/** * @luafunc int LuaGameInfo::getEventScore(ScoringEvent event) * * @brief Get the value of a \ref ScoringEventEnum. * * @return The number of points earned when the \ref ScoringEventEnum 'event' * occurs, or zero of an unknown event is specified. */ S32 LuaGameInfo::lua_getEventScore(lua_State *L) { static const char *methodName = "GameInfo:getEventScore()"; checkArgCount(L, 1, methodName); ScoringEvent scoringEvent = (ScoringEvent) getInt(L, 1, methodName, 0, ScoringEventsCount - 1); return returnInt(L, mServerGame->getGameType()->getEventScore(GameType::TeamScore, scoringEvent, 0)); };
/** * @luafunc int LuaGameInfo::getNexusTimeLeft() * * @brief The number of seconds until the nexus opens or closes. * * @return The number of seconds until the Nexus opens or closes, or nil if this * is not a nexus game. If this function returns 0, the Nexus will remain in its * current state until the end of the game */ S32 LuaGameInfo::lua_getNexusTimeLeft(lua_State *L) { GameType *gameType = mServerGame->getGameType(); if(!gameType || gameType->getGameTypeId() != NexusGame) return returnNil(L); return returnInt(L, static_cast<NexusGameType *>(gameType)->getNexusTimeLeftMs() / 1000); }
void Downloader::finishedLoadingPageCount(Page *page) { if (m_cancelled) return; log("Received page '"+page->url().toString()+"'"); if (--m_waiting > 0) { loadNext(); return; } int total = 0; for (int i = 0; i < m_pagesC->size(); ++i) total += m_pagesC->at(i)->imagesCount(); if (m_quit) returnInt(total); else emit finishedPageCount(total); }
S32 PlayerInfo::lua_getScore(lua_State *L) { return returnInt(L, mClientInfo->getScore()); }
S32 PolygonObject::getRad(lua_State *L) { return returnInt(L, 0); }
/////////// JNICALL .._init //////////// JNIEXPORT void JNICALL Java_ondrej_platek_bind_NativeRenderer_initV(JNIEnv * env, jobject mythis,jobjectArray npo, jobjectArray Faces) { int ic = extractInt(env, mythis,"pAppCtx"); LOGI("AppCtx pointer at beggining init: %d",ic); AppCtx * c = reinterpret_cast<AppCtx*>(ic); if(c == NULL) { // create new AppCtx -> should be only 1 c = new AppCtx(); LOGI("AppCtx pointer initialize in init: %d",c); } else { releaseVertexRes(c); } int vert_raw_size = extractInt(env, mythis, "vertices_size"); int norm_raw_size = extractInt(env, mythis, "normals_size"); c->parts_number = extractInt(env, mythis, "parts_number"); // jArrays -> I have to release them afterwards jobject mvdata = objForArray(env, mythis, "vertices", "[F"); jfloatArray * arr = reinterpret_cast<jfloatArray*>(&mvdata); float * raw_vertices = env->GetFloatArrayElements(*arr, NULL); mvdata = objForArray(env, mythis, "normals", "[F"); jfloatArray * arr1 = reinterpret_cast<jfloatArray*>(&mvdata); float * raw_normals = env->GetFloatArrayElements(*arr1, NULL); mvdata = objForArray(env, mythis, "parts_sizes", "[I"); jintArray * arr2 = reinterpret_cast<jintArray*>(&mvdata); int * raw_parts_sizes = env->GetIntArrayElements(*arr2, NULL); c->parts_sizes = new int[c->parts_number]; // TODO memcpy for(int i = 0; i < c->parts_number; i++) { c->parts_sizes[i] = raw_parts_sizes[i]; } c->faces = new GLuint*[c->parts_number]; GLuint ** np = new GLuint*[c->parts_number]; for(int i = 0; i < c->parts_number; i++) { jshortArray oneDimFaces = (jshortArray) env->GetObjectArrayElement(Faces, i); jshortArray oneDimNormP = (jshortArray)env->GetObjectArrayElement(npo, i); jshort * arrface =env->GetShortArrayElements(oneDimFaces, 0); jshort * arrnorm =env->GetShortArrayElements(oneDimNormP, 0); c->faces[i] = new GLuint[c->parts_sizes[i]]; np[i] = new GLuint[c->parts_sizes[i]]; for(int j = 0; j < c->parts_sizes[i]; j++) { // each part could have different