lua::bind Namespace Reference

Interface (bindings) between C++ and Lua scripts (include "lua_bind/bind.hh"). More...


Classes

class  AutoSuppressLuaError
 Auto-class to temporarily suppress raising an error in Lua. Instead, a C++ exception will be thrown, which allows C++ bindings to use try/catch to test for optional table members. More...

Functions

INTERN int Aircraft_Destroy (lua_State *L)
INTERN int Aircraft_EnableBrakes (lua_State *L)
INTERN int Aircraft_EnableCoordinatedTurn (lua_State *L)
INTERN int Aircraft_GetMatrix (lua_State *L)
INTERN int Aircraft_GetName (lua_State *L)
INTERN int Aircraft_GetPhysics (lua_State *L)
INTERN int Aircraft_GetPosition (lua_State *L)
INTERN int Aircraft_GetRawPtr (lua_State *L)
INTERN int Aircraft_GetState (lua_State *L)
INTERN int Aircraft_GetThrottle (lua_State *L)
INTERN int Aircraft_IfBrakes (lua_State *L)
INTERN int Aircraft_IfCollidable (lua_State *L)
INTERN int Aircraft_IfCollision (lua_State *L)
INTERN int Aircraft_IfCollisionFatal (lua_State *L)
INTERN int Aircraft_IfCoordinatedTurnEnabled (lua_State *L)
INTERN int Aircraft_IfCoordinatedTurnExecuting (lua_State *L)
INTERN int Aircraft_IfHasPropeller (lua_State *L)
INTERN int Aircraft_IfLandingGear (lua_State *L)
INTERN int Aircraft_IfWheelBrakes (lua_State *L)
INTERN int Aircraft_IfZombie (lua_State *L)
INTERN int Aircraft_New (lua_State *L)
INTERN int Aircraft_PhysicalRotate (lua_State *L)
INTERN int Aircraft_PlayEngineSound (lua_State *L)
INTERN int Aircraft_Reset (lua_State *L)
INTERN int Aircraft_Rotate (lua_State *L)
INTERN int Aircraft_SetCollidable (lua_State *L)
INTERN int Aircraft_SetCollision (lua_State *L)
INTERN int Aircraft_SetLandingGear (lua_State *L)
INTERN int Aircraft_SetMatrix (lua_State *L)
INTERN int Aircraft_SetPosition (lua_State *L)
INTERN int Aircraft_SetShadowCaster (lua_State *L)
INTERN int Aircraft_SetState (lua_State *L)
INTERN int Aircraft_SetThrottle (lua_State *L)
INTERN int Aircraft_StopEngineSound (lua_State *L)
INTERN int Aircraft_SwingBayDoors (lua_State *L)
INTERN int Aircraft_SwingWings (lua_State *L)
INTERN int Aircraft_ToggleBrakes (lua_State *L)
INTERN int Aircraft_ToggleLandingGear (lua_State *L)
INTERN int Aircraft_Zombify (lua_State *L)
INTERN int AircraftPhysics_ComputeAngleOfAttack (lua_State *L)
INTERN int AircraftPhysics_ComputeDragForce (lua_State *L)
INTERN int AircraftPhysics_ComputeLiftForce (lua_State *L)
INTERN int AircraftPhysics_ComputeSpeed (lua_State *L)
INTERN int AircraftPhysics_ComputeThrustForce (lua_State *L)
INTERN int AircraftPhysics_ComputeWeightForce (lua_State *L)
INTERN int AircraftPhysics_Enable (lua_State *L)
INTERN int AircraftPhysics_IfStall (lua_State *L)
INTERN int AircraftPhysics_SetSpeed (lua_State *L)
INTERN int Base_GetElapsedTime (lua_State *L)
INTERN int Base_GetMemoryUsed (lua_State *L)
INTERN int Base_GetScriptDir (lua_State *L)
INTERN int Base_GetSimulationSpeed (lua_State *L)
INTERN int Base_GetTickFreq (lua_State *L)
INTERN int Base_IfDebug (lua_State *L)
INTERN int Base_IfGfxSysIsOSG (lua_State *L)
INTERN int Base_SetSimulationSpeed (lua_State *L)
INTERN int Carrier_Destroy (lua_State *L)
INTERN int Carrier_GetMatrix (lua_State *L)
INTERN int Carrier_GetName (lua_State *L)
INTERN int Carrier_GetPosition (lua_State *L)
INTERN int Carrier_GetRawPtr (lua_State *L)
INTERN int Carrier_IfCollidable (lua_State *L)
INTERN int Carrier_IfCollision (lua_State *L)
INTERN int Carrier_IfCollisionFatal (lua_State *L)
INTERN int Carrier_IfZombie (lua_State *L)
INTERN int Carrier_New (lua_State *L)
INTERN int Carrier_PlaceAircraft (lua_State *L)
INTERN int Carrier_Reset (lua_State *L)
INTERN int Carrier_Rotate (lua_State *L)
INTERN int Carrier_SetCollidable (lua_State *L)
INTERN int Carrier_SetCollision (lua_State *L)
INTERN int Carrier_SetMatrix (lua_State *L)
INTERN int Carrier_SetPosition (lua_State *L)
INTERN int Carrier_Zombify (lua_State *L)
INTERN int ChaseViewpoint_Destroy (lua_State *L)
INTERN int ChaseViewpoint_Move (lua_State *L)
INTERN int ChaseViewpoint_New (lua_State *L)
INTERN int ChaseViewpoint_Reset (lua_State *L)
INTERN int ChaseViewpoint_Rotate (lua_State *L)
INTERN int ChaseViewpoint_Save (lua_State *L)
INTERN int ChaseViewpoint_SetDistance (lua_State *L)
INTERN int ChaseViewpoint_SetTarget (lua_State *L)
INTERN int Collision_Enable (lua_State *L)
INTERN int Collision_IfEnabled (lua_State *L)
INTERN int ConfBin_ReadInt (lua_State *L)
INTERN int ConfBin_WriteInt (lua_State *L)
INTERN int Control_SetCurrentCraft (lua_State *L)
INTERN int Dyna_Destroy (lua_State *L)
INTERN int Dyna_GetMatrix (lua_State *L)
INTERN int Dyna_GetName (lua_State *L)
INTERN int Dyna_GetPosition (lua_State *L)
INTERN int Dyna_GetRawPtr (lua_State *L)
INTERN int Dyna_IfCollidable (lua_State *L)
INTERN int Dyna_IfCollision (lua_State *L)
INTERN int Dyna_IfCollisionFatal (lua_State *L)
INTERN int Dyna_IfZombie (lua_State *L)
INTERN int Dyna_New (lua_State *L)
INTERN int Dyna_Reset (lua_State *L)
INTERN int Dyna_Rotate (lua_State *L)
INTERN int Dyna_SetCollidable (lua_State *L)
INTERN int Dyna_SetCollision (lua_State *L)
INTERN int Dyna_SetMatrix (lua_State *L)
INTERN int Dyna_SetPosition (lua_State *L)
INTERN int Dyna_Zombify (lua_State *L)
INTERN int FX_DisableMotionBlur (lua_State *L)
INTERN int FX_EnableMotionBlur (lua_State *L)
INTERN int GameHud_AttachTarget (lua_State *L)
INTERN int GameHud_DeselectTarget (lua_State *L)
INTERN int GameHud_DetachTarget (lua_State *L)
INTERN int GameHud_RemoveRadarLock (lua_State *L)
INTERN int GameHud_SelectTarget (lua_State *L)
INTERN int Gui_Show (lua_State *L)
INTERN int HudText_Destroy (lua_State *L)
INTERN int HudText_New (lua_State *L)
INTERN int HudText_SetColor (lua_State *L)
INTERN int HudText_SetFontSize (lua_State *L)
INTERN int HudText_SetPosition3D (lua_State *L)
INTERN int HudText_SetText (lua_State *L)
INTERN int Joystick_DequeueButton (lua_State *L)
INTERN int Joystick_GetAxisValue (lua_State *L)
INTERN int Joystick_GetStateAsString (lua_State *L)
INTERN int Keyboard_DequeueKey (lua_State *L)
INTERN int lib_SignedHexNumber2String (lua_State *L)
INTERN int Light_GetBrightness (lua_State *L)
INTERN int Light_SetBrightness (lua_State *L)
INTERN int Math_AXIS_INVALID (lua_State *L)
INTERN int Math_IF_Z_FACING (lua_State *L)
INTERN int Math_TruncInt (lua_State *L)
INTERN int Missile_Destroy (lua_State *L)
INTERN int Missile_GetMatrix (lua_State *L)
INTERN int Missile_GetName (lua_State *L)
INTERN int Missile_GetPosition (lua_State *L)
INTERN int Missile_GetRawPtr (lua_State *L)
INTERN int Missile_IfCollidable (lua_State *L)
INTERN int Missile_IfCollision (lua_State *L)
INTERN int Missile_IfCollisionFatal (lua_State *L)
INTERN int Missile_IfZombie (lua_State *L)
INTERN int Missile_New (lua_State *L)
INTERN int Missile_Reset (lua_State *L)
INTERN int Missile_Rotate (lua_State *L)
INTERN int Missile_SetCollidable (lua_State *L)
INTERN int Missile_SetCollision (lua_State *L)
INTERN int Missile_SetMatrix (lua_State *L)
