//----------------------------------------------------------------// MOAIMesh::MOAIMesh () : mTotalElements ( 0 ), mPrimType ( ZGL_PRIM_TRIANGLES ), mPenWidth ( 1.0f ) { RTTI_BEGIN RTTI_EXTEND ( MOAIStandardDeck ) RTTI_EXTEND ( MOAIVertexArray ) RTTI_END this->ClearBounds (); }
//----------------------------------------------------------------// MOAILayoutFrame::MOAILayoutFrame () { RTTI_BEGIN RTTI_EXTEND ( MOAITransform ) RTTI_END this->mMargin [ X_AXIS ][ MIN ] = 0.0f; this->mMargin [ Y_AXIS ][ MIN ] = 0.0f; this->mMargin [ X_AXIS ][ MAX ] = 0.0f; this->mMargin [ Y_AXIS ][ MAX ] = 0.0f; this->mLayout [ X_AXIS ] = LAYOUT_ALIGN_MIN; this->mLayout [ Y_AXIS ] = LAYOUT_ALIGN_MIN; this->mFit [ X_AXIS ] = FIT_ABSOLUTE; this->mFit [ Y_AXIS ] = FIT_ABSOLUTE; this->mWeight [ X_AXIS ] = 1.0f; this->mWeight [ Y_AXIS ] = 1.0f; this->mIdealSize [ X_AXIS ] = 0.0f; this->mIdealSize [ Y_AXIS ] = 0.0f; this->mLinkInChildren.Data ( this ); }
//----------------------------------------------------------------// MOAIGfxQuadDeck2D::MOAIGfxQuadDeck2D () { RTTI_BEGIN RTTI_EXTEND ( MOAIDeck ) RTTI_END this->SetContentMask ( MOAIProp::CAN_DRAW ); }
//----------------------------------------------------------------// MOAIMath::MOAIMath () { RTTI_BEGIN RTTI_EXTEND ( MOAILuaObject ) RTTI_END this->mSFMT = ( SFMT_T* )calloc ( 1, sizeof ( SFMT_T )); }
//----------------------------------------------------------------// MOAIScissorRect::MOAIScissorRect () { RTTI_BEGIN RTTI_EXTEND ( MOAITransform ) RTTI_END this->mRect.Init ( 0.0f, 0.0f, 0.0f, 0.0f ); }
//----------------------------------------------------------------// MOAIGridDeck2D::MOAIGridDeck2D () { RTTI_BEGIN RTTI_EXTEND ( MOAIDeck ) RTTI_END this->SetContentMask ( MOAIProp::CAN_DRAW ); this->mMaxBounds.Init ( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ); }
//----------------------------------------------------------------// MOAICpPrim::MOAICpPrim () : mSpace ( 0 ) { RTTI_BEGIN RTTI_EXTEND ( MOAILuaObject ) RTTI_END this->mLinkInSpace.Data ( this ); }
//----------------------------------------------------------------// MOAIStretchPatch2D::MOAIStretchPatch2D () : mNeedsUpdate ( true ) { RTTI_BEGIN RTTI_EXTEND ( MOAIDeck ) RTTI_END this->SetContentMask ( MOAIProp::CAN_DRAW ); this->mRect.Init ( 0.0f, 0.0f, 0.0f, 0.0f ); }
//----------------------------------------------------------------// MOAIMath::MOAIMath () { RTTI_BEGIN RTTI_EXTEND ( MOAILuaObject ) RTTI_END #if MOAI_WITH_SFMT this->mSFMT = ( SFMT_T* )calloc ( 1, sizeof ( SFMT_T )); sfmt_init_gen_rand ( this->mSFMT, ( u32 )time ( 0 )); #endif }
//----------------------------------------------------------------// MOAIMesh::MOAIMesh () : mPrimType ( ZGL_PRIM_TRIANGLES ), mPenWidth ( 1.0f ), mPointSize ( 1.0f ) { RTTI_BEGIN RTTI_EXTEND ( MOAIDeck ) RTTI_END this->SetContentMask ( MOAIProp::CAN_DRAW ); this->mDefaultShaderID = MOAIShaderMgr::MESH_SHADER; }
//----------------------------------------------------------------// MOAIParticleForce::MOAIParticleForce () : mShape ( LINEAR ), mType ( GRAVITY ) { RTTI_BEGIN RTTI_EXTEND ( MOAITransform ) RTTI_END this->mVec.Init ( 0.0f, 0.0f, 0.0f ); this->mWorldLoc.Init ( 0.0f, 0.0f, 0.0f ); this->mWorldVec.Init ( 0.0f, 0.0f, 0.0f ); }
MOAIFmodEventGroup::MOAIFmodEventGroup () { // register all classes MOAIFoo derives from // we need this for custom RTTI implementation RTTI_BEGIN RTTI_EXTEND ( MOAILuaObject ) // and any other objects from multiple inheritance... // RTTI_EXTEND ( MOAIFooBase ) RTTI_END eventGroup = new FMOD::EventGroup(); }
//----------------------------------------------------------------// MOAIXboxController::MOAIXboxController () { RTTI_BEGIN RTTI_EXTEND ( MOAIAction ) RTTI_END this->mControllerId = -1; this->mPrevState = nullptr; this->mCurrentState = nullptr; this->mStateShift = 0; this->mNormalTriggerState[0] = 0.0; this->mNormalTriggerState[1] = 0.0; }
