mirror of https://github.com/axmolengine/axmol.git
export 'setAttachment' function to lua (#868)
* export: sp.SkeletonAnimation:findBone sp.SkeletonAnimation:getBoundingBox * export 'setAttachment' function to lua Co-authored-by: tkzcfc <tkzcfc@users.noreply.github.com>
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@ -150,6 +150,69 @@ int lua_ax_spine_SkeletonRenderer_getDebugSlotsEnabled(lua_State* tolua_S)
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return 0;
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}
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int lua_ax_spine_SkeletonRenderer_setAttachment(lua_State* tolua_S)
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{
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int argc = 0;
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spine::SkeletonRenderer* cobj = nullptr;
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bool ok = true;
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#if _AX_DEBUG >= 1
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tolua_Error tolua_err;
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#endif
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#if _AX_DEBUG >= 1
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if (!tolua_isusertype(tolua_S,1,"sp.SkeletonRenderer",0,&tolua_err)) goto tolua_lerror;
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#endif
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cobj = (spine::SkeletonRenderer*)tolua_tousertype(tolua_S,1,0);
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#if _AX_DEBUG >= 1
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if (!cobj)
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{
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tolua_error(tolua_S,"invalid 'cobj' in function 'lua_ax_spine_SkeletonRenderer_setAttachment'", nullptr);
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return 0;
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}
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#endif
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argc = lua_gettop(tolua_S)-1;
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do{
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if (argc == 2) {
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std::string arg0;
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ok &= luaval_to_std_string(tolua_S, 2,&arg0, "sp.SkeletonRenderer:setAttachment");
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if (!ok) { break; }
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const char* arg1;
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std::string arg1_tmp; ok &= luaval_to_std_string(tolua_S, 3, &arg1_tmp, "sp.SkeletonRenderer:setAttachment"); arg1 = arg1_tmp.c_str();
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if (!ok) { break; }
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bool ret = cobj->setAttachment(arg0, arg1);
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tolua_pushboolean(tolua_S,(bool)ret);
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return 1;
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}
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}while(0);
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ok = true;
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do{
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if (argc == 2) {
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std::string arg0;
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ok &= luaval_to_std_string(tolua_S, 2,&arg0, "sp.SkeletonRenderer:setAttachment");
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if (!ok) { break; }
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std::string arg1;
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ok &= luaval_to_std_string(tolua_S, 3,&arg1, "sp.SkeletonRenderer:setAttachment");
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if (!ok) { break; }
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bool ret = cobj->setAttachment(arg0, arg1);
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tolua_pushboolean(tolua_S,(bool)ret);
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return 1;
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}
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}while(0);
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ok = true;
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luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "sp.SkeletonRenderer:setAttachment",argc, 2);
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return 0;
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#if _AX_DEBUG >= 1
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tolua_lerror:
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tolua_error(tolua_S,"#ferror in function 'lua_ax_spine_SkeletonRenderer_setAttachment'.",&tolua_err);
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#endif
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return 0;
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}
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int lua_ax_spine_SkeletonRenderer_setBonesToSetupPose(lua_State* tolua_S)
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{
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int argc = 0;
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@ -1901,6 +1964,7 @@ int lua_register_ax_spine_SkeletonRenderer(lua_State* tolua_S)
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tolua_function(tolua_S,"setTimeScale",lua_ax_spine_SkeletonRenderer_setTimeScale);
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tolua_function(tolua_S,"setDebugBoundingRectEnabled",lua_ax_spine_SkeletonRenderer_setDebugBoundingRectEnabled);
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tolua_function(tolua_S,"getDebugSlotsEnabled",lua_ax_spine_SkeletonRenderer_getDebugSlotsEnabled);
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tolua_function(tolua_S,"setAttachment",lua_ax_spine_SkeletonRenderer_setAttachment);
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tolua_function(tolua_S,"setBonesToSetupPose",lua_ax_spine_SkeletonRenderer_setBonesToSetupPose);
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tolua_function(tolua_S,"initWithData",lua_ax_spine_SkeletonRenderer_initWithData);
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tolua_function(tolua_S,"setDebugSlotsEnabled",lua_ax_spine_SkeletonRenderer_setDebugSlotsEnabled);
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@ -61,6 +61,7 @@ int register_all_ax_spine(lua_State* tolua_S);
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#endif // __ax_spine_h__
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@ -37,7 +37,7 @@ classes = SkeletonRenderer SkeletonAnimation
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# will apply to all class names. This is a convenience wildcard to be able to skip similar named
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# functions from all classes.
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skip = SkeletonRenderer::[findBone findSlot getAttachment setAttachment update draw createWithData],
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skip = SkeletonRenderer::[findBone findSlot getAttachment update draw createWithData],
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*::[update draw drawSkeleton],
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SkeletonAnimation::[setAnimationStateData createWithData addAnimation getCurrent setAnimation onAnimationStateEvent onTrackEntryEvent getState createWithFile]
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