INTERN int Missile_SetPosition (lua_State *L)
INTERN int Missile_Zombify (lua_State *L)
INTERN int Object_Destroy (lua_State *L)
INTERN int Object_GetMatrix (lua_State *L)
INTERN int Object_GetName (lua_State *L)
INTERN int Object_GetObjectCount (lua_State *L)
INTERN int Object_GetPosition (lua_State *L)
INTERN int Object_GetRawPtr (lua_State *L)
INTERN int Object_IfCollidable (lua_State *L)
INTERN int Object_IfCollision (lua_State *L)
INTERN int Object_IfCollisionFatal (lua_State *L)
INTERN int Object_IfZombie (lua_State *L)
INTERN int Object_New (lua_State *L)
INTERN int Object_Reset (lua_State *L)
INTERN int Object_Rotate (lua_State *L)
INTERN int Object_SetCollidable (lua_State *L)
INTERN int Object_SetCollision (lua_State *L)
INTERN int Object_SetMatrix (lua_State *L)
INTERN int Object_SetPosition (lua_State *L)
INTERN int Object_Zombify (lua_State *L)
INTERN int ObserverCurrentCraft_Destroy (lua_State *L)
INTERN int ObserverCurrentCraft_New (lua_State *L)
INTERN int ObserverMatrix_Destroy (lua_State *L)
INTERN int ObserverMatrix_GetObserverMatrix (lua_State *L)
INTERN int ObserverMatrix_New (lua_State *L)
INTERN int ObserverMatrix_SetObserverMatrix (lua_State *L)
INTERN int OtwViewpoint_Destroy (lua_State *L)
INTERN int OtwViewpoint_New (lua_State *L)
INTERN int OtwViewpoint_SetOtwMode (lua_State *L)
INTERN int Physics_Enable (lua_State *L)
INTERN int Physics_EnableStall (lua_State *L)
INTERN int Physics_IfEnabled (lua_State *L)
INTERN int Physics_IfStallEnabled (lua_State *L)
INTERN int Physics_KPH2Speed (lua_State *L)
INTERN int Physics_PermanentlyDisable (lua_State *L)
INTERN int Physics_Speed2KPH (lua_State *L)
INTERN int Program_DequeueCommand (lua_State *L)
INTERN int Program_Exit (lua_State *L)
INTERN int Program_FlushSceneGraph (lua_State *L)
INTERN int Program_IfPaused (lua_State *L)
INTERN int Program_Reset (lua_State *L)
INTERN int Program_SetPause (lua_State *L)
INTERN int Replay_Destroy (lua_State *L)
INTERN int Replay_IfPlaying (lua_State *L)
INTERN int Replay_Load (lua_State *L)
INTERN int Replay_New (lua_State *L)
INTERN int Replay_Play (lua_State *L)
INTERN int Replay_Record (lua_State *L)
INTERN int Replay_Save (lua_State *L)
INTERN int Replay_Stop (lua_State *L)
INTERN int SceneGraph_AttachObject (lua_State *L)
INTERN int SceneGraph_AttachObjectSpecial (lua_State *L)
INTERN int SceneGraph_DetachObject (lua_State *L)
INTERN int SceneGraph_OptimizeSceneGraph (lua_State *L)
INTERN int SceneGraph_SaveToFile (lua_State *L)
INTERN int SceneGraph_ToggleWireframeMode (lua_State *L)
INTERN int Sound_Play (lua_State *L)
INTERN int Sound_Stop (lua_State *L)
INTERN int View_Destroy (lua_State *L)
INTERN int View_Enable (lua_State *L)
INTERN int View_EnableObjectInMainView (lua_State *L)
INTERN int View_IfEnabled (lua_State *L)
INTERN int View_New (lua_State *L)
INTERN int View_SetOutlineColor (lua_State *L)
INTERN int View_SetRect (lua_State *L)
INTERN int View_SetViewpoint (lua_State *L)
INTERN int View_TransformWorld2Eye (lua_State *L)
INTERN int Window_GetFPS (lua_State *L)
INTERN int Window_GetMainView (lua_State *L)
INTERN int Window_GetWindowSize (lua_State *L)
INTERN int Window_RestoreViewpoint (lua_State *L)
INTERN int Window_SaveViewpoint (lua_State *L)
INTERN int World_AltitudeInMeters (lua_State *L)
INTERN int World_IfLowAltitude (lua_State *L)
INTERN int World_Make (lua_State *L)
INTERN int World_Meters2Sim (lua_State *L)
INTERN int World_RotateTangential (lua_State *L)
INTERN int World_Sim2Meters (lua_State *L)
INTERN int World_SphereVertex2WorldVertex (lua_State *L)
INTERN int World_WorldVertex2SphereVertex (lua_State *L)
void REGISTER_CLASS_METATABLE (lua_State *L, const char *metaTableName, const char *className, const struct luaL_reg methodTableNew[], const struct luaL_reg methodTable[])
 Register a metatable to emulate a class in Lua.
INLINE bool IF_BOOL (lua_State *L, int idx)
 Unlike lua_isnumber/string(), these precisely identify a number or string (no coercion).
INLINE bool IF_NUMBER (lua_State *L, int idx)
INLINE bool IF_STRING (lua_State *L, int idx)
INLINE bool IF_TABLE (lua_State *L, int idx)
INLINE void CHECK_TYPE_ERROR (lua_State *L, int idx, int typeId)
 If type error, either throw C++ exception, or longjump back to Lua and raise error in Lua.
INLINE bool POP_BOOL (lua_State *L)
 Pop a boolean ("true" or non-zero number) from Lua stack or raise error.
INLINE LuaNumber POP_NUMBER (lua_State *L)
 Pop a number (double) from Lua stack or raise error.
INLINE int POP_INT (lua_State *L)
 Pop a number (int) from Lua stack or raise error.
INLINE const char * POP_STRING (lua_State *L)
 Pop a string from Lua stack or raise error.
INLINE bool GET_MEMBER_AS_BOOL (lua_State *L, const char *memberName, const bool optional=false)
 Get table member by name as bool type else raise error (if error, stack UNDEFINED).
INLINE LuaNumber GET_MEMBER_AS_NUMBER (lua_State *L, const int idx)
 Get table member by index as number type else raise error (if error, stack UNDEFINED).
INLINE LuaNumber GET_MEMBER_AS_NUMBER (lua_State *L, const char *memberName, const bool optional=false)
 Get table member by name as number type else raise error (if error, stack UNDEFINED).
INLINE const char * GET_MEMBER_AS_STRING (lua_State *L, const char *memberName, const bool optional=false)
 Get table member by name as string type else raise error (if error, stack UNDEFINED).
INLINE void SET_MEMBER_AS_BOOL (lua_State *L, const char *key, const bool val)
INLINE void SET_MEMBER_AS_NUMBER (lua_State *L, const char *key, const LuaNumber val)
INLINE void SET_MEMBER_AS_NUMBER (lua_State *L, const int idx, const LuaNumber val)
template<typename T>
T * POP_LIGHTUSERDATA (lua_State *L)
 Pop a Lua "lightuserdata" object (C pointer) from Lua stack or raise error.
INLINE void * POP_USERDATA_ADDRESS (lua_State *L)
template<typename T>
T * POP_USERDATA_AS_PTR (lua_State *L)
template<typename T>
shptr< T > POP_USERDATA_AS_SHPTR (lua_State *L)
template<typename T>
int NEW_USERDATA_PTR (lua_State *L, T *cppObj, const char *metaTableName)
 This creates a method in Lua that produces a raw pointer to C/C++ object.
template<typename T>
int NEW_USERDATA_SHPTR (lua_State *L, shptr< T > cppObj, const char *metaTableName)
 This creates a method in Lua that produces a reference-counted C++ object.
template<typename T>
int DESTROY_USERDATA_SHPTR (lua_State *L, void(*CheckTypesig)(shptr< T >))
RGBA POP_RGBA (lua_State *L)
Rect< int > POP_TABLE_INTO_RECT (lua_State *L)
void POP_TABLE_INTO_MATRIX (lua_State *L, Matrix &matrix)
void PUSH_TABLE_FROM_MATRIX (lua_State *L, const Matrix &matrix)
template<typename VECTOR3>
VECTOR3 POP_VECTOR3 (lua_State *L)
template<typename VECTOR3>
void PUSH_VECTOR3 (lua_State *L, const VECTOR3 &v)
 Push a 3D vector as table {[0]=x,[1]=y,[2]=z} with index starting at ZERO (0).
void POP_TABLE_INTO_MATRIX (lua_State *L, Matrix &matrix)
void PUSH_TABLE_FROM_MATRIX (lua_State *L, const Matrix &matrix)

