#include "lua_cocos2dx_dragonbones_auto.hpp"
//#include "DBCCRenderHeaders.h"
#include "CCDragonBonesHeaders.h"
#include "DragonBonesHeaders.h"
#include "tolua_fix.h"
#include "LuaBasicConversions.h"
//#include "scripting/lua-bindings/manual/LuaBasicConversions.h"
int lua_dragonbones_IAnimatable_advanceTime(lua_State* tolua_S)
{
int argc = 0;
dragonBones::IAnimatable* cobj = nullptr;
bool ok = true;
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
#endif
#if COCOS2D_DEBUG >= 1
if (!tolua_isusertype(tolua_S, 1, "db.IAnimatable", 0, &tolua_err)) goto tolua_lerror;
#endif
cobj = (dragonBones::IAnimatable*)tolua_tousertype(tolua_S, 1, 0);
#if COCOS2D_DEBUG >= 1
if (!cobj)
{
tolua_error(tolua_S, "invalid 'cobj' in function 'lua_dragonbones_IAnimatable_advanceTime'", nullptr);
return 0;
}
#endif
argc = lua_gettop(tolua_S) - 1;
if (argc == 1)
{
double arg0;
ok &= luaval_to_number(tolua_S, 2, &arg0, "db.IAnimatable:advanceTime");
if (!ok)
{
tolua_error(tolua_S, "invalid arguments in function 'lua_dragonbones_IAnimatable_advanceTime'", nullptr);
return 0;
}
cobj->advanceTime(arg0);
lua_settop(tolua_S, 1);
return 1;
}
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "db.IAnimatable:advanceTime", argc, 1);
return 0;
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(tolua_S, "#ferror in function 'lua_dragonbones_IAnimatable_advanceTime'.", &tolua_err);
#endif
return 0;
}
static int lua_dragonbones_IAnimatable_finalize(lua_State* tolua_S)
{
printf("luabindings: finalizing LUA object (IAnimatable)");
return 0;
}
int lua_register_dragonbones_IAnimatable(lua_State* tolua_S)
{
tolua_usertype(tolua_S, "db.IAnimatable");
tolua_cclass(tolua_S, "IAnimatable", "db.IAnimatable", "", nullptr);
tolua_beginmodule(tolua_S, "IAnimatable");
tolua_function(tolua_S, "advanceTime", lua_dragonbones_IAnimatable_advanceTime);
tolua_endmodule(tolua_S);
std::string typeName = typeid(dragonBones::IAnimatable).name();
g_luaType[typeName] = "db.IAnimatable";
g_typeCast["IAnimatable"] = "db.IAnimatable";
return 1;
}
int lua_dragonbones_AnimationState_setCurrentTime(lua_State* tolua_S)
{
int argc = 0;
dragonBones::AnimationState* cobj = nullptr;
bool ok = true;
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
#endif
#if COCOS2D_DEBUG >= 1
if (!tolua_isusertype(tolua_S, 1, "db.AnimationState", 0, &tolua_err)) goto tolua_lerror;
#endif
cobj = (dragonBones::AnimationState*)tolua_tousertype(tolua_S, 1, 0);
#if COCOS2D_DEBUG >= 1
if (!cobj)
{
tolua_error(tolua_S, "invalid 'cobj' in function 'lua_dragonbones_AnimationState_setCurrentTime'", nullptr);
return 0;
}
#endif
argc = lua_gettop(tolua_S) - 1;
if (argc == 1)
{
double arg0;
ok &= luaval_to_number(tolua_S, 2, &arg0, "db.AnimationState:setCurrentTime");
if (!ok)
{
tolua_error(tolua_S, "invalid arguments in function 'lua_dragonbones_AnimationState_setCurrentTime'", nullptr);
return 0;
}
cobj->setCurrentTime(arg0);
lua_settop(tolua_S, 1);
return 1;
}
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "db.AnimationState:setCurrentTime", argc, 1);
return 0;
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(tolua_S, "#ferror in function 'lua_dragonbones_AnimationState_setCurrentTime'.", &tolua_err);
#endif
return 0;
}
//int lua_dragonbones_AnimationState_setTimeScale(lua_State* tolua_S)
//{
// int argc = 0;
// dragonBones::AnimationState* cobj = nullptr;
// bool ok = true;
//
//#if COCOS2D_DEBUG >= 1
// tolua_Error tolua_err;
//#endif
//
//#if COCOS2D_DEBUG >= 1
// if (!tolua_isusertype(tolua_S, 1, "db.AnimationState", 0, &tolua_err)) goto tolua_lerror;
//#endif
//
// cobj = (dragonBones::AnimationState*)tolua_tousertype(tolua_S, 1, 0);
//
//#if COCOS2D_DEBUG >= 1
// if (!cobj)
// {
// tolua_error(tolua_S, "invalid 'cobj' in function 'lua_dragonbones_AnimationState_setTimeScale'", nullptr);
// return 0;
// }
//#endif
//
// argc = lua_gettop(tolua_S) - 1;
// if (argc == 1)
// {
// double arg0;
//
// ok &= luaval_to_number(tolua_S, 2, &arg0, "db.AnimationState:setTimeScale");
// if (!ok)
// {
// tolua_error(tolua_S, "invalid arguments in function 'lua_dragonbones_AnimationState_setTimeScale'", nullptr);
