX", this->mKernTable [ i ].mX );
state.SetField ( -1, "mY", this->mKernTable [ i ].mY );
lua_settable ( state, -3 );
}
lua_setfield ( state, -2, "mKernTable" );
}
}
示例7: RegisterLuaClass
//----------------------------------------------------------------//
void MOAITstoreGamecenterAndroid::RegisterLuaClass ( MOAILuaState& state ) {
state.SetField ( -1, "AUTH_RESPONSE_SUCCESS", ( u32 )AUTH_RESPONSE_SUCCESS );
state.SetField ( -1, "AUTH_RESPONSE_EXITED", ( u32 )AUTH_RESPONSE_EXITED );
state.SetField ( -1, "DISABLE_GAMECENTER_RESPONSE", ( u32 )DISABLE_GAMECENTER_RESPONSE );
state.SetField ( -1, "GET_RANKLIST_RESPONSE", ( u32 )GET_RANKLIST_RESPONSE );
state.SetField ( -1, "SET_POINT_RESPONSE", ( u32 )SET_POINT_RESPONSE );
state.SetField ( -1, "GET_USERINFO_RESPONSE", ( u32 )GET_USERINFO_RESPONSE );
state.SetField ( -1, "GAMECENTER_INSTALLED", ( u32 )GAMECENTER_INSTALLED );
state.SetField ( -1, "GAMECENTER_UPGRADING", ( u32 )GAMECENTER_UPGRADING );
state.SetField ( -1, "GAMECENTER_NOT_INSTALLED", ( u32 )GAMECENTER_NOT_INSTALLED );
luaL_Reg regTable [] = {
{ "openGallery", _openGallery },
{ "getUserInfo", _getUserInfo },
{ "setUserInfo", _setUserInfo },
{ "authTstore", _authTstore },
{ "checkTstoreInstalled", _checkTstoreInstalled },
{ "disableGamecenter", _disableGamecenter },
{ "enableGamecenter", _enableGamecenter },
{ "getRankList", _getRankList },
{ "installGamecenter", _installGamecenter },
{ "installTstore", _installTstore },
{ "invokeTstoreJoinPage", _invokeTstoreJoinPage },
{ "setListener", _setListener },
{ "setPoint", _setPoint },
{ "startGamecenter", _startGamecenter },
{ NULL, NULL }
};
luaL_register ( state, 0, regTable );
}
示例8: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIEnvironment::RegisterLuaClass ( MOAILuaState& state ) {
MOAIGlobalEventSource::RegisterLuaClass ( state );
state.SetField ( -1, "EVENT_VALUE_CHANGED", ( u32 )EVENT_VALUE_CHANGED );
state.SetField ( -1, "CONNECTION_TYPE_NONE", ( u32 )CONNECTION_TYPE_NONE );
state.SetField ( -1, "CONNECTION_TYPE_WIFI", ( u32 )CONNECTION_TYPE_WIFI );
state.SetField ( -1, "CONNECTION_TYPE_WWAN", ( u32 )CONNECTION_TYPE_WWAN );
state.SetField ( -1, "OS_BRAND_ANDROID", OS_BRAND_ANDROID );
state.SetField ( -1, "OS_BRAND_IOS", OS_BRAND_IOS );
state.SetField ( -1, "OS_BRAND_OSX", OS_BRAND_OSX );
state.SetField ( -1, "OS_BRAND_LINUX", OS_BRAND_LINUX );
state.SetField ( -1, "OS_BRAND_WINDOWS", OS_BRAND_WINDOWS );
state.SetField ( -1, "OS_BRAND_UNAVAILABLE", OS_BRAND_UNAVAILABLE );
luaL_Reg regTable [] = {
{ "generateGUID", _generateGUID },
{ "getListener", &MOAIGlobalEventSource::_getListener < MOAIEnvironment > },
{ "getMACAddress", _getMACAddress },
{ "setListener", &MOAIGlobalEventSource::_setListener < MOAIEnvironment > },
{ "setValue", _setValue },
{ NULL, NULL }
};
luaL_register( state, 0, regTable );
}
示例9: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIDialogAndroid::RegisterLuaClass ( MOAILuaState& state ) {
state.SetField ( -1, "DIALOG_RESULT_POSITIVE", ( u32 )DIALOG_RESULT_POSITIVE );
state.SetField ( -1, "DIALOG_RESULT_NEUTRAL", ( u32 )DIALOG_RESULT_NEUTRAL );
state.SetField ( -1, "DIALOG_RESULT_NEGATIVE", ( u32 )DIALOG_RESULT_NEGATIVE );