Variables

INTERN shptr
< ListenerJoystickButton > 
sListenerJoystickButton = new ListenerJoystickButton
const bool OPTIONAL = true


Detailed Description

Interface (bindings) between C++ and Lua scripts (include "lua_bind/bind.hh").

Function Documentation

INTERN int lua::bind::Aircraft_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::Aircraft_EnableBrakes ( lua_State *  L  ) 

Aircraft:EnableBrakes(bool)

INTERN int lua::bind::Aircraft_EnableCoordinatedTurn ( lua_State *  L  ) 

Aircraft:EnableCoordinatedTurn( bool )

INTERN int lua::bind::Aircraft_GetMatrix ( lua_State *  L  ) 

table Aircraft:GetMatrix()

INTERN int lua::bind::Aircraft_GetName ( lua_State *  L  ) 

string Aircraft:GetName()

INTERN int lua::bind::Aircraft_GetPhysics ( lua_State *  L  ) 

Aircraft:GetPhysics()

INTERN int lua::bind::Aircraft_GetPosition ( lua_State *  L  ) 

Vec3 Aircraft:GetPosition()

INTERN int lua::bind::Aircraft_GetRawPtr ( lua_State *  L  ) 

number Aircraft:GetRawPtr()

INTERN int lua::bind::Aircraft_GetState ( lua_State *  L  ) 

eState Aircraft:GetState()

INTERN int lua::bind::Aircraft_GetThrottle ( lua_State *  L  ) 

fp Aircraft:GetThrottle()

INTERN int lua::bind::Aircraft_IfBrakes ( lua_State *  L  ) 

bool Aircraft:IfBrakes()

INTERN int lua::bind::Aircraft_IfCollidable ( lua_State *  L  ) 

bool Aircraft:IfCollidable()

INTERN int lua::bind::Aircraft_IfCollision ( lua_State *  L  ) 

bool Aircraft:IfCollision()

INTERN int lua::bind::Aircraft_IfCollisionFatal ( lua_State *  L  ) 

bool Aircraft:IfCollisionFatal()

INTERN int lua::bind::Aircraft_IfCoordinatedTurnEnabled ( lua_State *  L  ) 

bool Aircraft:IfCoordinatedTurnEnabled()

INTERN int lua::bind::Aircraft_IfCoordinatedTurnExecuting ( lua_State *  L  ) 

bool Aircraft:IfCoordinatedTurnExecuting()

