#include "Base.h"
#include "ScriptController.h"
#include "lua_SpriteBatch.h"
#include "Base.h"
#include "Game.h"
#include "SpriteBatch.h"
namespace gameplay
{
void luaRegister_SpriteBatch()
{
const luaL_Reg lua_members[] =
{
{"draw", lua_SpriteBatch_draw},
{"finish", lua_SpriteBatch_finish},
{"getMaterial", lua_SpriteBatch_getMaterial},
{"getProjectionMatrix", lua_SpriteBatch_getProjectionMatrix},
{"getSampler", lua_SpriteBatch_getSampler},
{"getStateBlock", lua_SpriteBatch_getStateBlock},
{"setProjectionMatrix", lua_SpriteBatch_setProjectionMatrix},
{"start", lua_SpriteBatch_start},
{NULL, NULL}
};
const luaL_Reg lua_statics[] =
{
{"create", lua_SpriteBatch_static_create},
{NULL, NULL}
};
std::vector<std::string> scopePath;
ScriptUtil::registerClass("SpriteBatch", lua_members, NULL, lua_SpriteBatch__gc, lua_statics, scopePath);
}
static SpriteBatch* getInstance(lua_State* state)
{
void* userdata = luaL_checkudata(state, 1, "SpriteBatch");
luaL_argcheck(state, userdata != NULL, 1, "'SpriteBatch' expected.");
return (SpriteBatch*)((ScriptUtil::LuaObject*)userdata)->instance;
}
int lua_SpriteBatch__gc(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 1:
{
if ((lua_type(state, 1) == LUA_TUSERDATA))
{
void* userdata = luaL_checkudata(state, 1, "SpriteBatch");
luaL_argcheck(state, userdata != NULL, 1, "'SpriteBatch' expected.");
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
if (object->owns)
{
SpriteBatch* instance = (SpriteBatch*)object->instance;
SAFE_DELETE(instance);
}
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch__gc - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 1).");
lua_error(state);
break;
}
}
return 0;
}
int lua_SpriteBatch_draw(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 3:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
(lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true);
// Get parameter 2 off the stack.
ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true);
SpriteBatch* instance = getInstance(state);
instance->draw(*param1, *param2);
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
case 4:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
(lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
(lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true);
// Get parameter 2 off the stack.
ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true);
// Get parameter 3 off the stack.
ScriptUtil::LuaArray<Vector4> param3 = ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true);
SpriteBatch* instance = getInstance(state);
instance->draw(*param1, *param2, *param3);
return 0;
}
else if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
(lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
(lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true);
// Get parameter 2 off the stack.
ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true);
// Get parameter 3 off the stack.
ScriptUtil::LuaArray<Vector2> param3 = ScriptUtil::getObjectPointer<Vector2>(4, "Vector2", true);
SpriteBatch* instance = getInstance(state);
instance->draw(*param1, *param2, *param3);
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
case 5:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
(lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
(lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
(lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL))
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true);
// Get parameter 2 off the stack.
ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true);
// Get parameter 3 off the stack.
ScriptUtil::LuaArray<Vector2> param3 = ScriptUtil::getObjectPointer<Vector2>(4, "Vector2", true);
// Get parameter 4 off the stack.
ScriptUtil::LuaArray<Vector4> param4 = ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true);
SpriteBatch* instance = getInstance(state);
instance->draw(*param1, *param2, *param3, *param4);
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
case 7:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
(lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
(lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
(lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL) &&
(lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TNIL) &&
lua_type(state, 7) == LUA_TNUMBER)
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true);
// Get parameter 2 off the stack.
ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true);
// Get parameter 3 off the stack.
ScriptUtil::LuaArray<Vector2> param3 = ScriptUtil::getObjectPointer<Vector2>(4, "Vector2", true);
// Get parameter 4 off the stack.
ScriptUtil::LuaArray<Vector4> param4 = ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true);
// Get parameter 5 off the stack.
