本文整理汇总了C++中USLuaState类的典型用法代码示例。如果您正苦于以下问题:C++ USLuaState类的具体用法?C++ USLuaState怎么用?C++ USLuaState使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了USLuaState类的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: Affirm
//----------------------------------------------------------------//
uintptr USLuaSerializer::Affirm ( USLuaState& state, int idx ) {
// if we're an object, affirm as such...
if ( state.IsType ( idx, LUA_TUSERDATA )) {
return this->Affirm ( state.GetLuaObject < USLuaObject >( -1 ));
}
// bail if we're not a table
if ( !state.IsType ( idx, LUA_TTABLE )) return 0;
// get the table's address
uintptr tableID = ( uintptr )lua_topointer ( state, idx );
// bail if the table's already been added
if ( this->mTableMap.contains ( tableID )) return tableID;
// add the ref now to avoid cycles
this->mTableMap [ tableID ].SetStrongRef ( state, idx );
// follow the table's refs to make sure everything gets added
u32 itr = state.PushTableItr ( idx );
while ( state.TableItrNext ( itr )) {
this->Affirm ( state, -1 );
}
return tableID;
}
示例2: WriteTableInitializer
//----------------------------------------------------------------//
u32 USLuaSerializer::WriteTableInitializer ( USStream& stream, USLuaState& state, int idx, cc8* prefix ) {
u32 count = 0;
u32 itr = state.PushTableItr ( idx );
while ( state.TableItrNext ( itr )) {
switch ( lua_type ( state, -2 )) {
case LUA_TSTRING: {
stream.Print ( "\t%s [ \"%s\" ] = ", prefix, lua_tostring ( state, -2 ));
break;
}
case LUA_TNUMBER: {
stream.Print ( "\t%s [ %s ]\t= ", prefix, lua_tostring ( state, -2 ));
break;
}
};
switch ( lua_type ( state, -1 )) {
case LUA_TBOOLEAN: {
int value = lua_toboolean ( state, -1 );
cc8* str = ( value ) ? "true": "false";
stream.Print ( "%s\n", str );
break;
}
case LUA_TTABLE: {
uintptr tableID = ( uintptr )lua_topointer ( state, -1 );
if ( this->mTableMap.contains ( tableID )) {
stream.Print ( "objects [ 0x%08X ]\n", tableID );
}
break;
}
case LUA_TSTRING: {
STLString str = _escapeString ( lua_tostring ( state, -1 ));
stream.Print ( "\"%s\"\n", str.c_str ());
break;
}
case LUA_TNUMBER: {
stream.Print ( "%s\n", lua_tostring ( state, -1 ));
break;
}
case LUA_TUSERDATA: {
USLuaObject* object = state.GetLuaObject < USLuaObject >( -1 );
u32 instanceID = this->GetID ( object );
stream.Print ( "objects [ 0x%08X ]\n", instanceID );
break;
}
case LUA_TLIGHTUSERDATA: {
stream.Print ( "%p,\n", lua_touserdata ( state, -1 ));
break;
}
};
++count;
}
return count;
}
示例3: RegisterLuaClass
//----------------------------------------------------------------//
void MOAIVertexFormat::RegisterLuaClass ( USLuaState& state ) {
state.SetField ( -1, "GL_BYTE", ( u32 )GL_BYTE );
//state.SetField ( -1, "GL_FIXED", ( u32 )GL_FIXED );
state.SetField ( -1, "GL_FLOAT", ( u32 )GL_FLOAT );
state.SetField ( -1, "GL_SHORT", ( u32 )GL_SHORT );
state.SetField ( -1, "GL_UNSIGNED_BYTE", ( u32 )GL_UNSIGNED_BYTE );
state.SetField ( -1, "GL_UNSIGNED_SHORT", ( u32 )GL_UNSIGNED_SHORT );
}
示例4: state
/** @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 ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "NNNN" )) return 0;
USMetaRect < cpFloat > rect = state.GetRect < cpFloat >( 1 );
rect.Bless ();
lua_pushnumber ( L, rect.Area ());
return 1;
}
示例5: passing
/** @name setFrameSize
@text Sets the amount of time it takes for one frame to pass. This in effect can be used to set the FPS limit of the application by passing (1 / FPS).
@in number size The frame size (how long in seconds it takes for one frame to be rendered).
@out nil
*/
int MOAISim::_setFrameSize ( lua_State* L ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "N" )) return 0;
MOAISim& device = MOAISim::Get ();
device.mStep = state.GetValue < double >( 1, device.mStep );
return 0;
}
示例6: state
/** @name getScale
@text Returns the default size of this font for use with the MOAITextbox:setTextSize function.
@in MOAIFont self
@out number size The default point size of the font.
*/
int MOAIFont::_getScale ( lua_State* L ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "U" )) return 0;
MOAIFont* self = state.GetLuaObject < MOAIFont >( 1 );
if ( !self ) return 0;
lua_pushnumber ( state, self->GetScale ());
return 1;
}
示例7: state
/** @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 ) {
USLuaState 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 0;
}
示例8: components
/** @name areaForCircle
@text Returns the area for a polygon.
