コード例 #1
0
ファイル: CKLBUIScore.cpp プロジェクト: 2or3/PlaygroundOSS
bool
CKLBUIScore::initUI(CLuaState& lua)
{
	int argc = lua.numArgs();

	// 引数の数が合わない場合
    if(argc < ARG_REQUIRE || argc > ARG_NUMS) { return false; }

	float   x            = lua.getFloat(ARG_X);
	float   y            = lua.getFloat(ARG_Y);
	u32     order        = lua.getInt(ARG_ORDER);
	s32     order_offset = lua.getInt(ARG_ODOFF);
	float   stepX        = lua.getFloat(ARG_STEP_X);
	float   stepY        = lua.getFloat(ARG_STEP_Y);
	int     column       = lua.getInt(ARG_COLS);
	bool    fillzero     = lua.getBool(ARG_FILLZERO);
	bool    anim_flag    = lua.getBool(ARG_ANIM);
	int     align        = (argc >= ARG_ALIGN)     ? lua.getInt(ARG_ALIGN)      : ALIGN_RIGHT;
	bool    countclip    = (argc >= ARG_COUNTCLIP) ? lua.getBool(ARG_COUNTCLIP) : false;

	const char * tex_list[10];
	lua.retValue(ARG_TEXTBL);	// 対象となる配列をスタックトップに積む
	lua.retNil();				// nil をスタックトップに積む
	int tex_cnt = 0;
	while(lua.tableNext()) {
		lua.retValue(-2);
		int idx = lua.getInt(-1) - 1;			// Lua配列の添え字は1からなので、-1する。
		const char * str = lua.getString(-1);

		// 与えられた配列のindexに整数以外が使われているときや、
		// 範囲を超えたものがある場合はエラー扱いとする。
		klb_assert((idx >= 0 && idx <= 9), "BAD INDEX [%s] in texture array.", str);
		if(idx < 0 || idx > 9) {	// 数値以外のインデックスが指定されていたり、範囲を超えている場合
			return false;
		}
		const char * texname = lua.getString(-2);	// テクスチャ名称が格納されている。
		tex_list[idx] = texname;
		tex_cnt++;
		lua.pop(2);
	}
	lua.pop(1);
	// テクスチャの数が足りなければエラーとする。
	if(tex_cnt != 10) {
		klb_assert(tex_cnt == 10, "%s(%d): The number of textures is insufficient. ", lua.getScriptName(), lua.getNumLine()); 
		return false;
	}

	return initCore(order, order_offset, x, y, tex_list, stepX, stepY, column, fillzero, anim_flag, align, countclip);
}
コード例 #2
0
void
CKLBLuaLibMatrix::getVector(CLuaState& lua, VECTOR * vec)
{
	// Luaスタックトップにはvectorテーブルが積んである
	for(int n = 0; n < 4; n++) {
		lua.retInt(n + 1); lua.tableGet(); vec->v[n] = lua.getFloat(-1); lua.pop(1);
	}
}
コード例 #3
0
bool
CKLBUISimpleItem::initUI(CLuaState& lua)
{
	int argc = lua.numArgs();
    if(argc < ARG_REQUIRE || argc > ARG_NUMS) { return false; }

	float x = lua.getFloat(ARG_X);
	float y = lua.getFloat(ARG_Y);

	return initCore(lua.getInt(ARG_ORDER),x,y,lua.getString(ARG_ASSET));
} 
コード例 #4
0
void
CKLBLuaLibMatrix::getMatrix(CLuaState& lua, MATRIX * ret)
{
	// 最上位には対象の配列が積んである
	for(int idx = 0; idx < 16; idx++) {
		lua.retInt(idx + 1);			// Luaテーブル上のindexを積む
		lua.tableGet();					// 対応する値を取得する
		float val = lua.getFloat(-1);
		ret->m[idx] = val;
		lua.pop(1);
	}
}
コード例 #5
0
bool
CKLBUIMultiImgItem::initUI(CLuaState& lua)
{
	int argc = lua.numArgs();
	if(argc < ARG_REQUIRE || argc > ARG_NUMS) return false;

	float x     = lua.getFloat(ARG_X);
	float y     = lua.getFloat(ARG_Y);
	u32 order   = lua.getInt(ARG_ORDER);
	u32 idxImg  = (argc >= ARG_INDEX) ? lua.getInt(ARG_INDEX) : 0;
	
	// asset list を取得
	lua.retValue(ARG_ASSET_LIST);

	// 要素の数を数える
	int max = 0;
	lua.retNil();

	// Read indexes and count entries.
	while(lua.tableNext()) {
		lua.retValue(-2);
		int idx = lua.getInt(-1);
		if(max < idx) max = idx;
		lua.pop(2);
	}

