Пример #1
0
/**
 * Create a jobjectArray from the Lua stack
 * @param lua_state The lua Stack
 * @param index The index to convert
 */
jobjectArray JniUtils::arrayFromLua ( lua_State* L, int index ) {
    MOAILuaState state ( L );
	JNI_GET_ENV ( jvm, env );

    int numEntries = 0;
    for ( int key = 1; ; ++key ) {
        state.GetField ( 1, key );
        cc8* value = JniUtils::parseLuaTable ( state, -1 );
        lua_pop ( state, 1 );

        if ( !value ) {
            numEntries = key - 1;
            break;
        }
    }

    jobjectArray array = env->NewObjectArray ( numEntries, env->FindClass( "java/lang/String" ), 0 );
    for ( int key = 1; ; ++key ) {

        state.GetField ( 1, key );
        cc8* value = JniUtils::parseLuaTable ( state, -1 );
        lua_pop ( state, 1 );

        if ( value ) {
            JNI_GET_JSTRING ( value, jvalue );
            env->SetObjectArrayElement ( array, key - 1, jvalue );
        }
        else {
            break;
        }
    }
    return array;
}
Пример #2
0
//----------------------------------------------------------------//
void MOAIGlyphSet::SerializeIn ( MOAILuaState& state ) {
	UNUSED ( state );
	
	this->mSize		= state.GetField ( -1, "mSize", this->mSize );
	this->mHeight	= state.GetField ( -1, "mHeight", this->mHeight );
	this->mAscent	= state.GetField ( -1, "mAscent", this->mAscent );

	if ( state.GetFieldWithType ( -1, "mGlyphMap", LUA_TTABLE )) {

		u32 itr = state.PushTableItr ( -1 );
		while ( state.TableItrNext ( itr )) {
			u32 c = state.GetValue < u32 >( -2, 0 );
			MOAIGlyph& glyph = this->mGlyphMap [ c ];
			glyph.SerializeIn ( state );
		}
		state.Pop ( 1 );
	}
	
	GlyphMapIt glyphMapIt = this->mGlyphMap.begin ();
	for ( ; glyphMapIt != this->mGlyphMap.end (); ++glyphMapIt ) {
		MOAIGlyph& glyph = glyphMapIt->second;
		
		if ( glyph.mPageID == MOAIGlyph::NULL_PAGE_ID ) {
			glyph.mNext = this->mPending;
			this->mPending = &glyph;
		}
		else {
			glyph.mNext = this->mGlyphs;
			this->mGlyphs = &glyph;
		}
	}
}
Пример #3
0
//----------------------------------------------------------------//
void MOAIGlyph::SerializeIn ( MOAILuaState& state ) {

    this->mCode			= state.GetField ( -1, "mCode", this->mCode );
    this->mPageID		= state.GetField ( -1, "mPageID", this->mPageID );

    this->mWidth		= state.GetField ( -1, "mWidth", this->mWidth );
    this->mHeight		= state.GetField ( -1, "mHeight", this->mHeight );
    this->mAdvanceX		= state.GetField ( -1, "mAdvanceX", this->mAdvanceX );
    this->mBearingX		= state.GetField ( -1, "mBearingX", this->mBearingX );
    this->mBearingY		= state.GetField ( -1, "mBearingY", this->mBearingY );

    this->mSrcX			= state.GetField ( -1, "mSrcX", this->mSrcX );
    this->mSrcY			= state.GetField ( -1, "mSrcY", this->mSrcY );

    if ( state.GetFieldWithType ( -1, "mKernTable", LUA_TTABLE )) {

        u32 size = lua_objlen ( state, -1 );
        this->mKernTable.Init ( size );

        for ( u32 i = 0; i < size; ++i ) {

            if ( state.GetFieldWithType ( -1, i + 1, LUA_TTABLE )) {

                this->mKernTable [ i ].mName = state.GetField ( -1, "mName", 0 );
                this->mKernTable [ i ].mX = state.GetField ( -1, "mX", 0.0f );
                this->mKernTable [ i ].mY = state.GetField ( -1, "mY", 0.0f );
            }
            state.Pop ( 1 );
        }
        state.Pop ( 1 );
    }
}
Пример #4
0
//----------------------------------------------------------------//
json_t* _luaToJSONArray ( lua_State* L, int idx ) {

    MOAILuaState state ( L );
    json_t* arr = json_array ();

    bool more = true;
    for ( int key = 1; more; ++key ) {

        state.GetField ( idx, key );
        json_t* value = _luaToJSON ( state, -1 );
        lua_pop ( state, 1 );

        if ( value && value->type != JSON_NULL ) {
            json_array_append_new ( arr, value );
        }
        else {
            more = false;
        }
    }
    return arr;
}
Пример #5
0
/**	@name	init
	@text	Initialize AdColony.
	