INTERN int lua::bind::Aircraft_IfHasPropeller ( lua_State *  L  ) 

bool Aircraft:IfHasPropeller()

INTERN int lua::bind::Aircraft_IfLandingGear ( lua_State *  L  ) 

bool Aircraft:IfLandingGear() / down=true

INTERN int lua::bind::Aircraft_IfWheelBrakes ( lua_State *  L  ) 

bool Aircraft:IfWheelBrakes()

INTERN int lua::bind::Aircraft_IfZombie ( lua_State *  L  ) 

bool Aircraft:IfZombie()

INTERN int lua::bind::Aircraft_New ( lua_State *  L  ) 

Aircraft:New( x,y,z|Vec3, Aircraft::eType, ModelCache.LOAD_SHARED|LOAD_COPY )

INTERN int lua::bind::Aircraft_PhysicalRotate ( lua_State *  L  ) 

Aircraft:PhysicalRotate( axis, controlFraction, controlFreq )

INTERN int lua::bind::Aircraft_PlayEngineSound ( lua_State *  L  ) 

Aircraft.PlayEngineSound( volume )

INTERN int lua::bind::Aircraft_Reset ( lua_State *  L  ) 

Aircraft:Reset()

INTERN int lua::bind::Aircraft_Rotate ( lua_State *  L  ) 

Aircraft:Rotate( axis, radian )

INTERN int lua::bind::Aircraft_SetCollidable ( lua_State *  L  ) 

Aircraft:SetCollidable( bool )

INTERN int lua::bind::Aircraft_SetCollision ( lua_State *  L  ) 

Aircraft:SetCollision( int )

INTERN int lua::bind::Aircraft_SetLandingGear ( lua_State *  L  ) 

Aircraft:SetLandingGear( bool ) / down=true SUBTLE: This is a NOP is speed is zero. Use sim.LANDING_GEAR_UP/DOWN.

INTERN int lua::bind::Aircraft_SetMatrix ( lua_State *  L  ) 

Aircraft:SetMatrix( matrix )

INTERN int lua::bind::Aircraft_SetPosition ( lua_State *  L  ) 

Aircraft:SetPosition( x,y,z|Vec3 )

INTERN int lua::bind::Aircraft_SetShadowCaster ( lua_State *  L  ) 

Aircraft:SetShadowCaster( bool )

INTERN int lua::bind::Aircraft_SetState ( lua_State *  L  ) 

Aircraft:SetState( eState )

INTERN int lua::bind::Aircraft_SetThrottle ( lua_State *  L  ) 

Aircraft:SetThrottle( fp )

INTERN int lua::bind::Aircraft_StopEngineSound ( lua_State *  L  ) 

Aircraft.StopEngineSound()

INTERN int lua::bind::Aircraft_SwingBayDoors ( lua_State *  L  ) 

Aircraft:SwingBayDoors( fraction ) safe NOP if aircraft has no bay

INTERN int lua::bind::Aircraft_SwingWings ( lua_State *  L  ) 

Aircraft:SwingWings( fraction ) safe NOP if not swing-wing aircraft

INTERN int lua::bind::Aircraft_ToggleBrakes ( lua_State *  L  ) 

Aircraft:ToggleBrakes()

INTERN int lua::bind::Aircraft_ToggleLandingGear ( lua_State *  L  ) 

bool Aircraft:ToggleLandingGear() / returns true if landing gear changed state

INTERN int lua::bind::Aircraft_Zombify ( lua_State *  L  ) 

Aircraft:Zombify()

INTERN int lua::bind::AircraftPhysics_ComputeAngleOfAttack ( lua_State *  L  ) 

Degree AircraftPhysics:ComputeAngleOfAttack()

INTERN int lua::bind::AircraftPhysics_ComputeDragForce ( lua_State *  L  ) 

Newton[vec3] AircraftPhysics:ComputeDragForce()

INTERN int lua::bind::AircraftPhysics_ComputeLiftForce ( lua_State *  L  ) 

Newton[vec3] AircraftPhysics:ComputeLiftForce()

INTERN int lua::bind::AircraftPhysics_ComputeSpeed ( lua_State *  L  ) 

Speed AircraftPhysics:ComputeSpeed()

INTERN int lua::bind::AircraftPhysics_ComputeThrustForce ( lua_State *  L  ) 

Newton[vec3] AircraftPhysics:ComputeThrustForce()

INTERN int lua::bind::AircraftPhysics_ComputeWeightForce ( lua_State *  L  ) 

Newton[vec3] AircraftPhysics:ComputeWeightForce()

INTERN int lua::bind::AircraftPhysics_Enable ( lua_State *  L  ) 

AircraftPhysics:Enable( bool )

INTERN int lua::bind::AircraftPhysics_IfStall ( lua_State *  L  ) 

bool AircraftPhysics:IfStall()

INTERN int lua::bind::AircraftPhysics_SetSpeed ( lua_State *  L  ) 

AircraftPhysics:SetSpeed( Speed )

INTERN int lua::bind::Base_GetElapsedTime ( lua_State *  L  ) 

milliseconds Base:GetElapsedTime()

INTERN int lua::bind::Base_GetMemoryUsed ( lua_State *  L  ) 

int Base:GetMemoryUsed()

INTERN int lua::bind::Base_GetScriptDir ( lua_State *  L  ) 

string Base:GetScriptDir()

INTERN int lua::bind::Base_GetSimulationSpeed ( lua_State *  L  ) 

f Base:GetSimulationSpeed()

INTERN int lua::bind::Base_GetTickFreq ( lua_State *  L  ) 

milliseconds Base:GetTickFreq() Frequency of program's timer-tick (its pulse).

INTERN int lua::bind::Base_IfDebug ( lua_State *  L  ) 

bool Base:IfDebug()

INTERN int lua::bind::Base_IfGfxSysIsOSG ( lua_State *  L  ) 

bool Base:IfGfxSysIsOSG() -- if graphics system is OpenSceneGraph

INTERN int lua::bind::Base_SetSimulationSpeed ( lua_State *  L  ) 

Base:SetSimulationSpeed(f)

INTERN int lua::bind::Carrier_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::Carrier_GetMatrix ( lua_State *  L  ) 

table Carrier:GetMatrix()

INTERN int lua::bind::Carrier_GetName ( lua_State *  L  ) 

string Carrier:GetName()

INTERN int lua::bind::Carrier_GetPosition ( lua_State *  L  ) 

Vec3 Carrier:GetPosition()

INTERN int lua::bind::Carrier_GetRawPtr ( lua_State *  L  ) 

number Carrier:GetRawPtr()

INTERN int lua::bind::Carrier_IfCollidable ( lua_State *  L  ) 

bool Carrier:IfCollidable()