number of vertices c->faces[i][j] = arrface[j]; np[i][j]= arrnorm[j]; } } // delete np, fill vertices, change faces c->vertices = separateVertices(&c->numVertices, raw_vertices, raw_normals, c->faces, np, c->parts_sizes, c->parts_number); // Don't forget to release it env->ReleaseFloatArrayElements(*arr, raw_vertices, JNI_ABORT); env->ReleaseFloatArrayElements(*arr1, raw_normals, JNI_ABORT); env->ReleaseIntArrayElements(*arr2, raw_parts_sizes, JNI_ABORT); // return AppCtx c int retValue = reinterpret_cast<int>(c); LOGI("AppCtx pointer at the end of init: %d",retValue); returnInt(env, mythis,"pAppCtx", retValue); }
/** * @luafunc int Team::getPlayerCount() * * @brief Get the number of players currently on this team. * * @return The number of players currently on this team. */ S32 Team::lua_getPlayerCount(lua_State *L) { GameManager::getServerGame()->countTeamPlayers(); // Make sure player counts are up-to-date return returnInt(L, mPlayerCount); }
/** * @luafunc int Team::getScore() * * @brief Get the team's current score. * * @return The team's current score. */ S32 Team::lua_getScore(lua_State *L) { return returnInt(L, mScore); }
/** * @luafunc int Team::getIndex() * * @brief Get the numerical index of this Team. * * @return The numerical index of this Team. */ S32 Team::lua_getIndex(lua_State *L) { return returnInt(L, mTeamIndex + 1); }
/** * @luafunc int LuaGameInfo::getGameTimeTotal() * * @brief Get the initial time limit of the game in seconds. * * @return The initial time limit of the game in seconds. */ S32 LuaGameInfo::lua_getGameTimeTotal(lua_State *L) { return returnInt (L, mServerGame->getGameType()->getTotalGameTime()); }
/** * @luafunc int LuaGameInfo::getTeamCount() * * @brief Get the number of teams in the game. * * @return The number of teams in the game. */ S32 LuaGameInfo::lua_getTeamCount(lua_State *L) { return returnInt (L, mServerGame->getTeamCount()); }
/** * @luafunc int LuaGameInfo::getLeadingTeam() * * @brief Get the index of the team with the highest score. * * @return The index of the team with the highest score. */ S32 LuaGameInfo::lua_getLeadingTeam(lua_State *L) { return returnInt (L, mServerGame->getGameType()->getLeadingTeam() + 1); }
/** * @luafunc int LuaGameInfo::getLeadingScore() * * @brief Get the highest score among all teams. * * @return The highest score among all teams. */ S32 LuaGameInfo::lua_getLeadingScore(lua_State *L) { return returnInt (L, mServerGame->getGameType()->getLeadingScore()); }
/** * @luafunc int LuaGameInfo::getGameTimeRemaining() * * @brief Get the number of seconds until the game ends. * * @return The number of seconds until the game ends. */ S32 LuaGameInfo::lua_getGameTimeRemaining(lua_State *L) { return returnInt (L, mServerGame->getGameType()->getRemainingGameTime()); }
S32 RobotPlayerInfo::lua_getScore(lua_State *L) { return returnInt(L, mRobot->getClientInfo()->getScore()); }
/** * @luafunc GameType LuaGameInfo::getGameType() * * @brief Get the \ref GameTypeEnum of the current game. * * @desc For possible values, see \ref GameTypeEnum. * * @code * print(info:getGameType() == GameType.CTFGameType) -- `true` when playing CTF * @endcode * * @return A member of \ref GameTypeEnum. */ S32 LuaGameInfo::lua_getGameType(lua_State *L) { TNLAssert(mServerGame->getGameType(), "Need Gametype check in getGameType"); return returnInt(L, mServerGame->getGameType()->getGameTypeId()); }
/** * @luafunc int LuaGameInfo::getFlagCount() * * @brief Get the number of flags in play. * * @return The number of flags in play. */ S32 LuaGameInfo::lua_getFlagCount(lua_State *L) { return returnInt (L, mServerGame->getGameType()->getFlagCount()); }