ScriptUtil::LuaArray<Vector2> param5 = ScriptUtil::getObjectPointer<Vector2>(6, "Vector2", true);
// Get parameter 6 off the stack.
float param6 = (float)luaL_checknumber(state, 7);
SpriteBatch* instance = getInstance(state);
instance->draw(*param1, *param2, *param3, *param4, *param5, param6);
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
case 10:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
lua_type(state, 2) == LUA_TNUMBER &&
lua_type(state, 3) == LUA_TNUMBER &&
lua_type(state, 4) == LUA_TNUMBER &&
lua_type(state, 5) == LUA_TNUMBER &&
lua_type(state, 6) == LUA_TNUMBER &&
lua_type(state, 7) == LUA_TNUMBER &&
lua_type(state, 8) == LUA_TNUMBER &&
lua_type(state, 9) == LUA_TNUMBER &&
(lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL))
{
// Get parameter 1 off the stack.
float param1 = (float)luaL_checknumber(state, 2);
// Get parameter 2 off the stack.
float param2 = (float)luaL_checknumber(state, 3);
// Get parameter 3 off the stack.
float param3 = (float)luaL_checknumber(state, 4);
// Get parameter 4 off the stack.
float param4 = (float)luaL_checknumber(state, 5);
// Get parameter 5 off the stack.
float param5 = (float)luaL_checknumber(state, 6);
// Get parameter 6 off the stack.
float param6 = (float)luaL_checknumber(state, 7);
// Get parameter 7 off the stack.
float param7 = (float)luaL_checknumber(state, 8);
// Get parameter 8 off the stack.
float param8 = (float)luaL_checknumber(state, 9);
// Get parameter 9 off the stack.
ScriptUtil::LuaArray<Vector4> param9 = ScriptUtil::getObjectPointer<Vector4>(10, "Vector4", true);
SpriteBatch* instance = getInstance(state);
instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, *param9);
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
case 11:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
lua_type(state, 3) == LUA_TNUMBER &&
lua_type(state, 4) == LUA_TNUMBER &&
lua_type(state, 5) == LUA_TNUMBER &&
lua_type(state, 6) == LUA_TNUMBER &&
lua_type(state, 7) == LUA_TNUMBER &&
lua_type(state, 8) == LUA_TNUMBER &&
(lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TNIL) &&
(lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL) &&
lua_type(state, 11) == LUA_TNUMBER)
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true);
// Get parameter 2 off the stack.
float param2 = (float)luaL_checknumber(state, 3);
// Get parameter 3 off the stack.
float param3 = (float)luaL_checknumber(state, 4);
// Get parameter 4 off the stack.
float param4 = (float)luaL_checknumber(state, 5);
// Get parameter 5 off the stack.
float param5 = (float)luaL_checknumber(state, 6);
// Get parameter 6 off the stack.
float param6 = (float)luaL_checknumber(state, 7);
// Get parameter 7 off the stack.
float param7 = (float)luaL_checknumber(state, 8);
// Get parameter 8 off the stack.
ScriptUtil::LuaArray<Vector4> param8 = ScriptUtil::getObjectPointer<Vector4>(9, "Vector4", true);
// Get parameter 9 off the stack.
ScriptUtil::LuaArray<Vector2> param9 = ScriptUtil::getObjectPointer<Vector2>(10, "Vector2", true);
// Get parameter 10 off the stack.
float param10 = (float)luaL_checknumber(state, 11);
SpriteBatch* instance = getInstance(state);
instance->draw(*param1, param2, param3, param4, param5, param6, param7, *param8, *param9, param10);
return 0;
}
else if ((lua_type(state, 1) == LUA_TUSERDATA) &&
lua_type(state, 2) == LUA_TNUMBER &&
lua_type(state, 3) == LUA_TNUMBER &&
lua_type(state, 4) == LUA_TNUMBER &&
lua_type(state, 5) == LUA_TNUMBER &&
lua_type(state, 6) == LUA_TNUMBER &&
lua_type(state, 7) == LUA_TNUMBER &&
lua_type(state, 8) == LUA_TNUMBER &&
lua_type(state, 9) == LUA_TNUMBER &&
(lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL) &&
(lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL))
{
// Get parameter 1 off the stack.
