Ejemplo n.º 1
0
/**	@name	getTimesExecuted
	@text	Gets the number of times the timer has completed a cycle.

	@in		MOAITimer self
	@out	number nTimes
*/
int MOAITimer::_getTimesExecuted ( lua_State* L ) {
	MOAI_LUA_SETUP ( MOAITimer, "U" )

	lua_pushnumber ( L, self->mTimesExecuted );
	return 1;
}
/**	@name	reset
	@text	Resets the distance travelled. Use this to avoid large emissions
			when 'warping' the emitter to a new location.
	
	@in		MOAIParticleDistanceEmitter self
	@out	nil
*/
int MOAIParticleDistanceEmitter::_reset ( lua_State* L ) {
	MOAI_LUA_SETUP ( MOAIParticleDistanceEmitter, "U" )

	self->mReset = true;
	return 0;
}
Ejemplo n.º 3
0
/**	@name	getTime
	@text	Return the current time.

	@in		MOAITimer self
	@out	number time
*/
int MOAITimer::_getTime( lua_State* L ) {
	MOAI_LUA_SETUP ( MOAITimer, "U" )

	lua_pushnumber ( L, self->GetTime ());
	return 1;
}
Ejemplo n.º 4
0
//----------------------------------------------------------------//
// TODO: doxygen
int MOAIDataBuffer::_clear ( lua_State* L ) {
	MOAI_LUA_SETUP ( MOAIDataBuffer, "U" );
	self->Clear ();
	return 0;
}
Ejemplo n.º 5
0
/**	@name	scheduleUpdate
	@text	Schedule the node for an update next time the dependency graph
			is processed. Any depdendent nodes will also be updated.
	
	@in		MOAINode self
	@out	nil
*/
int MOAINode::_scheduleUpdate ( lua_State* L ) {
	MOAI_LUA_SETUP ( MOAINode, "U" );

	self->ScheduleUpdate ();
	return 0;
}
Ejemplo n.º 6
0
/**	@name	close
	@text	Close and release the associated file handle.

	@in		MOAIFileStream self
	@out	nil
*/
int MOAIFileStream::_close ( lua_State* L ) {
    MOAI_LUA_SETUP ( MOAIFileStream, "U" );

    self->Close ();
    return 0;
}
Ejemplo n.º 7
0
//----------------------------------------------------------------///
// TODO: doxygen
int MOAIMesh::_setTotalElements ( lua_State* L ) {
	MOAI_LUA_SETUP ( MOAIMesh, "U" )

	self->SetTotalElements ( state.GetValue < u32 >( 2, 0 ));
	return 0;
}
Ejemplo n.º 8
0
/**	@lua	setPrimType
	@text	Sets the prim type the buffer represents.
	
	@in		MOAIMesh self
	@in		number primType		One of MOAIMesh GL_POINTS, GL_LINES, GL_TRIANGLES, GL_LINE_LOOP,
								GL_LINE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP
	@out	nil
*/
int MOAIMesh::_setPrimType ( lua_State* L ) {
	MOAI_LUA_SETUP ( MOAIMesh, "UN" )
	
	self->SetPrimType ( state.GetValue < u32 >( 2, 0 ));
	return 0;
}
Ejemplo n.º 9
0
/**	@lua	setPenWidth
	@text	Sets the pen with for drawing prims in this vertex buffer.
			Only valid with prim types GL_LINES, GL_LINE_LOOP, GL_LINE_STRIP.
	
	@in		MOAIMesh self
	@in		number penWidth
	@out	nil
*/
int MOAIMesh::_setPenWidth ( lua_State* L ) {
	MOAI_LUA_SETUP ( MOAIMesh, "UN" )
	
	self->mPenWidth = state.GetValue < float >( 2, 1.0f );
	return 0;
}
Ejemplo n.º 10
0
/**	@lua	setIndexBuffer
	@text	Set the index buffer to render.
	
	@in		MOAIMesh self
	@in		MOAIGfxBuffer indexBuffer
	@out	nil
*/
int MOAIMesh::_setIndexBuffer ( lua_State* L ) {
	MOAI_LUA_SETUP ( MOAIMesh, "U" )
	
	self->SetIndexBuffer ( state.GetLuaObject < MOAIIndexBuffer >( 2, true ));
	return 0;
}