| 47 | }); |
| 48 | } |
| 49 | void LoadClassScene(sol::state_view state) |
| 50 | { |
| 51 | sol::table SceneNamespace = state["obe"]["Scene"].get<sol::table>(); |
| 52 | sol::usertype<obe::Scene::Scene> bindScene |
| 53 | = SceneNamespace.new_usertype<obe::Scene::Scene>("Scene", |
| 54 | sol::call_constructor, |
| 55 | sol::constructors<obe::Scene::Scene( |
| 56 | obe::Triggers::TriggerManager&, sol::state_view)>(), |
| 57 | sol::base_classes, sol::bases<obe::Types::Serializable>()); |
| 58 | bindScene["attachResourceManager"] = &obe::Scene::Scene::attachResourceManager; |
| 59 | bindScene["loadFromFile"] |
| 60 | = sol::overload(static_cast<void (obe::Scene::Scene::*)(const std::string&)>( |
| 61 | &obe::Scene::Scene::setFutureLoadFromFile), |
| 62 | static_cast<void (obe::Scene::Scene::*)( |
| 63 | const std::string&, const obe::Scene::OnSceneLoadCallback&)>( |
| 64 | &obe::Scene::Scene::setFutureLoadFromFile)); |
| 65 | bindScene["clear"] = &obe::Scene::Scene::clear; |
| 66 | bindScene["dump"] = &obe::Scene::Scene::dump; |
| 67 | bindScene["load"] = &obe::Scene::Scene::load; |
| 68 | bindScene["update"] = &obe::Scene::Scene::update; |
| 69 | bindScene["draw"] = &obe::Scene::Scene::draw; |
| 70 | bindScene["getLevelName"] = &obe::Scene::Scene::getLevelName; |
| 71 | bindScene["setLevelName"] = &obe::Scene::Scene::setLevelName; |
| 72 | bindScene["setUpdateState"] = &obe::Scene::Scene::setUpdateState; |
| 73 | bindScene["createGameObject"] = sol::overload( |
| 74 | [](obe::Scene::Scene* self, const std::string& obj) -> sol::function { |
| 75 | return obe::Scene::sceneCreateGameObjectProxy(self, obj); |
| 76 | }, |
| 77 | [](obe::Scene::Scene* self, const std::string& obj, |
| 78 | const std::string& id) -> sol::function { |
| 79 | return obe::Scene::sceneCreateGameObjectProxy(self, obj, id); |
| 80 | }); |
| 81 | bindScene["getGameObjectAmount"] = &obe::Scene::Scene::getGameObjectAmount; |
| 82 | bindScene["getAllGameObjects"] = sol::overload( |
| 83 | [](obe::Scene::Scene* self) -> std::vector<obe::Script::GameObject*> { |
| 84 | return self->getAllGameObjects(); |
| 85 | }, |
| 86 | [](obe::Scene::Scene* self, |
| 87 | const std::string& objectType) -> std::vector<obe::Script::GameObject*> { |
| 88 | return self->getAllGameObjects(objectType); |
| 89 | }); |
| 90 | bindScene["getGameObject"] = &obe::Scene::sceneGetGameObjectProxy; |
| 91 | bindScene["doesGameObjectExists"] = &obe::Scene::Scene::doesGameObjectExists; |
| 92 | bindScene["removeGameObject"] = &obe::Scene::Scene::removeGameObject; |
| 93 | bindScene["getCamera"] = &obe::Scene::Scene::getCamera; |
| 94 | bindScene["reorganizeLayers"] = &obe::Scene::Scene::reorganizeLayers; |
| 95 | bindScene["createSprite"] = sol::overload( |
| 96 | [](obe::Scene::Scene* self) -> obe::Graphics::Sprite& { |
| 97 | return self->createSprite(); |
| 98 | }, |
| 99 | [](obe::Scene::Scene* self, const std::string& id) -> obe::Graphics::Sprite& { |
| 100 | return self->createSprite(id); |
| 101 | }, |
| 102 | [](obe::Scene::Scene* self, const std::string& id, |
| 103 | bool addToSceneRoot) -> obe::Graphics::Sprite& { |
| 104 | return self->createSprite(id, addToSceneRoot); |
| 105 | }); |
| 106 | bindScene["getSpriteAmount"] = &obe::Scene::Scene::getSpriteAmount; |
nothing calls this directly
no test coverage detected