float param1 = (float)luaL_checknumber(state, 2);
// Get parameter 2 off the stack.
float param2 = (float)luaL_checknumber(state, 3);
// Get parameter 3 off the stack.
float param3 = (float)luaL_checknumber(state, 4);
// Get parameter 4 off the stack.
float param4 = (float)luaL_checknumber(state, 5);
// Get parameter 5 off the stack.
float param5 = (float)luaL_checknumber(state, 6);
// Get parameter 6 off the stack.
float param6 = (float)luaL_checknumber(state, 7);
// Get parameter 7 off the stack.
float param7 = (float)luaL_checknumber(state, 8);
// Get parameter 8 off the stack.
float param8 = (float)luaL_checknumber(state, 9);
// Get parameter 9 off the stack.
ScriptUtil::LuaArray<Vector4> param9 = ScriptUtil::getObjectPointer<Vector4>(10, "Vector4", true);
// Get parameter 10 off the stack.
ScriptUtil::LuaArray<Rectangle> param10 = ScriptUtil::getObjectPointer<Rectangle>(11, "Rectangle", true);
SpriteBatch* instance = getInstance(state);
instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, *param9, *param10);
return 0;
}
else if ((lua_type(state, 1) == LUA_TUSERDATA) &&
lua_type(state, 2) == LUA_TNUMBER &&
lua_type(state, 3) == LUA_TNUMBER &&
lua_type(state, 4) == LUA_TNUMBER &&
lua_type(state, 5) == LUA_TNUMBER &&
lua_type(state, 6) == LUA_TNUMBER &&
lua_type(state, 7) == LUA_TNUMBER &&
lua_type(state, 8) == LUA_TNUMBER &&
lua_type(state, 9) == LUA_TNUMBER &&
lua_type(state, 10) == LUA_TNUMBER &&
(lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL))
{
// Get parameter 1 off the stack.
float param1 = (float)luaL_checknumber(state, 2);
// Get parameter 2 off the stack.
float param2 = (float)luaL_checknumber(state, 3);
// Get parameter 3 off the stack.
float param3 = (float)luaL_checknumber(state, 4);
// Get parameter 4 off the stack.
float param4 = (float)luaL_checknumber(state, 5);
// Get parameter 5 off the stack.
float param5 = (float)luaL_checknumber(state, 6);
// Get parameter 6 off the stack.
float param6 = (float)luaL_checknumber(state, 7);
// Get parameter 7 off the stack.
float param7 = (float)luaL_checknumber(state, 8);
// Get parameter 8 off the stack.
float param8 = (float)luaL_checknumber(state, 9);
// Get parameter 9 off the stack.
float param9 = (float)luaL_checknumber(state, 10);
// Get parameter 10 off the stack.
ScriptUtil::LuaArray<Vector4> param10 = ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true);
SpriteBatch* instance = getInstance(state);
instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10);
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
case 12:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
lua_type(state, 3) == LUA_TNUMBER &&
lua_type(state, 4) == LUA_TNUMBER &&
lua_type(state, 5) == LUA_TNUMBER &&
lua_type(state, 6) == LUA_TNUMBER &&
lua_type(state, 7) == LUA_TNUMBER &&
lua_type(state, 8) == LUA_TNUMBER &&
(lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TNIL) &&
(lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL) &&
lua_type(state, 11) == LUA_TNUMBER &&
lua_type(state, 12) == LUA_TBOOLEAN)
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true);
// Get parameter 2 off the stack.
float param2 = (float)luaL_checknumber(state, 3);
// Get parameter 3 off the stack.
float param3 = (float)luaL_checknumber(state, 4);
// Get parameter 4 off the stack.
float param4 = (float)luaL_checknumber(state, 5);
// Get parameter 5 off the stack.
float param5 = (float)luaL_checknumber(state, 6);
// Get parameter 6 off the stack.
float param6 = (float)luaL_checknumber(state, 7);
// Get parameter 7 off the stack.
float param7 = (float)luaL_checknumber(state, 8);
// Get parameter 8 off the stack.