	IMGITEM* items = KLBNEWA(IMGITEM, max);

    if(!items) { return false; }

	// Reset all handle to NULL
	for(int idx = 0; idx < max; idx++) {
		items[idx].handle = 0;
		items[idx].sprite = NULL;
	}

	m_order = order; // Needed for getImgList
    if(!getImgList(lua,items,max)) { return false; }
	return initCore(order, x,y,idxImg,items,max);
}
コード例 #6
0
ファイル: CKLBFormIF.cpp プロジェクト: 2or3/PlaygroundOSS
bool
CKLBFormIF::updateStandardNode(CLuaState& lua, int argc, int base, int subcmd, CKLBNode * pNode, int& ret, void * /*item*/, int index)
{
	bool result = true;
	switch(subcmd)
	{
	default:
		{
			result = false;
		}
		break;
	case FORM_NODE_POINTER:
		{
			if(argc != base) {
				lua.retNil();
				ret = 1;
				break;
			}
			lua.retPointer(pNode);
			ret = 1;
		}
		break;

	case FORM_NODE_RECURSIVE:
		{
			if(argc != base + 1) {
				result = false;
				break;
			}
			const char * funcname = lua.getString(base + 1);	// コールバック名の取得
			result = nodeRecursive(lua, funcname, pNode, index);
		}
		break;

	case FORM_NODE_TRANS:
		{
			if(argc != (base + 2)) {
				result = false;
				break;
			}
			float x = lua.getFloat(base + 1);
			float y = lua.getFloat(base + 2);

			CKLBUITask* pTask = pNode->getUITask();
			if (pTask) {
				// Change next frame or current frame.
				if(pTask->isNewScriptModel()) {
					pTask->setX(x);
					pTask->setY(y);
				} else {
					int idxX = pTask->findProperty("x");
					int idxY = idxX + 1;
					pTask->setNum(idxX, x);
					pTask->setNum(idxY, y);
				}
				// Trick: we modify directly the node AND change the property.
				// If another property is modified later, it will force the value to be used. 
				// ==> Do not execute pTask->setInnerUpdate();
			}
			// But changes also RIGHT AWAY
			pNode->setTranslate(x, y);
		}
		break;
	case FORM_NODE_SCALE:
		{
			if(argc != base + 2) {
				result = false;
				break;
			}
			float scaleX = lua.getFloat(base + 1);
			float scaleY = lua.getFloat(base + 2);

			CKLBUITask* pTask = pNode->getUITask();
			if (pTask) {
				if(pTask->isNewScriptModel()) {
					pTask->setScaleX(scaleX);
					pTask->setScaleY(scaleY);
				} else {
					int idxX = pTask->findProperty("scaleX");
					int idxY = idxX + 1;
					pTask->setNum(idxX, scaleX);
					pTask->setNum(idxY, scaleY);
				}
				// Trick: we modify directly the node AND change the property.
				// If another property is modified later, it will force the value to be used. 
				// ==> Do not execute pTask->setInnerUpdate();
			}
			pNode->setScale(scaleX, scaleY);
		}
		break;
	case FORM_NODE_ROT:
		{
			if(argc != base + 1) {
				result = false;
				break;
			}
			float rot = lua.getFloat(base + 1);

			CKLBUITask* pTask = pNode->getUITask();
			if (pTask) {
				if(pTask->isNewScriptModel()) {
					pTask->setRotation(rot);
				} else {
					int idxRot = pTask->findProperty("rot");
					pTask->setNum(idxRot, rot);
				}
				pTask->setInnerUpdate();
				// Trick: we modify directly the node AND change the property.
				// If another property is modified later, it will force the value to be used. 
				// ==> Do not execute pTask->setInnerUpdate();
			}
			pNode->setRotation(rot);
		}
		break;
	case FORM_NODE_COLOR:
		{
			if(argc != base + 2) {
				result = false;
				break;
			}

			u32 alpha = lua.getInt(base + 1);
			u32 rgb   = lua.getInt(base + 2);

			CKLBUITask* pTask = pNode->getUITask();
			if (pTask) {
				if(pTask->isNewScriptModel()) {
					pTask->setAlpha(alpha);
					pTask->setArgb(rgb);
				} else {
					int idxcol = pTask->findProperty("alpha");	// Color just after !
					pTask->setInt(idxcol, alpha);
					pTask->setInt(idxcol+1, rgb);
				}
				pTask->setInnerUpdate();
			}

			SColorVector color;
			color.m_type = 0;

			for(int i = 0; i < 3; i++) {
				int col = 0xff & (rgb >> (16 - 8 * i));
				color.m_vector[i] = col / 255.0f;
			}
			color.m_vector[3] = (alpha & 0xff) / 255.0f;
			pNode->setColorMatrix(color);
		}
		break;
	case FORM_NODE_VISIBLE:
		{
			if(argc != base + 1) {
				result = false;
				break;
			}
			bool visible = lua.getBool(base + 1);