@in table vertices Array containg vertex coordinate components ( t[1] = x0, t[2] = y0, t[3] = x1, t[4] = y1... )
@out number area
*/
int MOAICpShape::_areaForPolygon ( lua_State* L ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "T" )) return 0;
cpVect verts [ MAX_POLY_VERTS ];
int numVerts = MOAICpShape::LoadVerts ( state, 1, verts, MAX_POLY_VERTS );
if ( numVerts && cpPolyValidate ( verts, numVerts )) {
cpFloat area = cpAreaForPoly ( numVerts, verts );
area = area < 0 ? -area : area;
lua_pushnumber ( L, area );
return 1;
}
return 0;
}
示例9: userdata
/** @name serializeToString
@text Serializes the specified table or userdata to a string. Useful for sending data to a remote server.
@in MOAISerializer self
@opt table data The table data to serialize.
@opt userdata data The userdata (object) to serialize. You must provide either a table or userdata, but not both.
@out string serialized The serialized string.
*/
int MOAISerializer::_serializeToString ( lua_State* L ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "U" )) return 0;
if ( !( state.IsType ( 1, LUA_TTABLE ) || state.IsType ( 1, LUA_TUSERDATA ))) return 0;
USLuaSerializer serializer;
serializer.Affirm ( state, 1 );
serializer.AddLuaReturn ( state, 1 );
STLString result = serializer.SerializeToString ();
lua_pushstring ( state, result );
return 1;
}
示例10: PushListenerAndSelf
//----------------------------------------------------------------//
bool MOAIEventSource::PushListenerAndSelf ( u32 eventID, USLuaState& state ) {
if ( this->mListenerTable ) {
this->mListenerTable.PushRef ( state );
if ( state.GetFieldWithType ( -1, eventID, LUA_TFUNCTION )) {
lua_replace ( state, -2 );
this->PushLuaUserdata ( state );
return true;
}
state.Pop ( 1 );
}
return false;
}
示例11:
//----------------------------------------------------------------//
void MOAIGfxQuad2D::RegisterLuaClass ( USLuaState& state ) {
this->MOAIDeck2D::RegisterLuaClass ( state );
state.SetField ( -1, "FILTER_POINT", ( u32 )GL_NEAREST );
state.SetField ( -1, "FILTER_BILERP", ( u32 )GL_LINEAR );
}
示例12: SetRefField
//----------------------------------------------------------------//
void USLuaSerializer::SetRefField ( USLuaState& state, int idx, cc8* name, USLuaObject* object ) {
if ( state.IsType ( idx, LUA_TTABLE )) {
this->PushRef ( state, object );
lua_setfield ( state, -2, name );
}
}
示例13: size
/** @name setStyle
@text Sets the particulars of a given debug line style.
@in number styleID See MOAIDebugLines class documentation for a list of styles.
@opt number size Pen size (in pixels) for the style. Default value is 1.
@opt number r Red component of line color. Default value is 1.
@opt number g Green component of line color. Default value is 1.
@opt number b Blue component of line color. Default value is 1.
@opt number a Alpha component of line color. Default value is 1.
@out nil
*/
int MOAIDebugLines::_setStyle ( lua_State* L ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "N" )) return 0;
u32 styleID = state.GetValue < u32 >( 1, 0 );
u32 size = state.GetValue < u32 >( 2, 1 );
float r = state.GetValue < float >( 3, 1.0f );
float g = state.GetValue < float >( 4, 1.0f );
float b = state.GetValue < float >( 5, 1.0f );
float a = state.GetValue < float >( 6, 1.0f );
u32 color = USColor::PackRGBA ( r, g, b, a );
MOAIDebugLines::Get ().SetStyle ( styleID, size, color );
return 0;
}
示例14: AffirmListenerTable
//----------------------------------------------------------------//
void MOAIEventSource::AffirmListenerTable ( USLuaState& state ) {
if ( !mListenerTable ) {
lua_newtable ( state );
this->mListenerTable.SetRef ( state, -1, false );
state.Pop ( 1 );
}
}
示例15: off
/** @name setClearColor
@text At the start of each frame the device will by default automatically render a background color. Using this function you can set the background color that is drawn each frame. If you specify no arguments to this function, then automatic redraw of the background color will be turned off (i.e. the previous render will be used as the background).
@opt number red The red value of the color.
@opt number green The green value of the color.
@opt number blue The blue value of the color.
@opt number alpha The alpha value of the color.
@out nil
*/
int MOAISim::_setClearColor ( lua_State* L ) {
USLuaState state ( L );
MOAISim& sim = MOAISim::Get ();
if ( state.GetTop () == 0 ) {
sim.mClearFlags &= ~GL_COLOR_BUFFER_BIT;
}
else {
float r = state.GetValue < float >( 1, 0.0f );
float g = state.GetValue < float >( 2, 0.0f );
float b = state.GetValue < float >( 3, 0.0f );
float a = state.GetValue < float >( 4, 1.0f );
sim.mClearColor = USColor::PackRGBA ( r, g, b, a );
sim.mClearFlags |= GL_COLOR_BUFFER_BIT;
}
return 0;
}