Pathfinder::Pathfinder(): MOAIEntity2D(), m_navmesh{navmeshFilename} { RTTI_BEGIN RTTI_EXTEND(MOAIEntity2D) RTTI_END m_pathfinder = this; //fill m_nodes uint16_t numPolygons = m_navmesh.GetNumPolygons(); float cost = 0; USVec2D diagonal; float centreDist; for (uint16_t index = 0; index < numPolygons; ++index) { cost = rand() % 3000 + 500; PathNode node(m_navmesh.GetPolygon(index), cost, 0.f); diagonal = node.GetPolygon()->m_vertices[2] - node.GetPolygon()->m_vertices[0]; centreDist = diagonal.Length() / 2; node.SetCentrePos(node.GetPolygon()->m_vertices[0] + (diagonal.NormVector() * centreDist)); m_nodes.push_back(node); } }
if ( this->mDataBuffer ) { this->mByteStream.SetBuffer ( 0, 0 ); this->mByteStream.SetLength ( 0 ); this->SetZLStream ( 0 ); this->mDataBuffer->Unlock (); this->mDataBuffer.Set ( *this, 0 ); } } //----------------------------------------------------------------// MOAIDataBufferStream::MOAIDataBufferStream () { RTTI_BEGIN RTTI_EXTEND ( MOAIStream ) RTTI_END } //----------------------------------------------------------------// MOAIDataBufferStream::~MOAIDataBufferStream () { this->Close (); } //----------------------------------------------------------------// bool MOAIDataBufferStream::Open ( MOAIDataBuffer* buffer ) { this->Close (); if ( !buffer ) return false;
return bounds; } //----------------------------------------------------------------// USBox MOAIBoundsDeck::GetItemBounds ( u32 idx ) { idx = ( idx - 1 ) % this->mIndexMap.Size (); idx = this->mIndexMap [ idx ] % this->mBoundsArray.Size (); return this->mBoundsArray [ idx ]; } //----------------------------------------------------------------// MOAIBoundsDeck::MOAIBoundsDeck () { RTTI_BEGIN RTTI_EXTEND ( MOAIDeck ) RTTI_END //this->SetContentMask ( MOAIProp::CAN_DRAW ); } //----------------------------------------------------------------// MOAIBoundsDeck::~MOAIBoundsDeck () { } //----------------------------------------------------------------// void MOAIBoundsDeck::RegisterLuaClass ( MOAILuaState& state ) { MOAIDeck::RegisterLuaClass ( state ); }
this->Clear (); int status; MOAIScopedLuaState state = MOAILuaRuntime::Get ().State (); // load the lua file status = luaL_loadfile ( state, filename ); if ( state.PrintErrors ( ZLLog::CONSOLE, status )) return LOAD_ERROR; // load self as the func param this->PushLuaUserdata ( state ); // call the chunk if ( state.DebugCall ( 1, 0 )) return LUA_ERROR; // done! return SUCCESS; } //----------------------------------------------------------------// MOAIDeserializer::MOAIDeserializer () { RTTI_BEGIN RTTI_EXTEND ( MOAISerializerBase ) RTTI_END } //----------------------------------------------------------------// MOAIDeserializer::~MOAIDeserializer () { }
cc8* MOAISerializerBase::GetFileMagic () { return "--MOAI"; } //----------------------------------------------------------------// uintptr MOAISerializerBase::GetID ( MOAILuaObject* object ) { MOAILuaStateHandle state = object->GetSelf (); return ( uintptr )lua_topointer ( state, -1 ); } //----------------------------------------------------------------// uintptr MOAISerializerBase::GetID ( MOAILuaState& state, int idx ) { return ( uintptr )lua_topointer ( state, idx ); } //----------------------------------------------------------------// MOAISerializerBase::MOAISerializerBase () { RTTI_BEGIN RTTI_EXTEND ( MOAILuaObject ) RTTI_END } //----------------------------------------------------------------// MOAISerializerBase::~MOAISerializerBase () { this->Clear (); }
} //----------------------------------------------------------------// int MOAITBPropContainer::_setProp ( lua_State *L ) { MOAI_LUA_SETUP( MOAITBPropContainer, "U" ) MOAIGraphicsProp* prop = state.GetLuaObject< MOAIGraphicsProp >( 2, true ); self->GetInternal()->SetProp( prop ); return 0; } //----------------------------------------------------------------// MOAITBPropContainer::MOAITBPropContainer () { RTTI_BEGIN RTTI_EXTEND ( MOAITBWidget ) RTTI_END } //----------------------------------------------------------------// MOAITBPropContainer::~MOAITBPropContainer () { } //----------------------------------------------------------------// void MOAITBPropContainer::RegisterLuaClass ( MOAILuaState& state ) { MOAITBWidget::RegisterLuaClass( state ); luaL_Reg regTable [] = { { "new", _new }, { NULL, NULL }
