//----------------------------------------------------------------// int MOAILuaObject::_tostring ( lua_State* L ) { MOAILuaState state ( L ); MOAILuaObject* data = ( MOAILuaObject* )state.GetPtrUserData ( 1 ); if ( data ) { STLString str; lua_getfield ( state, 1, "getClassName" ); if ( state.IsType ( -1, LUA_TFUNCTION )) { lua_pushvalue ( state, 1 ); state.DebugCall ( 1, 1 ); cc8* classname = state.GetValue < cc8* >( -1, "" ); str.write ( "%p <%s>", data, classname ); state.Push ( str ); return 1; } str.write ( "%p <%s>", data, data->TypeName ()); state.Push ( str ); return 1; } return 0; }
/** @name getMaxTextureUnits @text Returns the frame buffer associated with the device. @out MOAIFrameBuffer frameBuffer */ int MOAIGfxDevice::_getFrameBuffer ( lua_State* L ) { MOAILuaState state ( L ); state.Push ( MOAIGfxDevice::Get ().GetDefaultBuffer ()); return 1; }
//----------------------------------------------------------------// // TODO: doxygen int MOAIVertexFormatMgr::_getFormat ( lua_State* L ) { MOAILuaState state ( L ); u32 formatID = state.GetValue < u32 >( 1, 0xffffffff ); state.Push ( MOAIVertexFormatMgr::Get ().GetFormat ( formatID )); return 1; }
//----------------------------------------------------------------// int MOAILuaObject::_tostring ( lua_State* L ) { MOAILuaState state ( L ); MOAILuaObject* data = ( MOAILuaObject* )state.GetPtrUserData ( 1 ); if ( data ) { STLString str; str.write ( "0x%p <%s>", data, data->TypeName ()); // TODO: 64-bit state.Push ( str ); return 1; } return 0; }
//----------------------------------------------------------------// // TODO: doxygen int MOAIMath::_randSFMT ( lua_State* L ) { MOAILuaState state ( L ); double lower = 0.0; double upper = 1.0; if ( state.IsType ( 1, LUA_TNUMBER )) { upper = state.GetValue < double >( 1, 0.0 ); if ( state.IsType ( 2, LUA_TNUMBER )) { lower = upper; upper = state.GetValue < double >( 2, 0.0 ); } } double r = sfmt_genrand_real1 ( MOAIMath::Get ().mSFMT ); // [0, 1] state.Push ( lower + ( r * ( upper - lower ))); return 1; }
//----------------------------------------------------------------// void MOAILuaClass::PushInterfaceTable ( MOAILuaState& state ) { state.Push ( this->mInterfaceTable ); }
bool MOAITBWidget::PushTBWidgetOrNil( MOAILuaState& state, TBWidget* widget ) { if( PushTBWidget( state, widget ) ) return true; state.Push(); return false; }