Ejemplo n.º 1
0
int playstate::SceneGroup_Load(lua_State* L)
{
	const playstate::string fileName = lua_tostring(L, -1); lua_pop(L, 1);
	try {
		ScriptSystem& scriptSystem = ScriptSystem::Get();
		std::auto_ptr<Script> script = scriptSystem.CompileFile(fileName);
		SceneGroup* group = script->ReadInstance<SceneGroup>();
		if(group == NULL) {
			ILogger::Get().Error("The file: '%s' did not return a scene group.", fileName.c_str());
			lua_pushnil(L);
		}
		else
			luaM_pushobject(L, "SceneGroup", group);
		return 1;
	} catch(ScriptException e) {
		ILogger::Get().Error("Could not load scene group: '%s'. Reason: '%s'", fileName.c_str(), e.GetMessage().c_str());
	}
		
	lua_pushnil(L);
	return 1;
}
Ejemplo n.º 2
0
int playstate::Canvas_Show(lua_State* L)
{
	int numParams = lua_gettop(L);
	if(numParams < 1) {
		luaM_printerror(L, "Expected: Canvas.Show(name : String)");
		return 0;
	}

	const playstate::string name = lua_tostring(L, -1); lua_pop(L, 1);
	Canvas& canvas = GameRunner::Get().GetCanvas();
	CanvasGroup* group = canvas.GetCanvasGroupByName(name);
	if(group != NULL) {
		//group->Show();
	} else {
		luaM_printerror(L, "Could not find a CanvasGroup by the name of: '%s'", name.c_str());
	}
	assert_not_implemented();
	return 0;
}