ScriptUtil::LuaArray<Vector4> param8 = ScriptUtil::getObjectPointer<Vector4>(9, "Vector4", true);
// Get parameter 9 off the stack.
ScriptUtil::LuaArray<Vector2> param9 = ScriptUtil::getObjectPointer<Vector2>(10, "Vector2", true);
// Get parameter 10 off the stack.
float param10 = (float)luaL_checknumber(state, 11);
// Get parameter 11 off the stack.
bool param11 = ScriptUtil::luaCheckBool(state, 12);
SpriteBatch* instance = getInstance(state);
instance->draw(*param1, param2, param3, param4, param5, param6, param7, *param8, *param9, param10, param11);
return 0;
}
else if ((lua_type(state, 1) == LUA_TUSERDATA) &&
lua_type(state, 2) == LUA_TNUMBER &&
lua_type(state, 3) == LUA_TNUMBER &&
lua_type(state, 4) == LUA_TNUMBER &&
lua_type(state, 5) == LUA_TNUMBER &&
lua_type(state, 6) == LUA_TNUMBER &&
lua_type(state, 7) == LUA_TNUMBER &&
lua_type(state, 8) == LUA_TNUMBER &&
lua_type(state, 9) == LUA_TNUMBER &&
lua_type(state, 10) == LUA_TNUMBER &&
(lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) &&
lua_type(state, 12) == LUA_TBOOLEAN)
{
// Get parameter 1 off the stack.
float param1 = (float)luaL_checknumber(state, 2);
// Get parameter 2 off the stack.
float param2 = (float)luaL_checknumber(state, 3);
// Get parameter 3 off the stack.
float param3 = (float)luaL_checknumber(state, 4);
// Get parameter 4 off the stack.
float param4 = (float)luaL_checknumber(state, 5);
// Get parameter 5 off the stack.
float param5 = (float)luaL_checknumber(state, 6);
// Get parameter 6 off the stack.
float param6 = (float)luaL_checknumber(state, 7);
// Get parameter 7 off the stack.
float param7 = (float)luaL_checknumber(state, 8);
// Get parameter 8 off the stack.
float param8 = (float)luaL_checknumber(state, 9);
// Get parameter 9 off the stack.
float param9 = (float)luaL_checknumber(state, 10);
// Get parameter 10 off the stack.
ScriptUtil::LuaArray<Vector4> param10 = ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true);
// Get parameter 11 off the stack.
bool param11 = ScriptUtil::luaCheckBool(state, 12);
SpriteBatch* instance = getInstance(state);
instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, param11);
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
case 13:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
lua_type(state, 2) == LUA_TNUMBER &&
lua_type(state, 3) == LUA_TNUMBER &&
lua_type(state, 4) == LUA_TNUMBER &&
lua_type(state, 5) == LUA_TNUMBER &&
lua_type(state, 6) == LUA_TNUMBER &&
lua_type(state, 7) == LUA_TNUMBER &&
lua_type(state, 8) == LUA_TNUMBER &&
lua_type(state, 9) == LUA_TNUMBER &&
lua_type(state, 10) == LUA_TNUMBER &&
(lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) &&
(lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL) &&
lua_type(state, 13) == LUA_TNUMBER)
{
// Get parameter 1 off the stack.
float param1 = (float)luaL_checknumber(state, 2);
// Get parameter 2 off the stack.
float param2 = (float)luaL_checknumber(state, 3);
// Get parameter 3 off the stack.
float param3 = (float)luaL_checknumber(state, 4);
// Get parameter 4 off the stack.
float param4 = (float)luaL_checknumber(state, 5);
// Get parameter 5 off the stack.
float param5 = (float)luaL_checknumber(state, 6);
// Get parameter 6 off the stack.
float param6 = (float)luaL_checknumber(state, 7);
// Get parameter 7 off the stack.
float param7 = (float)luaL_checknumber(state, 8);
// Get parameter 8 off the stack.
float param8 = (float)luaL_checknumber(state, 9);
// Get parameter 9 off the stack.
float param9 = (float)luaL_checknumber(state, 10);
// Get parameter 10 off the stack.