			CKLBUITask* pTask = pNode->getUITask();
			if (pTask) {
				pTask->setVisible(visible);
			} else {
				pNode->setVisible(visible);
			}
		}
		break;
	case FORM_NODE_ORDER:
		{
			if(argc != base + 1) {
				result = false;
				break;
			}
			int order = lua.getInt(base + 1);
			CKLBUITask* pTask = pNode->getUITask();
			if (pTask) {
				if(pTask->isNewScriptModel()) {
					pTask->setOrder(order);
					pTask->setInnerUpdate();
				} else {
					int idx_order = pTask->findProperty("order");
					if (idx_order >= 0) {
						pTask->setInt(idx_order, order);
						pTask->setInnerUpdate();
					}
				}
			}
			pNode->setPriority(order);
			pNode->markUpMatrix();
		}
		break;
	case FORM_NODE_GET_ORDER:
		{
			if(argc != base) {
				result = false;
				break;
			}
			int order;
			CKLBUITask* pTask = pNode->getUITask();
			if (pTask) {
				if(pTask->isNewScriptModel()) {
					order = pTask->getOrder();
				} else {
					int idx_order = pTask->findProperty("order");
					if (idx_order >= 0) {
						order = pTask->getInt(idx_order);
					} else {
						order = 0;
					}
				}
			} else {
				order = pNode->getPriority();
			}
			lua.retInt(order);
			ret = 1;
		}
		break;

	case FORM_NODE_TASK:
		{
			if(argc != base) {
				result = false;
				break;
			}
			CKLBUITask * pTask = pNode->getUITask();
			if(!pTask) {
				lua.retNil();
			} else {
				lua.retPointer(pTask);
			}
			ret = 1;
		}
		break;
	}
	return result;
}
コード例 #7
0
ファイル: CKLBUIScore.cpp プロジェクト: 2or3/PlaygroundOSS
int
CKLBUIScore::commandUI(CLuaState& lua, int argc, int cmd)
{
	int ret = 0;
	switch(cmd)
	{
	case UI_SCORE_RESET:
		setValue(0);
		m_bScoreUpdate = true;
		break;
	case UI_SCORE_SET:
		{
			if(argc != 3) {
				lua.retNil();
				ret = 1;
				break;
			}
			int value = lua.getInt(3);
			if(m_bCountClip && value >= m_maxvalue) value = m_maxvalue - 1;
			setValue(value);
		}
		break;
	case UI_SCORE_SETFLOAT:
		{
			if(argc != 4) {
				lua.retNil();
				ret = 1;
				break;
			}
			float value = lua.getFloat(3);
			int pos = lua.getInt(4);
			if(m_bCountClip && value >= m_maxvalue) value = m_maxvalue - 1;
			setValueFloat(value, pos);
		}
		break;
	case UI_SCORE_SETDOT:
		{
			if(argc != 5) {
				lua.retNil();
				ret = 1;
				break;
			}

			setDot(lua.getString(3), lua.getInt(4), lua.getInt(5));
		}
		break;
	case UI_SCORE_GET:
		{	
			int value = getValue();
			lua.retInt(value);
			ret = 1;
		}
		break;
	case UI_SCORE_ENTERANIM:
		{
			if(argc != 8) {
				lua.retBoolean(false);
				ret = 1;
				break;
			}
			s32  mspt       = lua.getInt(3);
			s32  tshift     = lua.getInt(4);
			bool onlychg    = lua.getBool(5);
			int  type       = lua.getInt(6);
			u32  affected   = lua.getInt(7);
			float mat[8];
			klb_assert(type > 0, "UI_Score: UI_SCORE_ENTERANIM type == 0");

			// 配列を読む
			lua.retValue(8);
			lua.retNil();
			while(lua.tableNext()) {
				lua.retValue(-2);
				int idx = lua.getInt(-1) - 1;
				klb_assert((idx >= 0 && idx < 8), "%s(%d): bad array index. UI_SCORE_ENTERANIM", lua.getScriptName(), lua.getNumLine());
				mat[idx] = lua.getFloat(-2);
				lua.pop(2);
			}
			lua.pop(1);

			klb_assert(type != 0, "Custom animation is not authorized (type 0)");
			m_pScoreNode->setEnterAnimation(mspt, tshift, onlychg, type, affected, mat);
		}
		break;
	case UI_SCORE_EXITANIM:
		{
			if(argc != 8) {
				lua.retBoolean(false);
				ret = 1;
				break;
			}
			s32  mspt       = lua.getInt(3);
			s32  tshift     = lua.getInt(4);
			bool onlychg    = lua.getBool(5);
			int  type       = lua.getInt(6);
			u32  affected   = lua.getInt(7);
			float mat[4];
			klb_assert(type > 0, "UI_Score: UI_SCORE_ENTERANIM type == 0");

			// 配列を読む
			lua.retValue(8);
			lua.retNil();
			while(lua.tableNext()) {
				lua.retValue(-2);
				int idx = lua.getInt(-1) - 1;
				mat[idx] = lua.getFloat(-2);
				lua.pop(2);
			}
			lua.pop(1);

			klb_assert(type != 0, "Custom animation is not authorized (type 0)");
			m_pScoreNode->setExitAnimation(mspt, tshift, onlychg, type, affected, mat);
		}
		break;
	case UI_SCORE_ALIGN:
		{
			bool bResult = false;
			if(argc == 3) {
				int align = lua.getInt(3);
				setAlign(align);
				bResult = true;
			}
			lua.retBool(bResult);
			ret = 1;
		}
		break;
	}
	return ret;
}