	@in		string	appId			Available in AdColony dashboard settings.
	@in 	table	zones			A list of zones to configure. Available in AdColony dashboard settings.
	@out 	nil
*/
int MOAIAdColonyAndroid::_init ( lua_State* L ) {
	
	MOAILuaState state ( L );
     
	cc8* identifier = lua_tostring ( state, 1 );
	
	JNI_GET_ENV ( jvm, env );
	
	JNI_GET_JSTRING ( identifier, jidentifier );
		
	jobjectArray jzones = NULL;
	
	if ( state.IsType ( 2, LUA_TTABLE )) {
	
		int numEntries = 0;
		for ( int key = 1; ; ++key ) {
	
			state.GetField ( 2, key );
			cc8* value = _luaParseTable ( state, -1 );
			lua_pop ( state, 1 );
	
			if ( !value ) {
				
				numEntries = key - 1;
				break;
			}
		}
	
		jzones = env->NewObjectArray ( numEntries, env->FindClass( "java/lang/String" ), 0 );
		for ( int key = 1; ; ++key ) {
	
			state.GetField ( 2, key );
			cc8* value = _luaParseTable ( state, -1 );
			lua_pop ( state, 1 );
	
			if ( value ) {
				
				JNI_GET_JSTRING ( value, jvalue );
				env->SetObjectArrayElement ( jzones, key - 1, jvalue );
			}
			else {
				
				break;
			}	
		}
	}
	
	if ( jzones == NULL ) {
		
		jzones = env->NewObjectArray ( 0, env->FindClass( "java/lang/String" ), 0 );
	}
	
	jclass adcolony = env->FindClass ( "com/ziplinegames/moai/MoaiAdColony" );
    if ( adcolony == NULL ) {

		ZLLog::Print ( "MOAIAdColonyAndroid: Unable to find java class %s", "com/ziplinegames/moai/MoaiAdColony" );
    } else {

    	jmethodID init = env->GetStaticMethodID ( adcolony, "init", "(Ljava/lang/String;[Ljava/lang/String;)V" );
    	if ( init == NULL ) {

			ZLLog::Print ( "MOAIAdColonyAndroid: Unable to find static java method %s", "init" );
    	} else {

			env->CallStaticVoidMethod ( adcolony, init, jidentifier, jzones );				
		}
	}
	    
	return 0;
}
Пример #6
0
/**	@name	login
	@text	Prompt the user to login to Facebook.
				
	@opt	table	permissions			Optional set of required permissions. See Facebook documentation for a full list. Default is nil.
	@out 	nil
*/
int MOAIFacebookAndroid::_login ( lua_State *L ) {
	
	MOAILuaState state ( L );
	
	JNI_GET_ENV ( jvm, env );
	
	jobjectArray jpermissions = NULL;
	
	if ( state.IsType ( 1, LUA_TTABLE )) {
	
		int numEntries = 0;
		for ( int key = 1; ; ++key ) {
	
			state.GetField ( 1, key );
			cc8* value = _luaParseTable ( state, -1 );
			lua_pop ( state, 1 );
	
			if ( !value ) {
				
				numEntries = key - 1;
				break;
			}
		}
	
		jpermissions = env->NewObjectArray ( numEntries, env->FindClass( "java/lang/String" ), 0 );
		for ( int key = 1; ; ++key ) {
	
			state.GetField ( 1, key );
			cc8* value = _luaParseTable ( state, -1 );
			lua_pop ( state, 1 );
	
			if ( value ) {
				
				JNI_GET_JSTRING ( value, jvalue );
				env->SetObjectArrayElement ( jpermissions, key - 1, jvalue );
			}
			else {
				
				break;
			}	
		}
	}
	
	if ( jpermissions == NULL ) {
		
		jpermissions = env->NewObjectArray ( 0, env->FindClass( "java/lang/String" ), 0 );
	}
	
	jclass facebook = env->FindClass ( "com/ziplinegames/moai/MoaiFacebook" );
    if ( facebook == NULL ) {

		ZLLog::Print ( "MOAIFacebookAndroid: Unable to find java class %s", "com/ziplinegames/moai/MoaiFacebook" );
    } else {

    	jmethodID login = env->GetStaticMethodID ( facebook, "login", "([Ljava/lang/String;)V" );
    	if ( login == NULL ) {

			ZLLog::Print ( "MOAIFacebookAndroid: Unable to find static java method %s", "login" );
    	} else {

			env->CallStaticVoidMethod ( facebook, login, jpermissions );				
		}
	}
		
	return 0;
}