ScriptUtil::LuaArray<Vector4> param10 = ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true);
// Get parameter 11 off the stack.
ScriptUtil::LuaArray<Vector2> param11 = ScriptUtil::getObjectPointer<Vector2>(12, "Vector2", true);
// Get parameter 12 off the stack.
float param12 = (float)luaL_checknumber(state, 13);
SpriteBatch* instance = getInstance(state);
instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, *param11, param12);
return 0;
}
else if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
(lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
(lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
lua_type(state, 5) == LUA_TNUMBER &&
lua_type(state, 6) == LUA_TNUMBER &&
lua_type(state, 7) == LUA_TNUMBER &&
lua_type(state, 8) == LUA_TNUMBER &&
lua_type(state, 9) == LUA_TNUMBER &&
lua_type(state, 10) == LUA_TNUMBER &&
(lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) &&
(lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL) &&
lua_type(state, 13) == LUA_TNUMBER)
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Vector3> param1 = ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true);
// Get parameter 2 off the stack.
ScriptUtil::LuaArray<Vector3> param2 = ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true);
// Get parameter 3 off the stack.
ScriptUtil::LuaArray<Vector3> param3 = ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true);
// Get parameter 4 off the stack.
float param4 = (float)luaL_checknumber(state, 5);
// Get parameter 5 off the stack.
float param5 = (float)luaL_checknumber(state, 6);
// Get parameter 6 off the stack.
float param6 = (float)luaL_checknumber(state, 7);
// Get parameter 7 off the stack.
float param7 = (float)luaL_checknumber(state, 8);
// Get parameter 8 off the stack.
float param8 = (float)luaL_checknumber(state, 9);
// Get parameter 9 off the stack.
float param9 = (float)luaL_checknumber(state, 10);
// Get parameter 10 off the stack.
ScriptUtil::LuaArray<Vector4> param10 = ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true);
// Get parameter 11 off the stack.
ScriptUtil::LuaArray<Vector2> param11 = ScriptUtil::getObjectPointer<Vector2>(12, "Vector2", true);
// Get parameter 12 off the stack.
float param12 = (float)luaL_checknumber(state, 13);
SpriteBatch* instance = getInstance(state);
instance->draw(*param1, *param2, *param3, param4, param5, param6, param7, param8, param9, *param10, *param11, param12);
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
case 14:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
lua_type(state, 2) == LUA_TNUMBER &&
lua_type(state, 3) == LUA_TNUMBER &&
lua_type(state, 4) == LUA_TNUMBER &&
lua_type(state, 5) == LUA_TNUMBER &&
lua_type(state, 6) == LUA_TNUMBER &&
lua_type(state, 7) == LUA_TNUMBER &&
lua_type(state, 8) == LUA_TNUMBER &&
lua_type(state, 9) == LUA_TNUMBER &&
lua_type(state, 10) == LUA_TNUMBER &&
(lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) &&
(lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL) &&
lua_type(state, 13) == LUA_TNUMBER &&
lua_type(state, 14) == LUA_TBOOLEAN)
{
// Get parameter 1 off the stack.
float param1 = (float)luaL_checknumber(state, 2);
// Get parameter 2 off the stack.
float param2 = (float)luaL_checknumber(state, 3);
// Get parameter 3 off the stack.
float param3 = (float)luaL_checknumber(state, 4);
// Get parameter 4 off the stack.
float param4 = (float)luaL_checknumber(state, 5);
// Get parameter 5 off the stack.
float param5 = (float)luaL_checknumber(state, 6);
// Get parameter 6 off the stack.
float param6 = (float)luaL_checknumber(state, 7);
// Get parameter 7 off the stack.
float param7 = (float)luaL_checknumber(state, 8);
// Get parameter 8 off the stack.
float param8 = (float)luaL_checknumber(state, 9);
// Get parameter 9 off the stack.
float param9 = (float)luaL_checknumber(state, 10);
// Get parameter 10 off the stack.
