| 8 | namespace obe::Script::Bindings |
| 9 | { |
| 10 | void LoadClassGameObject(sol::state_view state) |
| 11 | { |
| 12 | sol::table ScriptNamespace = state["obe"]["Script"].get<sol::table>(); |
| 13 | sol::usertype<obe::Script::GameObject> bindGameObject |
| 14 | = ScriptNamespace.new_usertype<obe::Script::GameObject>("GameObject", |
| 15 | sol::call_constructor, |
| 16 | sol::constructors<obe::Script::GameObject(obe::Triggers::TriggerManager&, |
| 17 | sol::state_view, const std::string&, const std::string&)>(), |
| 18 | sol::base_classes, |
| 19 | sol::bases<obe::Types::Identifiable, obe::Types::Serializable>()); |
| 20 | bindGameObject["getType"] = &obe::Script::GameObject::getType; |
| 21 | bindGameObject["doesHaveAnimator"] = &obe::Script::GameObject::doesHaveAnimator; |
| 22 | bindGameObject["doesHaveCollider"] = &obe::Script::GameObject::doesHaveCollider; |
| 23 | bindGameObject["doesHaveSprite"] = &obe::Script::GameObject::doesHaveSprite; |
| 24 | bindGameObject["doesHaveScriptEngine"] |
| 25 | = &obe::Script::GameObject::doesHaveScriptEngine; |
| 26 | bindGameObject["getUpdateState"] = &obe::Script::GameObject::getUpdateState; |
| 27 | bindGameObject["setUpdateState"] = &obe::Script::GameObject::setUpdateState; |
| 28 | bindGameObject["Animator"] = sol::property(&obe::Script::GameObject::getAnimator); |
| 29 | bindGameObject["Collider"] = sol::property(&obe::Script::GameObject::getCollider); |
| 30 | bindGameObject["Sprite"] = sol::property(&obe::Script::GameObject::getSprite); |
| 31 | bindGameObject["SceneNode"] |
| 32 | = sol::property(&obe::Script::GameObject::getSceneNode); |
| 33 | bindGameObject["useTrigger"] = sol::overload( |
| 34 | [](obe::Script::GameObject* self, const std::string& trNsp, |
| 35 | const std::string& trGrp, const std::string& trName) -> void { |
| 36 | return self->useTrigger(trNsp, trGrp, trName); |
| 37 | }, |
| 38 | [](obe::Script::GameObject* self, const std::string& trNsp, |
| 39 | const std::string& trGrp, const std::string& trName, |
| 40 | const std::string& callAlias) -> void { |
| 41 | return self->useTrigger(trNsp, trGrp, trName, callAlias); |
| 42 | }); |
| 43 | bindGameObject["removeTrigger"] = &obe::Script::GameObject::removeTrigger; |
| 44 | bindGameObject["exec"] = &obe::Script::GameObject::exec; |
| 45 | bindGameObject["sendInitArg"] = &obe::Script::GameObject::sendInitArgFromLua; |
| 46 | bindGameObject["registerTrigger"] = &obe::Script::GameObject::registerTrigger; |
| 47 | bindGameObject["loadGameObject"] = sol::overload( |
| 48 | [](obe::Script::GameObject* self, obe::Scene::Scene& scene, |
| 49 | vili::node& obj) -> void { return self->loadGameObject(scene, obj); }, |
| 50 | [](obe::Script::GameObject* self, obe::Scene::Scene& scene, vili::node& obj, |
| 51 | obe::Engine::ResourceManager* resources) -> void { |
| 52 | return self->loadGameObject(scene, obj, resources); |
| 53 | }); |
| 54 | bindGameObject["update"] = &obe::Script::GameObject::update; |
| 55 | bindGameObject["deleteObject"] = &obe::Script::GameObject::deleteObject; |
| 56 | bindGameObject["access"] = &obe::Script::GameObject::access; |
| 57 | bindGameObject["getConstructor"] = &obe::Script::GameObject::getConstructor; |
| 58 | bindGameObject["initialize"] = &obe::Script::GameObject::initialize; |
| 59 | bindGameObject["setPermanent"] = &obe::Script::GameObject::setPermanent; |
| 60 | bindGameObject["isPermanent"] = &obe::Script::GameObject::isPermanent; |
| 61 | bindGameObject["getEnvironment"] = &obe::Script::GameObject::getEnvironment; |
| 62 | bindGameObject["setState"] = &obe::Script::GameObject::setState; |
| 63 | bindGameObject["dump"] = &obe::Script::GameObject::dump; |
| 64 | bindGameObject["load"] = &obe::Script::GameObject::load; |
| 65 | bindGameObject["deletable"] = &obe::Script::GameObject::deletable; |
| 66 | } |
| 67 | void LoadClassGameObjectDatabase(sol::state_view state) |
nothing calls this directly
no test coverage detected