INTERN int lua::bind::Carrier_IfCollision ( lua_State *  L  ) 

bool Carrier:IfCollision()

INTERN int lua::bind::Carrier_IfCollisionFatal ( lua_State *  L  ) 

bool Carrier:IfCollisionFatal()

INTERN int lua::bind::Carrier_IfZombie ( lua_State *  L  ) 

bool Carrier:IfZombie()

INTERN int lua::bind::Carrier_New ( lua_State *  L  ) 

Carrier:New( x,y,z|Vec, carrierNum )

INTERN int lua::bind::Carrier_PlaceAircraft ( lua_State *  L  ) 

Carrier:PlaceAircraft( aircraft, meterX,meterY,meterZ|Vec3 )

INTERN int lua::bind::Carrier_Reset ( lua_State *  L  ) 

Carrier:Reset()

INTERN int lua::bind::Carrier_Rotate ( lua_State *  L  ) 

Carrier:Rotate( axis, radian )

INTERN int lua::bind::Carrier_SetCollidable ( lua_State *  L  ) 

Carrier:SetCollidable( bool )

INTERN int lua::bind::Carrier_SetCollision ( lua_State *  L  ) 

Carrier:SetCollision( int )

INTERN int lua::bind::Carrier_SetMatrix ( lua_State *  L  ) 

Carrier:SetMatrix( matrix )

INTERN int lua::bind::Carrier_SetPosition ( lua_State *  L  ) 

Carrier:SetPosition( x,y,z|Vec3 )

INTERN int lua::bind::Carrier_Zombify ( lua_State *  L  ) 

Carrier:Zombify()

INTERN int lua::bind::ChaseViewpoint_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::ChaseViewpoint_Move ( lua_State *  L  ) 

ChaseViewpoint:Move( inc ) / inc is in world space.

INTERN int lua::bind::ChaseViewpoint_New ( lua_State *  L  ) 

Viewpoint:New()

INTERN int lua::bind::ChaseViewpoint_Reset ( lua_State *  L  ) 

ChaseViewpoint:Reset()

INTERN int lua::bind::ChaseViewpoint_Rotate ( lua_State *  L  ) 

ChaseViewpoint:Rotate( axis, radian )

INTERN int lua::bind::ChaseViewpoint_Save ( lua_State *  L  ) 

ChaseViewpoint:Save()

INTERN int lua::bind::ChaseViewpoint_SetDistance ( lua_State *  L  ) 

ChaseViewpoint:SetDistance( x,y,z|Vec3 )

INTERN int lua::bind::ChaseViewpoint_SetTarget ( lua_State *  L  ) 

ChaseViewpoint:SetTarget( Object )

INLINE void lua::bind::CHECK_TYPE_ERROR ( lua_State *  L,
int  idx,
int  typeId 
)

If type error, either throw C++ exception, or longjump back to Lua and raise error in Lua.

INTERN int lua::bind::Collision_Enable ( lua_State *  L  ) 

Collision:Enable()

INTERN int lua::bind::Collision_IfEnabled ( lua_State *  L  ) 

bool Collision:IfEnabled()

INTERN int lua::bind::ConfBin_ReadInt ( lua_State *  L  ) 

true,number or false,nil ConfBin:ReadInt( key )

INTERN int lua::bind::ConfBin_WriteInt ( lua_State *  L  ) 

bool ConfBin:WriteInt( key, val )

INTERN int lua::bind::Control_SetCurrentCraft ( lua_State *  L  ) 

* Control.SetCurrentCraft( craft ) Set which Craft is controlled by joystick (keyboard is N/A).

template<typename T>
int lua::bind::DESTROY_USERDATA_SHPTR ( lua_State *  L,
void(*)(shptr< T >)  CheckTypesig 
) [inline]

Destroy a smart pointer (not necessarily the object being pointed to). This implements a Lua "__gc" method.

INTERN int lua::bind::Dyna_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::Dyna_GetMatrix ( lua_State *  L  ) 

table Dyna:GetMatrix()

INTERN int lua::bind::Dyna_GetName ( lua_State *  L  ) 

string Dyna:GetName()

INTERN int lua::bind::Dyna_GetPosition ( lua_State *  L  ) 

Vec3 Dyna:GetPosition()

INTERN int lua::bind::Dyna_GetRawPtr ( lua_State *  L  ) 

number Dyna:GetRawPtr()

INTERN int lua::bind::Dyna_IfCollidable ( lua_State *  L  ) 

bool Dyna:IfCollidable()

INTERN int lua::bind::Dyna_IfCollision ( lua_State *  L  ) 

bool Dyna:IfCollision()

INTERN int lua::bind::Dyna_IfCollisionFatal ( lua_State *  L  ) 

bool Dyna:IfCollisionFatal()

INTERN int lua::bind::Dyna_IfZombie ( lua_State *  L  ) 

bool Dyna:IfZombie()

INTERN int lua::bind::Dyna_New ( lua_State *  L  ) 

Dyna:New( x,y,z|Vec3, modelPathname, scale, ModelCache.LOAD_SHARED|LOAD_COPY )

INTERN int lua::bind::Dyna_Reset ( lua_State *  L  ) 

Dyna:Reset()

INTERN int lua::bind::Dyna_Rotate ( lua_State *  L  ) 

Dyna:Rotate( axis, radian )

INTERN int lua::bind::Dyna_SetCollidable ( lua_State *  L  ) 

Dyna:SetCollidable( bool )

INTERN int lua::bind::Dyna_SetCollision ( lua_State *  L  ) 

Dyna:SetCollision( int )

INTERN int lua::bind::Dyna_SetMatrix ( lua_State *  L  ) 

Dyna:SetMatrix( matrix )

INTERN int lua::bind::Dyna_SetPosition ( lua_State *  L  ) 

Dyna:SetPosition( x,y,z|Vec3 )

INTERN int lua::bind::Dyna_Zombify ( lua_State *  L  ) 

Dyna:Zombify()

INTERN int lua::bind::FX_DisableMotionBlur ( lua_State *  L  ) 

FX:DisableMotionBlur()

INTERN int lua::bind::FX_EnableMotionBlur ( lua_State *  L  ) 

FX:EnableMotionBlur( persistence )

INTERN int lua::bind::GameHud_AttachTarget ( lua_State *  L  ) 

GameHud:AttachTarget(object,text)

INTERN int lua::bind::GameHud_DeselectTarget ( lua_State *  L  ) 

GameHud:DeselectTarget()

INTERN int lua::bind::GameHud_DetachTarget ( lua_State *  L  ) 

GameHud:DetachTarget(object)

INTERN int lua::bind::GameHud_RemoveRadarLock ( lua_State *  L  ) 

GameHud:RemoveRadarLock()

INTERN int lua::bind::GameHud_SelectTarget ( lua_State *  L  ) 

GameHud:SelectTarget(object,radarLock)

INLINE bool lua::bind::GET_MEMBER_AS_BOOL ( lua_State *  L,
const char *  memberName,
const bool  optional = false 
)

Get table member by name as bool type else raise error (if error, stack UNDEFINED).