ScriptUtil::LuaArray<Vector4> param10 = ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true);
// Get parameter 11 off the stack.
ScriptUtil::LuaArray<Vector2> param11 = ScriptUtil::getObjectPointer<Vector2>(12, "Vector2", true);
// Get parameter 12 off the stack.
float param12 = (float)luaL_checknumber(state, 13);
// Get parameter 13 off the stack.
bool param13 = ScriptUtil::luaCheckBool(state, 14);
SpriteBatch* instance = getInstance(state);
instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, *param11, param12, param13);
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 3, 4, 5, 7, 10, 11, 12, 13 or 14).");
lua_error(state);
break;
}
}
return 0;
}
int lua_SpriteBatch_finish(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 1:
{
if ((lua_type(state, 1) == LUA_TUSERDATA))
{
SpriteBatch* instance = getInstance(state);
instance->finish();
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_finish - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 1).");
lua_error(state);
break;
}
}
return 0;
}
int lua_SpriteBatch_getMaterial(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 1:
{
if ((lua_type(state, 1) == LUA_TUSERDATA))
{
SpriteBatch* instance = getInstance(state);
void* returnPtr = (void*)instance->getMaterial();
if (returnPtr)
{
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
object->instance = returnPtr;
object->owns = false;
luaL_getmetatable(state, "Material");
lua_setmetatable(state, -2);
}
else
{
lua_pushnil(state);
}
return 1;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_getMaterial - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 1).");
lua_error(state);
break;
}
}
return 0;
}
int lua_SpriteBatch_getProjectionMatrix(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 1:
{
if ((lua_type(state, 1) == LUA_TUSERDATA))
{
SpriteBatch* instance = getInstance(state);
void* returnPtr = (void*)&(instance->getProjectionMatrix());
if (returnPtr)
{
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
object->instance = returnPtr;
object->owns = false;
luaL_getmetatable(state, "Matrix");
lua_setmetatable(state, -2);
}
else
{
lua_pushnil(state);
}
return 1;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_getProjectionMatrix - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 1).");
lua_error(state);
break;
}
}
return 0;
}
int lua_SpriteBatch_getSampler(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 1:
{
if ((lua_type(state, 1) == LUA_TUSERDATA))
{
SpriteBatch* instance = getInstance(state);
void* returnPtr = (void*)instance->getSampler();
if (returnPtr)
{
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
object->instance = returnPtr;
object->owns = false;
luaL_getmetatable(state, "TextureSampler");
lua_setmetatable(state, -2);
}
else
{
lua_pushnil(state);
}
return 1;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_getSampler - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 1).");
lua_error(state);
break;
}
}
return 0;
}
int lua_SpriteBatch_getStateBlock(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 1:
{
if ((lua_type(state, 1) == LUA_TUSERDATA))
{
SpriteBatch* instance = getInstance(state);
void* returnPtr = (void*)instance->getStateBlock();
if (returnPtr)
{
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
object->instance = returnPtr;
object->owns = false;
luaL_getmetatable(state, "RenderStateStateBlock");
lua_setmetatable(state, -2);
}
else
{
lua_pushnil(state);
}
return 1;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_getStateBlock - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 1).");
lua_error(state);
break;
}
}
return 0;
}
int lua_SpriteBatch_setProjectionMatrix(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 2:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Matrix> param1 = ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true);
SpriteBatch* instance = getInstance(state);
instance->setProjectionMatrix(*param1);
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_setProjectionMatrix - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 2).");
lua_error(state);
break;
}
}
return 0;
}
int lua_SpriteBatch_start(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 1:
{
if ((lua_type(state, 1) == LUA_TUSERDATA))
{
SpriteBatch* instance = getInstance(state);
instance->start();
return 0;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_start - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 1).");
lua_error(state);
break;
}
}
return 0;
}
int lua_SpriteBatch_static_create(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 1:
{
if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(1, false);
void* returnPtr = (void*)SpriteBatch::create(param1);
if (returnPtr)
{
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
object->instance = returnPtr;
object->owns = true;
luaL_getmetatable(state, "SpriteBatch");
lua_setmetatable(state, -2);
}
else
{
lua_pushnil(state);
}
return 1;
}
else if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL))
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Texture> param1 = ScriptUtil::getObjectPointer<Texture>(1, "Texture", false);
void* returnPtr = (void*)SpriteBatch::create(param1);
if (returnPtr)
{
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
object->instance = returnPtr;
object->owns = true;
luaL_getmetatable(state, "SpriteBatch");
lua_setmetatable(state, -2);
}
else
{
lua_pushnil(state);
}
return 1;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_static_create - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
case 2:
{
if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(1, false);
// Get parameter 2 off the stack.
ScriptUtil::LuaArray<Effect> param2 = ScriptUtil::getObjectPointer<Effect>(2, "Effect", false);
void* returnPtr = (void*)SpriteBatch::create(param1, param2);
if (returnPtr)
{
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
object->instance = returnPtr;
object->owns = true;
luaL_getmetatable(state, "SpriteBatch");
lua_setmetatable(state, -2);
}
else
{
lua_pushnil(state);
}
return 1;
}
else if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Texture> param1 = ScriptUtil::getObjectPointer<Texture>(1, "Texture", false);
// Get parameter 2 off the stack.
ScriptUtil::LuaArray<Effect> param2 = ScriptUtil::getObjectPointer<Effect>(2, "Effect", false);
void* returnPtr = (void*)SpriteBatch::create(param1, param2);
if (returnPtr)
{
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
object->instance = returnPtr;
object->owns = true;
luaL_getmetatable(state, "SpriteBatch");
lua_setmetatable(state, -2);
}
else
{
lua_pushnil(state);
}
return 1;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_static_create - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
case 3:
{
if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
lua_type(state, 3) == LUA_TNUMBER)
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(1, false);
// Get parameter 2 off the stack.
ScriptUtil::LuaArray<Effect> param2 = ScriptUtil::getObjectPointer<Effect>(2, "Effect", false);
// Get parameter 3 off the stack.
unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
void* returnPtr = (void*)SpriteBatch::create(param1, param2, param3);
if (returnPtr)
{
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
object->instance = returnPtr;
object->owns = true;
luaL_getmetatable(state, "SpriteBatch");
lua_setmetatable(state, -2);
}
else
{
lua_pushnil(state);
}
return 1;
}
else if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
lua_type(state, 3) == LUA_TNUMBER)
{
// Get parameter 1 off the stack.
ScriptUtil::LuaArray<Texture> param1 = ScriptUtil::getObjectPointer<Texture>(1, "Texture", false);
// Get parameter 2 off the stack.
ScriptUtil::LuaArray<Effect> param2 = ScriptUtil::getObjectPointer<Effect>(2, "Effect", false);
// Get parameter 3 off the stack.
unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
void* returnPtr = (void*)SpriteBatch::create(param1, param2, param3);
if (returnPtr)
{
ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
object->instance = returnPtr;
object->owns = true;
luaL_getmetatable(state, "SpriteBatch");
lua_setmetatable(state, -2);
}
else
{
lua_pushnil(state);
}
return 1;
}
else
{
lua_pushstring(state, "lua_SpriteBatch_static_create - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 1, 2 or 3).");
lua_error(state);
break;
}
}
return 0;
}
}