// return 0;
// }
// cobj->setTimeScale(arg0);
// lua_settop(tolua_S, 1);
// return 1;
// }
// luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "db.AnimationState:setTimeScale", argc, 1);
// return 0;
//
//#if COCOS2D_DEBUG >= 1
//tolua_lerror:
// tolua_error(tolua_S, "#ferror in function 'lua_dragonbones_AnimationState_setTimeScale'.", &tolua_err);
//#endif
//
// return 0;
//}
//int lua_dragonbones_AnimationState_setAdditiveBlending(lua_State* tolua_S)
//{
// int argc = 0;
// dragonBones::AnimationState* cobj = nullptr;
// bool ok = true;
//
//#if COCOS2D_DEBUG >= 1
// tolua_Error tolua_err;
//#endif
//
//#if COCOS2D_DEBUG >= 1
// if (!tolua_isusertype(tolua_S, 1, "db.AnimationState", 0, &tolua_err)) goto tolua_lerror;
//#endif
//
// cobj = (dragonBones::AnimationState*)tolua_tousertype(tolua_S, 1, 0);
//
//#if COCOS2D_DEBUG >= 1
// if (!cobj)
// {
// tolua_error(tolua_S, "invalid 'cobj' in function 'lua_dragonbones_AnimationState_setAdditiveBlending'", nullptr);
// return 0;
// }
//#endif
//
// argc = lua_gettop(tolua_S) - 1;
// if (argc == 1)
// {
// bool arg0;
//
// ok &= luaval_to_boolean(tolua_S, 2, &arg0, "db.AnimationState:setAdditiveBlending");
// if (!ok)
// {
// tolua_error(tolua_S, "invalid arguments in function 'lua_dragonbones_AnimationState_setAdditiveBlending'", nullptr);
// return 0;
// }
// dragonBones::AnimationState* ret = cobj->setAdditiveBlending(arg0);
// object_to_luaval<dragonBones::AnimationState>(tolua_S, "db.AnimationState", (dragonBones::AnimationState*)ret);
// return 1;
// }
// luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "db.AnimationState:setAdditiveBlending", argc, 1);
// return 0;
//
//#if COCOS2D_DEBUG >= 1
//tolua_lerror:
// tolua_error(tolua_S, "#ferror in function 'lua_dragonbones_AnimationState_setAdditiveBlending'.", &tolua_err);
//#endif
//
// return 0;
//}
//int lua_dragonbones_AnimationState_getClip(lua_State* tolua_S)
//{
// int argc = 0;
// dragonBones::AnimationState* cobj = nullptr;
// bool ok = true;
//
//#if COCOS2D_DEBUG >= 1
// tolua_Error tolua_err;
//#endif
//
//#if COCOS2D_DEBUG >= 1
// if (!tolua_isusertype(tolua_S, 1, "db.AnimationState", 0, &tolua_err)) goto tolua_lerror;
//#endif
//
// cobj = (dragonBones::AnimationState*)tolua_tousertype(tolua_S, 1, 0);
//
//#if COCOS2D_DEBUG >= 1
// if (!cobj)
// {
// tolua_error(tolua_S, "invalid 'cobj' in function 'lua_dragonbones_AnimationState_getClip'", nullptr);
// return 0;
// }
//#endif
//
// argc = lua_gettop(tolua_S) - 1;
// if (argc == 0)
// {
// if (!ok)
// {
// tolua_error(tolua_S, "invalid arguments in function 'lua_dragonbones_AnimationState_getClip'", nullptr);
// return 0;
// }
// const dragonBones::AnimationData* ret = cobj->getClip();
// object_to_luaval<dragonBones::AnimationData>(tolua_S, "db.AnimationData", (dragonBones::AnimationData*)ret);
// return 1;
// }
// luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "db.AnimationState:getClip", argc, 0);
// return 0;
//
//#if COCOS2D_DEBUG >= 1
//tolua_lerror:
// tolua_error(tolua_S, "#ferror in function 'lua_dragonbones_AnimationState_getClip'.", &tolua_err);
//#endif
//
// return 0;
//}
//int lua_dragonbones_AnimationState_setPlayTimes(lua_State* tolua_S)
//{
// int argc = 0;
// dragonBones::AnimationState* cobj = nullptr;
// bool ok = true;
//
//#if COCOS2D_DEBUG >= 1
// tolua_Error tolua_err;
//#endi
没有合适的资源?快使用搜索试试~ 我知道了~
lua_cocos2dx_dragonbones_auto.rar
共2个文件
cpp:1个
hpp:1个
5星 · 超过95%的资源 需积分: 26 44 下载量 33 浏览量
2018-12-09
20:09:06
上传
评论 1
收藏 10KB RAR 举报
温馨提示
cocos2dx-lua Dragonbones龙骨C++方法lua-binding文件,lua_cocos2dx_dragonbones_auto.hpp,lua_cocos2dx_dragonbones_auto.cpp
资源推荐
资源详情
资源评论
收起资源包目录
lua_cocos2dx_dragonbones_auto.rar (2个子文件)
lua_cocos2dx_dragonbones_auto
lua_cocos2dx_dragonbones_auto.cpp 215KB
lua_cocos2dx_dragonbones_auto.hpp 839B
共 2 条
- 1
资源评论
- 你从来都不认识我2019-10-11没用上,唉,看来不是这个版本
- bayihuan2019-06-17我用vs15总是不成功,忧伤
u010536615
- 粉丝: 69
- 资源: 4
上传资源 快速赚钱
- 我的内容管理 展开
- 我的资源 快来上传第一个资源
- 我的收益 登录查看自己的收益
- 我的积分 登录查看自己的积分
- 我的C币 登录后查看C币余额
- 我的收藏
- 我的下载
- 下载帮助
安全验证
文档复制为VIP权益,开通VIP直接复制
信息提交成功