INLINE LuaNumber lua::bind::GET_MEMBER_AS_NUMBER ( lua_State *  L,
const char *  memberName,
const bool  optional = false 
)

Get table member by name as number type else raise error (if error, stack UNDEFINED).

INLINE LuaNumber lua::bind::GET_MEMBER_AS_NUMBER ( lua_State *  L,
const int  idx 
)

Get table member by index as number type else raise error (if error, stack UNDEFINED).

INLINE const char* lua::bind::GET_MEMBER_AS_STRING ( lua_State *  L,
const char *  memberName,
const bool  optional = false 
)

Get table member by name as string type else raise error (if error, stack UNDEFINED).

INTERN int lua::bind::Gui_Show ( lua_State *  L  ) 

Gui:Show()

INTERN int lua::bind::HudText_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::HudText_New ( lua_State *  L  ) 

HudText:New( { text='', orientation=, x=, y=, fontSize=, fontName= } ) text and orientation are required.

INTERN int lua::bind::HudText_SetColor ( lua_State *  L  ) 

HudText:SetColor( r, g, b, a ) (fp,fp,fp,fp)

INTERN int lua::bind::HudText_SetFontSize ( lua_State *  L  ) 

HudText:SetFontSize( fp )

INTERN int lua::bind::HudText_SetPosition3D ( lua_State *  L  ) 

HudText:SetPosition3D( x,y,z|Vec3 ) Set the position of a HudText by projecting a 3D coordinate into 2D.

INTERN int lua::bind::HudText_SetText ( lua_State *  L  ) 

HudText:SetText( string )

INLINE bool lua::bind::IF_BOOL ( lua_State *  L,
int  idx 
)

Unlike lua_isnumber/string(), these precisely identify a number or string (no coercion).

INLINE bool lua::bind::IF_NUMBER ( lua_State *  L,
int  idx 
)

INLINE bool lua::bind::IF_STRING ( lua_State *  L,
int  idx 
)

INLINE bool lua::bind::IF_TABLE ( lua_State *  L,
int  idx 
)

INTERN int lua::bind::Joystick_DequeueButton ( lua_State *  L  ) 

table|nil Joystick:DequeueButton() Returns table { buttonNum=int, buttonVal=bool }

INTERN int lua::bind::Joystick_GetAxisValue ( lua_State *  L  ) 

int16 Joystick:GetAxisValue( axis )

INTERN int lua::bind::Joystick_GetStateAsString ( lua_State *  L  ) 

string Joystick:GetAxisValuesAsString() # for printing joystick values

INTERN int lua::bind::Keyboard_DequeueKey ( lua_State *  L  ) 

table|nil Keyboard:DequeueKey() Returns table { press=bool, key=int, lkey=int, shift=bool, ctrl=bool, alt=bool, modifier=bool }. lkey means key converted to lower-case.

INTERN int lua::bind::lib_SignedHexNumber2String ( lua_State *  L  ) 

string lib:SignedHexNumber2String( signedHexNumber, {minWidth,noShowBase,padZeros,showPlus} )

INTERN int lua::bind::Light_GetBrightness ( lua_State *  L  ) 

float Light:GetBrightness()

INTERN int lua::bind::Light_SetBrightness ( lua_State *  L  ) 

Light:SetBrightness( float )

INTERN int lua::bind::Math_AXIS_INVALID ( lua_State *  L  ) 

num math:AXIS_INVALID() AXIS_INVALID is defined as ~0 in C++ which varies by CPU, so Lua should get the right value from this.

INTERN int lua::bind::Math_IF_Z_FACING ( lua_State *  L  ) 

bool math:IF_Z_FACING( z ) Returns true if the eye coordinate Z is facing the viewpoint.

INTERN int lua::bind::Math_TruncInt ( lua_State *  L  ) 

int math:TruncInt( f ) / truncate Lua number to integer

INTERN int lua::bind::Missile_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::Missile_GetMatrix ( lua_State *  L  ) 

table Missile:GetMatrix()

INTERN int lua::bind::Missile_GetName ( lua_State *  L  ) 

string Missile:GetName()

INTERN int lua::bind::Missile_GetPosition ( lua_State *  L  ) 

Vec3 Missile:GetPosition()

INTERN int lua::bind::Missile_GetRawPtr ( lua_State *  L  ) 

number Missile:GetRawPtr()

INTERN int lua::bind::Missile_IfCollidable ( lua_State *  L  ) 

bool Missile:IfCollidable()

INTERN int lua::bind::Missile_IfCollision ( lua_State *  L  ) 

bool Missile:IfCollision()

INTERN int lua::bind::Missile_IfCollisionFatal ( lua_State *  L  ) 

bool Missile:IfCollisionFatal()

INTERN int lua::bind::Missile_IfZombie ( lua_State *  L  ) 

bool Missile:IfZombie()

INTERN int lua::bind::Missile_New ( lua_State *  L  ) 

Missile:New( target, launcher, launcherSpeed, radiusGeo, malfunction )

INTERN int lua::bind::Missile_Reset ( lua_State *  L  ) 

Missile:Reset()

INTERN int lua::bind::Missile_Rotate ( lua_State *  L  ) 

Missile:Rotate( axis, radian )

INTERN int lua::bind::Missile_SetCollidable ( lua_State *  L  ) 

Missile:SetCollidable( bool )

INTERN int lua::bind::Missile_SetCollision ( lua_State *  L  ) 

Missile:SetCollision( int )

INTERN int lua::bind::Missile_SetMatrix ( lua_State *  L  ) 

Missile:SetMatrix( matrix )

INTERN int lua::bind::Missile_SetPosition ( lua_State *  L  ) 

Missile:SetPosition( x,y,z|Vec3 )

INTERN int lua::bind::Missile_Zombify ( lua_State *  L  ) 

Missile:Zombify()

template<typename T>
int lua::bind::NEW_USERDATA_PTR ( lua_State *  L,
T *  cppObj,
const char *  metaTableName 
) [inline]

This creates a method in Lua that produces a raw pointer to C/C++ object.

template<typename T>
int lua::bind::NEW_USERDATA_SHPTR ( lua_State *  L,
shptr< T >  cppObj,
const char *  metaTableName 
) [inline]

This creates a method in Lua that produces a reference-counted C++ object.

