int MOAIFmodEventProject::_getEvent ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIFmodEventProject, "UUN" ) FMOD::Event** event; char* name = state.GetValue< char* > ( 1, "" ); u32 loadflag = state.GetValue < u32 > ( 2, 0 ); self->mEventProject->getEvent ( name, loadflag, event ); MOAIFmodEvent* moaiEvent = new MOAIFmodEvent( *event ); self->LuaRetain ( moaiEvent ); moaiEvent->PushLuaUserdata ( state ); }
int MOAIFmodEventProject::_getEventByProjectID ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIFmodEventProject, "UNN" ) FMOD::Event** event; int projectID = state.GetValue< int > ( 1, 0 ); u32 loadflag = state.GetValue < u32 > ( 2, 0 ); self->mEventProject->getEventByProjectID ( projectID, loadflag, event ); MOAIFmodEvent* moaiEvent = new MOAIFmodEvent ( *event ); self->LuaRetain ( moaiEvent ); moaiEvent->PushLuaUserdata ( state ); }
int MOAIFmodEventCategory:: getEventByIndex( lua_State* L ) { MOAI_LUA_SETUP(MOAIFmodEventCategory, "U"); int index = state.GetValue < int>( 1, 0 ); FMOD_EVENT_MODE mode= state.GetValue < FMOD_EVENT_MODE >( 2, 0 ); FMOD::Event** myevent; FMOD_RESULT result = self->mEventCategory->getEventByIndex(index,mode, myevent); MOAIFmodEvent* moaiEvent = new MOAIFmodEvent( ); moaiEvent->setEvent( *myevent ); self->LuaRetain( moaiEvent ); moaiEvent->PushLuaUserdata( state ); return (int) result; }