//----------------------------------------------------------------// int USLuaSerializer::_exportToFile ( lua_State* L ) { LUA_SETUP ( USLuaSerializer, "US" ) self->SerializeToFile ( lua_tostring ( state, 2 )); return 0; }
//----------------------------------------------------------------// int USLuaSerializer::_exportToString ( lua_State* L ) { LUA_SETUP ( USLuaSerializer, "U" ) STLString retStr = self->SerializeToString (); lua_pushstring ( L, retStr.str() ); return 1; }
//----------------------------------------------------------------// int USLuaSerializer::_initInstance ( lua_State* L ) { LUA_SETUP ( USLuaSerializer, "UUT" ); USLuaObject* object = state.GetLuaObject < USLuaObject >( 2 ); if ( !object ) return 0; object->SerializeIn ( state, *self ); return 0; }
//----------------------------------------------------------------// int MOAIDeserializer::_initObject ( lua_State* L ) { LUA_SETUP ( MOAIDeserializer, "UUTT" ); MOAILuaObject* object = state.GetLuaObject < MOAILuaObject >( 2 ); if ( !object ) return 0; object->SetMemberTable ( state, 3 ); object->SerializeIn ( state, *self ); return 0; }
//----------------------------------------------------------------// int MOAIDeserializer::_registerObjectID ( lua_State* L ) { LUA_SETUP ( MOAIDeserializer, "UU" ); MOAILuaObject* object = state.GetLuaObject < MOAILuaObject >( 2 ); if ( !object ) return 0; uintptr memberID = state.GetValue < uintptr >( 3, 0 ); self->mObjectMap [ memberID ] = object; lua_pushvalue ( state, 2 ); return 1; }
//----------------------------------------------------------------// int USLuaSerializer::_register ( lua_State* L ) { LUA_SETUP ( USLuaSerializer, "UUN" ); USLuaObject* object = state.GetLuaObject < USLuaObject >( 2 ); if ( !object ) return 0; uintptr id = state.GetValue < uintptr >( 3, 0 ); self->Register ( object, id ); lua_pushvalue ( state, 2 ); return 1; }
/** @name serialize @text Adds a table or object to the serializer. @overload @in MOAISerializer self @in table data The table to serialize. @out nil @overload @in MOAISerializer self @in MOAILuaObject data The object to serialize. @out nil */ int MOAISerializer::_serialize ( lua_State* L ) { LUA_SETUP ( MOAISerializer, "U" ) MOAILuaObject* object = state.GetLuaObject < MOAILuaObject >( 2 ); if ( object ) { self->AddLuaReturn ( object ); } else if ( state.IsType ( 2, LUA_TTABLE )) { self->AddLuaReturn ( state, 2 ); } return 0; }
/** @name setMode @text Sets the playback mode of the timer. @in MOAITimer self @in number mode One of: MOAITimer.NORMAL, MOAITimer.REVERSE, MOAITimer.LOOP, MOAITimer.LOOP_REVERSE, MOAITimer.PING_PONG @out nil */ int MOAITimer::_setMode ( lua_State* L ) { LUA_SETUP ( MOAITimer, "UN" ) self->mMode = state.GetValue < int >( 2, NORMAL ); if( self->mMode == REVERSE || self->mMode == LOOP_REVERSE ){ self->mDirection = -1.0f; } else { self->mDirection = 1.0f; } return 0; }
//----------------------------------------------------------------// int USLuaSerializer::_serialize ( lua_State* L ) { LUA_SETUP ( USLuaSerializer, "U" ) USLuaObject* object = state.GetLuaObject < USLuaObject >( 2 ); if ( object ) { self->Affirm ( object ); self->AddLuaReturn ( object ); } else if ( state.IsType ( 2, LUA_TTABLE )) { self->Affirm ( state, 2 ); self->AddLuaReturn ( state, 2 ); } return 0; }
/** @name setCallback @text Set a function to be called every time the timer finishes a cycle. @in MOAITimer self @in function onCycle @out nil */ int MOAITimer::_setCallback ( lua_State* L ) { LUA_SETUP ( MOAITimer, "UF" ) self->mCallback.SetRef ( state, 2, false ); return 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 ) { LUA_SETUP ( MOAITimer, "UN" ) lua_pushnumber ( L, self->mTimesExecuted ); return 1; }