/** @name getTimesExecuted @text Gets the number of times the timer has completed a cycle. @in MOAITimer self @out number nTimes */ int MOAITimer::_getTimesExecuted ( lua_State* L ) { MOAI_LUA_SETUP ( MOAITimer, "U" ) lua_pushnumber ( L, self->mTimesExecuted ); return 1; }
/** @name reset @text Resets the distance travelled. Use this to avoid large emissions when 'warping' the emitter to a new location. @in MOAIParticleDistanceEmitter self @out nil */ int MOAIParticleDistanceEmitter::_reset ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIParticleDistanceEmitter, "U" ) self->mReset = true; return 0; }
/** @name getTime @text Return the current time. @in MOAITimer self @out number time */ int MOAITimer::_getTime( lua_State* L ) { MOAI_LUA_SETUP ( MOAITimer, "U" ) lua_pushnumber ( L, self->GetTime ()); return 1; }
//----------------------------------------------------------------// // TODO: doxygen int MOAIDataBuffer::_clear ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIDataBuffer, "U" ); self->Clear (); return 0; }
/** @name scheduleUpdate @text Schedule the node for an update next time the dependency graph is processed. Any depdendent nodes will also be updated. @in MOAINode self @out nil */ int MOAINode::_scheduleUpdate ( lua_State* L ) { MOAI_LUA_SETUP ( MOAINode, "U" ); self->ScheduleUpdate (); return 0; }
/** @name close @text Close and release the associated file handle. @in MOAIFileStream self @out nil */ int MOAIFileStream::_close ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIFileStream, "U" ); self->Close (); return 0; }
//----------------------------------------------------------------/// // TODO: doxygen int MOAIMesh::_setTotalElements ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIMesh, "U" ) self->SetTotalElements ( state.GetValue < u32 >( 2, 0 )); return 0; }
/** @lua setPrimType @text Sets the prim type the buffer represents. @in MOAIMesh self @in number primType One of MOAIMesh GL_POINTS, GL_LINES, GL_TRIANGLES, GL_LINE_LOOP, GL_LINE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP @out nil */ int MOAIMesh::_setPrimType ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIMesh, "UN" ) self->SetPrimType ( state.GetValue < u32 >( 2, 0 )); return 0; }
/** @lua setPenWidth @text Sets the pen with for drawing prims in this vertex buffer. Only valid with prim types GL_LINES, GL_LINE_LOOP, GL_LINE_STRIP. @in MOAIMesh self @in number penWidth @out nil */ int MOAIMesh::_setPenWidth ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIMesh, "UN" ) self->mPenWidth = state.GetValue < float >( 2, 1.0f ); return 0; }
/** @lua setIndexBuffer @text Set the index buffer to render. @in MOAIMesh self @in MOAIGfxBuffer indexBuffer @out nil */ int MOAIMesh::_setIndexBuffer ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIMesh, "U" ) self->SetIndexBuffer ( state.GetLuaObject < MOAIIndexBuffer >( 2, true )); return 0; }