INTERN int lua::bind::Object_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::Object_GetMatrix ( lua_State *  L  ) 

table Object:GetMatrix()

INTERN int lua::bind::Object_GetName ( lua_State *  L  ) 

string Object:GetName()

INTERN int lua::bind::Object_GetObjectCount ( lua_State *  L  ) 

int Object:GetObjectCount()

INTERN int lua::bind::Object_GetPosition ( lua_State *  L  ) 

Vec3 Object:GetPosition()

INTERN int lua::bind::Object_GetRawPtr ( lua_State *  L  ) 

number Object:GetRawPtr()

INTERN int lua::bind::Object_IfCollidable ( lua_State *  L  ) 

bool Object:IfCollidable()

INTERN int lua::bind::Object_IfCollision ( lua_State *  L  ) 

bool Object:IfCollision()

INTERN int lua::bind::Object_IfCollisionFatal ( lua_State *  L  ) 

bool Object:IfCollisionFatal()

INTERN int lua::bind::Object_IfZombie ( lua_State *  L  ) 

bool Object:IfZombie()

INTERN int lua::bind::Object_New ( lua_State *  L  ) 

Object:New( x,y,z|Vec3, modelPathname, scale, ModelCache.LOAD_SHARED|LOAD_COPY )

INTERN int lua::bind::Object_Reset ( lua_State *  L  ) 

Object:Reset()

INTERN int lua::bind::Object_Rotate ( lua_State *  L  ) 

Object:Rotate( axis, radian )

INTERN int lua::bind::Object_SetCollidable ( lua_State *  L  ) 

Object:SetCollidable( bool )

INTERN int lua::bind::Object_SetCollision ( lua_State *  L  ) 

Object:SetCollision( int )

INTERN int lua::bind::Object_SetMatrix ( lua_State *  L  ) 

Object:SetMatrix( matrix )

INTERN int lua::bind::Object_SetPosition ( lua_State *  L  ) 

Object:SetPosition( x,y,z|Vec3 )

INTERN int lua::bind::Object_Zombify ( lua_State *  L  ) 

Object:Zombify()

INTERN int lua::bind::ObserverCurrentCraft_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::ObserverCurrentCraft_New ( lua_State *  L  ) 

ObserverCurrentCraft:New()

INTERN int lua::bind::ObserverMatrix_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::ObserverMatrix_GetObserverMatrix ( lua_State *  L  ) 

table ObserverMatrix:GetObserverMatrix()

INTERN int lua::bind::ObserverMatrix_New ( lua_State *  L  ) 

ObserverMatrix:New()

INTERN int lua::bind::ObserverMatrix_SetObserverMatrix ( lua_State *  L  ) 

ObserverMatrix:SetObserverMatrix( matrix )

INTERN int lua::bind::OtwViewpoint_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::OtwViewpoint_New ( lua_State *  L  ) 

OtwViewpoint:New(Observer)

INTERN int lua::bind::OtwViewpoint_SetOtwMode ( lua_State *  L  ) 

OtwViewpoint:SetOtwMode( OTW_FRONT|REAR|LEFT|RIGHT )

INTERN int lua::bind::Physics_Enable ( lua_State *  L  ) 

Physics:Enable()

INTERN int lua::bind::Physics_EnableStall ( lua_State *  L  ) 

Physics:EnableStall( bool )

INTERN int lua::bind::Physics_IfEnabled ( lua_State *  L  ) 

bool Physics:IfEnabled()

INTERN int lua::bind::Physics_IfStallEnabled ( lua_State *  L  ) 

bool Physics:IfStallEnabled()

INTERN int lua::bind::Physics_KPH2Speed ( lua_State *  L  ) 

Speed Physics:KPH2Speed( kph )

INTERN int lua::bind::Physics_PermanentlyDisable ( lua_State *  L  ) 

Physics:PermanentlyDisable()

INTERN int lua::bind::Physics_Speed2KPH ( lua_State *  L  ) 

KPH Physics:Speed2KPH( Speed )

INLINE bool lua::bind::POP_BOOL ( lua_State *  L  ) 

Pop a boolean ("true" or non-zero number) from Lua stack or raise error.

INLINE int lua::bind::POP_INT ( lua_State *  L  ) 

Pop a number (int) from Lua stack or raise error.

template<typename T>
T* lua::bind::POP_LIGHTUSERDATA ( lua_State *  L  )  [inline]

Pop a Lua "lightuserdata" object (C pointer) from Lua stack or raise error.

INLINE LuaNumber lua::bind::POP_NUMBER ( lua_State *  L  ) 

Pop a number (double) from Lua stack or raise error.

RGBA lua::bind::POP_RGBA ( lua_State *  L  ) 

Pop RGBA from either 4 floats or a table with 4 elements.

INLINE const char* lua::bind::POP_STRING ( lua_State *  L  ) 

Pop a string from Lua stack or raise error.

void lua::bind::POP_TABLE_INTO_MATRIX ( lua_State *  L,
Matrix matrix 
)

void lua::bind::POP_TABLE_INTO_MATRIX ( lua_State *  L,
Matrix &  matrix 
)

Pop SphereVertex (heterogenous members). Push a spherical vertex as table with index starting at ZERO (0). Pop a table containing a 4x4 matrix.

Rect< int > lua::bind::POP_TABLE_INTO_RECT ( lua_State *  L  ) 

Pop Lua table into Rect<int>.

INLINE void* lua::bind::POP_USERDATA_ADDRESS ( lua_State *  L  ) 

Directly pop Lua userdata and return its address. This is low-level and doesn't know what is stored in the userdata.

template<typename T>
T* lua::bind::POP_USERDATA_AS_PTR ( lua_State *  L  )  [inline]

Pop Lua userdata, then deference the pointer it contains. return *((T**)userdata)

template<typename T>
shptr<T> lua::bind::POP_USERDATA_AS_SHPTR ( lua_State *  L  )  [inline]

Pop user data, then return a copy of a refCount variable that it contains. Popping a base class pushed as a derivative should succeed (shptr has the same memory layout regardless of the object's type it points to).

template<typename VECTOR3>
VECTOR3 lua::bind::POP_VECTOR3 ( lua_State *  L  )  [inline]

Pop a 3D vector as either x,y,z or {[0]=x,[1]=y,[2]=z}. The Lua scripts define the class Vec3 which is a table with index starting at ZERO (0).

INTERN int lua::bind::Program_DequeueCommand ( lua_State *  L  ) 

string Program:DequeueCommand() Returns next command or nil.

