本文整理汇总了C++中USLuaState::CheckParams方法的典型用法代码示例。如果您正苦于以下问题:C++ USLuaState::CheckParams方法的具体用法?C++ USLuaState::CheckParams怎么用?C++ USLuaState::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USLuaState
的用法示例。
在下文中一共展示了USLuaState::CheckParams方法的14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: _setFrameSize
/** @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2: _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 ) {
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3: _getScale
/** @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4: _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 ) {
USLuaState 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5: _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 ) {
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6: _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 ) {
USLuaState 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7: _pushRenderPass
/** @name pushRenderPass
@text Pushes the specified prim onto the render stack.
@in MOAIProp2D prop The viewport of the render prim.
@out nil
*/
int MOAISim::_pushRenderPass ( lua_State* L ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "U" )) return 0;
MOAIProp2D* prop = state.GetLuaObject < MOAIProp2D >( 1 );
if ( !prop ) return 0;
MOAISim& device = MOAISim::Get ();
device.PushRenderPass ( prop );
return 0;
}
示例8: _areaForPolygon
/** @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: _serializeToString
/** @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: _areaForSegment
/** @name areaForSegment
@text Returns the area for the specified segment.
@in number x1
@in number y1
@in number x2
@in number y2
@in number r
@out number area The calculated area.
*/
int MOAICpShape::_areaForSegment ( lua_State* L ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "UUNNNN" )) return 0;
cpVect a;
a.x = state.GetValue < cpFloat >( 1, 0 );
a.y = state.GetValue < cpFloat >( 2, 0 );
cpVect b;
b.x = state.GetValue < cpFloat >( 3, 0 );
b.y = state.GetValue < cpFloat >( 4, 0 );
cpFloat r = state.GetValue < cpFloat >( 5, 0 );
lua_pushnumber ( L, cpAreaForSegment ( a, b, r ));
return 1;
}
示例11: _openWindow
/** @name openWindow
@text Opens a new window for the application to render on. This must be called before any rendering can be done, and it must only be called once.
@in string title The title of the window.
@in number width The width of the window in pixels.
@in number height The height of the window in pixels.
@out nil
*/
int MOAISim::_openWindow ( lua_State* L ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "SNN" )) return 0;
cc8* title = lua_tostring ( state, 1 );
u32 width = state.GetValue < u32 >( 2, 320 );
u32 height = state.GetValue < u32 >( 3, 480 );
USGfxDevice::Get ().SetSize ( width, height );
AKUOpenWindowFunc openWindow = AKUGetFunc_OpenWindow ();
if ( openWindow ) {
openWindow ( title, width, height );
}
return 0;
}
示例12: _setStyle
/** @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13: _areaForCircle
SUPPRESS_EMPTY_FILE_WARNING
#if USE_CHIPMUNK
//================================================================//
// local
//================================================================//
//----------------------------------------------------------------//
/** @name areaForCircle
@text Returns the area for a ring or circle.
@overload
@in number radius
@out number area
@overload
@in number innerRadius
@in number outerRadius
@out number area
*/
int MOAICpShape::_areaForCircle ( lua_State* L ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "N" )) return 0;
cpFloat r1;
cpFloat r2;
if ( state.GetTop () >= 2 ) {
r1 = state.GetValue < cpFloat >( 1, 0 );
r2 = state.GetValue < cpFloat >( 2, 0 );
}
else {
r1 = 0;
r2 = state.GetValue < cpFloat >( 1, 0 );
}
lua_pushnumber ( L, cpAreaForCircle ( r1, r2 ));
return 1;
}
示例14: _load
/** @name load
@text Attempts to load glyphs from the specified image file or MOAIDataBuffer containing image data.
@in MOAIFont self
@opt string filename A string indicating the path to an image file.
@opt MOAIDataBuffer data A MOAIDataBuffer containing image data. You must provide either a string or a MOAIDataBuffer, but not both.
@in string charCodes A string which defines the characters found in the font. For example if A and B are the first letters in the image, the first characters in the string would be "AB" and so forth.
@out nil
*/
int MOAIFont::_load ( lua_State* L ) {
USLuaState state ( L );
if ( !state.CheckParams ( 1, "U" )) return 0;
MOAIFont* self = state.GetLuaObject < MOAIFont >( 1 );
if ( !self ) return 0;
STLString charCodes = state.GetValue ( 3, "0123456789 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz.,?!" );
MOAIDataBuffer *data = state.GetLuaObject < MOAIDataBuffer >( 2 );
if ( data ) {
self->LoadFont ( *data, charCodes );
}
else {
STLString imageFile = state.GetValue ( 2, "" );
self->LoadFont ( imageFile, charCodes );
}
return 0;
}