MOAITexture* MOAIStaticGlyphCache::GetTexture ( u32 id ) { return this->mTextures [ id ]; } //----------------------------------------------------------------// bool MOAIStaticGlyphCache::IsDynamic () { return false; } //----------------------------------------------------------------// MOAIStaticGlyphCache::MOAIStaticGlyphCache () { RTTI_BEGIN RTTI_EXTEND ( MOAIGlyphCacheBase ) RTTI_END } //----------------------------------------------------------------// MOAIStaticGlyphCache::~MOAIStaticGlyphCache () { this->ClearTextures (); } //----------------------------------------------------------------// void MOAIStaticGlyphCache::PlaceGlyph ( MOAIFont& font, MOAIGlyph& glyph ) { UNUSED ( font ); UNUSED ( glyph ); }
#include "moai-tb/MOAITBCheckBox.h" //----------------------------------------------------------------// //MOAITBRadioCheckBox //----------------------------------------------------------------// MOAITBRadioCheckBox::MOAITBRadioCheckBox () { RTTI_BEGIN RTTI_EXTEND ( MOAITBWidget ) RTTI_END } //----------------------------------------------------------------// MOAITBRadioCheckBox::~MOAITBRadioCheckBox () { } //----------------------------------------------------------------// void MOAITBRadioCheckBox::RegisterLuaClass ( MOAILuaState& state ) { MOAITBWidget::RegisterLuaClass( state ); luaL_Reg regTable [] = { { "new", _new }, { NULL, NULL } }; luaL_register ( state, 0, regTable ); } //----------------------------------------------------------------// void MOAITBRadioCheckBox::RegisterLuaFuncs ( MOAILuaState& state ) { MOAITBWidget::RegisterLuaFuncs( state ); luaL_Reg regTable [] = { { NULL, NULL }
//----------------------------------------------------------------// 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 ); } } //----------------------------------------------------------------// USLuaSerializer::USLuaSerializer () { RTTI_BEGIN RTTI_EXTEND ( USLuaSerializer ) RTTI_END } //----------------------------------------------------------------// USLuaSerializer::~USLuaSerializer () { this->Clear (); } //----------------------------------------------------------------// void USLuaSerializer::WriteDecls ( USStream& stream ) { stream.Print ( "--Declaring Objects\n" ); stream.Print ( "local objects = {\n\n" );
//----------------------------------------------------------------// void MOAIEventSource::AffirmListenerTable ( USLuaState& state ) { if ( !mListenerTable ) { lua_newtable ( state ); this->mListenerTable.SetRef ( state, -1, false ); state.Pop ( 1 ); } } //----------------------------------------------------------------// MOAIEventSource::MOAIEventSource () { RTTI_BEGIN RTTI_EXTEND ( USLuaObject ) RTTI_END } //----------------------------------------------------------------// MOAIEventSource::~MOAIEventSource () { } //----------------------------------------------------------------// bool MOAIEventSource::PushListenerAndSelf ( u32 eventID, USLuaState& state ) { if ( this->mListenerTable ) { this->mListenerTable.PushRef ( state ); if ( state.GetFieldWithType ( -1, eventID, LUA_TFUNCTION )) {
//================================================================// // local //================================================================// //----------------------------------------------------------------// //================================================================// // MOAIBox2DWheelJoint //================================================================// //----------------------------------------------------------------// MOAIBox2DWheelJoint::MOAIBox2DWheelJoint () { RTTI_BEGIN RTTI_EXTEND ( MOAIBox2DJoint ) RTTI_END } //----------------------------------------------------------------// /** @name getJointTranslation @text See Box2D documentation. @in MOAIBox2DWheelJoint self @out number jointTranslation in units, converted from meters */ int MOAIBox2DWheelJoint::_getJointTranslation ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIBox2DWheelJoint, "U" ) float unitsToMeters = self->GetUnitsToMeters (); if ( !self->mJoint ) {