INTERN int lua::bind::Program_Exit ( lua_State *  L  ) 

Program:Exit( int )

INTERN int lua::bind::Program_FlushSceneGraph ( lua_State *  L  ) 

Program:FlushSceneGraph() -- flushes then reloads essential parts of scene-graph

INTERN int lua::bind::Program_IfPaused ( lua_State *  L  ) 

bool Program:IfPaused()

INTERN int lua::bind::Program_Reset ( lua_State *  L  ) 

Program:Reset()

INTERN int lua::bind::Program_SetPause ( lua_State *  L  ) 

Program:SetPause( bool )

void lua::bind::PUSH_TABLE_FROM_MATRIX ( lua_State *  L,
const Matrix matrix 
)

void lua::bind::PUSH_TABLE_FROM_MATRIX ( lua_State *  L,
const Matrix &  matrix 
)

Push a table containing a 4x4 matrix.

template<typename VECTOR3>
void lua::bind::PUSH_VECTOR3 ( lua_State *  L,
const VECTOR3 &  v 
) [inline]

Push a 3D vector as table {[0]=x,[1]=y,[2]=z} with index starting at ZERO (0).

void lua::bind::REGISTER_CLASS_METATABLE ( lua_State *  L,
const char *  metaTableName,
const char *  className,
const struct luaL_reg  methodTableNew[],
const struct luaL_reg  methodTable[] 
)

Register a metatable to emulate a class in Lua.

Register a metatable to emulate a class in Lua.

INTERN int lua::bind::Replay_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::Replay_IfPlaying ( lua_State *  L  ) 

bool Replay:IfPlaying()

INTERN int lua::bind::Replay_Load ( lua_State *  L  ) 

bool Replay:Load( filename )

INTERN int lua::bind::Replay_New ( lua_State *  L  ) 

Replay:New( aircraft, milliseconds, commandMode )

INTERN int lua::bind::Replay_Play ( lua_State *  L  ) 

bool Replay:Play()

INTERN int lua::bind::Replay_Record ( lua_State *  L  ) 

bool Replay:Record()

INTERN int lua::bind::Replay_Save ( lua_State *  L  ) 

bool Replay:Save( filename )

INTERN int lua::bind::Replay_Stop ( lua_State *  L  ) 

Replay:Stop() Stop playing or recording (whichever is active).

INTERN int lua::bind::SceneGraph_AttachObject ( lua_State *  L  ) 

SceneGraph:AttachObject( Object )

INTERN int lua::bind::SceneGraph_AttachObjectSpecial ( lua_State *  L  ) 

SceneGraph:AttachObjectSpecial( Object, nodeSortTable )

INTERN int lua::bind::SceneGraph_DetachObject ( lua_State *  L  ) 

SceneGraph:DetachObject( Object )

INTERN int lua::bind::SceneGraph_OptimizeSceneGraph ( lua_State *  L  ) 

SceneGraph:Optimize()

INTERN int lua::bind::SceneGraph_SaveToFile ( lua_State *  L  ) 

SceneGraph:SaveToFile( string )

INTERN int lua::bind::SceneGraph_ToggleWireframeMode ( lua_State *  L  ) 

SceneGraph:ToggleWireframeMode()

INLINE void lua::bind::SET_MEMBER_AS_BOOL ( lua_State *  L,
const char *  key,
const bool  val 
)

Assign a table member (bool). PRE: Table is on stack top. POST: Table is still on stack top.

INLINE void lua::bind::SET_MEMBER_AS_NUMBER ( lua_State *  L,
const int  idx,
const LuaNumber  val 
)

Write number to table member by integer index. PRE: Table is on stack top. POST: Table is still on stack top.

INLINE void lua::bind::SET_MEMBER_AS_NUMBER ( lua_State *  L,
const char *  key,
const LuaNumber  val 
)

Write number to table member by a key string. PRE: Table is on stack top. POST: Table is still on stack top.

INTERN int lua::bind::Sound_Play ( lua_State *  L  ) 

bool Sound:Play( filename, loop:bool, volume:fp )

INTERN int lua::bind::Sound_Stop ( lua_State *  L  ) 

Sound:Stop( filename )

INTERN int lua::bind::View_Destroy ( lua_State *  L  ) 

Lua's garbage collector indirectly invokes this C++ destructor.

INTERN int lua::bind::View_Enable ( lua_State *  L  ) 

View:Enable()

INTERN int lua::bind::View_EnableObjectInMainView ( lua_State *  L  ) 

View:EnableObjectInMainView()

INTERN int lua::bind::View_IfEnabled ( lua_State *  L  ) 

bool View:IfEnabled()

INTERN int lua::bind::View_New ( lua_State *  L  ) 

View:New( {x1,y1,x2,y2} ) -- See C++ View::SetRect()

INTERN int lua::bind::View_SetOutlineColor ( lua_State *  L  ) 

View:SetOutlineColor( RGBA )

INTERN int lua::bind::View_SetRect ( lua_State *  L  ) 

View:SetRect(x1,y1,x2,y2) (set viewport: (x1,y1) = bottom-left (x2,y2) = top-right)

INTERN int lua::bind::View_SetViewpoint ( lua_State *  L  ) 

View:SetViewpoint()

INTERN int lua::bind::View_TransformWorld2Eye ( lua_State *  L  ) 

Vec3 View:TransformWorld2Eye( x,y,z|Vec3 )

INTERN int lua::bind::Window_GetFPS ( lua_State *  L  ) 

Window:GetFPS()

INTERN int lua::bind::Window_GetMainView ( lua_State *  L  ) 

View Window:GetMainView()

INTERN int lua::bind::Window_GetWindowSize ( lua_State *  L  ) 

w,h Window:GetWindowSize()

INTERN int lua::bind::Window_RestoreViewpoint ( lua_State *  L  ) 

bool Window:RestoreViewpoint()

INTERN int lua::bind::Window_SaveViewpoint ( lua_State *  L  ) 

bool Window:SaveViewpoint()

INTERN int lua::bind::World_AltitudeInMeters ( lua_State *  L  ) 

bool World:AltitudeInMeters(worldVertex)

INTERN int lua::bind::World_IfLowAltitude ( lua_State *  L  ) 

bool World:IfLowAltitude(pos)

INTERN int lua::bind::World_Make ( lua_State *  L  ) 

fp World:Make() -- load terrain model

INTERN int lua::bind::World_Meters2Sim ( lua_State *  L  ) 

fp World:Meters2Sim( Meter )

INTERN int lua::bind::World_RotateTangential ( lua_State *  L  ) 

World:RotateTangential( Object, lat,lon,alt|Vec3 ) Rotate an Object to be level at a point on spherical world.

INTERN int lua::bind::World_Sim2Meters ( lua_State *  L  ) 

Meter World:Sim2Meters( simDistance )

INTERN int lua::bind::World_SphereVertex2WorldVertex ( lua_State *  L  ) 

Vec3 World:SphereVertex2WorldVertex( lat,lon,alt|Vec3 )

INTERN int lua::bind::World_WorldVertex2SphereVertex ( lua_State *  L  ) 

{lat,lon,alt} World:WorldVertex2SphereVertex( Vec3 )


Variable Documentation

const bool lua::bind::OPTIONAL = true

INTERN shptr<ListenerJoystickButton> lua::bind::sListenerJoystickButton = new ListenerJoystickButton

Palomino Flight Simulator documents generated by doxygen 1.5.6 on Tue Sep 28 11:37:49 2010