state.SetField ( -1, "DIALOG_RESULT_CANCEL", ( u32 )DIALOG_RESULT_CANCEL );
luaL_Reg regTable [] = {
{ "showDialog", _showDialog },
{ NULL, NULL }
};
luaL_register ( state, 0, regTable );
}
示例10: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIChartBoostAndroid::RegisterLuaClass ( MOAILuaState& state ) {
state.SetField ( -1, "INTERSTITIAL_LOAD_FAILED", ( u32 )INTERSTITIAL_LOAD_FAILED );
state.SetField ( -1, "INTERSTITIAL_DISMISSED", ( u32 )INTERSTITIAL_DISMISSED );
luaL_Reg regTable [] = {
{ "init", _init },
{ "loadInterstitial", _loadInterstitial },
{ "setListener", _setListener },
{ "showInterstitial", _showInterstitial },
{ NULL, NULL }
};
luaL_register ( state, 0, regTable );
}
示例11:
//----------------------------------------------------------------//
void MOAIGfxQuad2D::RegisterLuaClass ( MOAILuaState& state ) {
this->MOAIDeck2D::RegisterLuaClass ( state );
state.SetField ( -1, "FILTER_POINT", ( u32 )GL_NEAREST );
state.SetField ( -1, "FILTER_BILERP", ( u32 )GL_LINEAR );
}
示例12: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIDebugLines::RegisterLuaClass ( MOAILuaState& state ) {
luaL_Reg regTable[] = {
{ "setStyle", _setStyle },
{ "showStyle", _showStyle },
{ NULL, NULL }
};
luaL_register( state, 0, regTable );
state.SetField ( -1, "PARTITION_CELLS", ( u32 )PARTITION_CELLS );
state.SetField ( -1, "PARTITION_PADDED_CELLS", ( u32 )PARTITION_PADDED_CELLS );
state.SetField ( -1, "PROP_MODEL_BOUNDS", ( u32 )PROP_MODEL_BOUNDS );
state.SetField ( -1, "PROP_WORLD_BOUNDS", ( u32 )PROP_WORLD_BOUNDS );
state.SetField ( -1, "TEXT_BOX", ( u32 )TEXT_BOX );
}
示例13: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIMoviePlayerAndroid::RegisterLuaClass ( MOAILuaState& state ) {
state.SetField ( -1, "MOVIE_PLAYER_READY", ( u32 )MOVIE_PLAYER_READY );
state.SetField ( -1, "MOVIE_PLAYER_COMPLETED", ( u32 )MOVIE_PLAYER_COMPLETED );
luaL_Reg regTable[] = {
{ "init", _init },
{ "pause", _pause },
{ "play", _play },
{ "setListener", _setListener },
{ "stop", _stop },
{ NULL, NULL }
};
luaL_register ( state, 0, regTable );
}
示例14: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIAppAndroid::RegisterLuaClass ( MOAILuaState& state ) {
state.SetField ( -1, "SESSION_START", ( u32 )SESSION_START );
state.SetField ( -1, "SESSION_END", ( u32 )SESSION_END );
state.SetField ( -1, "BACK_BUTTON_PRESSED", ( u32 )BACK_BUTTON_PRESSED );
luaL_Reg regTable [] = {
{ "getUTCTime", _getUTCTime },
{ "getStatusBarHeight", _getStatusBarHeight },
{ "openURL", _openURL },
{ "setListener", _setListener },
{ "share", _share },
{ NULL, NULL }
};
luaL_register ( state, 0, regTable );
}
示例15: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIDataBuffer::RegisterLuaClass ( MOAILuaState& state ) {
state.SetField ( -1, "NO_INFLATE", ( u32 )NO_INFLATE );
state.SetField ( -1, "FORCE_INFLATE", ( u32 )FORCE_INFLATE );
state.SetField ( -1, "INFLATE_ON_EXT", ( u32 )INFLATE_ON_EXT );
luaL_Reg regTable [] = {
{ "base64Decode", _base64Decode },
{ "base64Encode", _base64Encode },
{ "deflate", _deflate },
{ "hexDecode", _hexDecode },
{ "hexEncode", _hexEncode },
{ "inflate", _inflate },
{ "toCppHeader", _toCppHeader },
{ NULL, NULL }
};
luaL_register ( state, 0, regTable );
}