Applied the new style guidelines.

Well, sort of. Lot's more to be done, but this is a start.
This commit is contained in:
rude
2012-06-28 23:52:33 +02:00
parent bc4e59ba24
commit 81c38e22d0
302 changed files with 42648 additions and 42081 deletions
+136 -135
View File
@@ -1,135 +1,136 @@
/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "wrap_Contact.h"
namespace love
{
namespace physics
{
namespace box2d
{
Contact * luax_checkcontact(lua_State * L, int idx)
{
return luax_checktype<Contact>(L, idx, "Contact", PHYSICS_CONTACT_T);
}
int w_Contact_getPositions(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
return t->getPositions(L);
}
int w_Contact_getNormal(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
return t->getNormal(L);
}
int w_Contact_getFriction(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
lua_pushnumber(L, t->getFriction());
return 1;
}
int w_Contact_getRestitution(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
lua_pushnumber(L, t->getRestitution());
return 1;
}
int w_Contact_isEnabled(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
lua_pushboolean(L, t->isEnabled());
return 1;
}
int w_Contact_isTouching(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
lua_pushboolean(L, t->isTouching());
return 1;
}
int w_Contact_setFriction(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
float f = (float)luaL_checknumber(L, 2);
t->setFriction(f);
return 0;
}
int w_Contact_setRestitution(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
float r = (float)luaL_checknumber(L, 2);
t->setRestitution(r);
return 0;
}
int w_Contact_setEnabled(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
bool e = luax_toboolean(L, 2);
t->setEnabled(e);
return 0;
}
int w_Contact_resetFriction(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
t->resetFriction();
return 0;
}
int w_Contact_resetRestitution(lua_State * L)
{
Contact * t = luax_checkcontact(L, 1);
t->resetRestitution();
return 0;
}
extern "C" int luaopen_contact(lua_State * L)
{
static const luaL_Reg functions[] = {
{ "getPositions", w_Contact_getPositions },
{ "getNormal", w_Contact_getNormal },
{ "getFriction", w_Contact_getFriction },
{ "getRestitution", w_Contact_getRestitution },
{ "isEnabled", w_Contact_isEnabled },
{ "isTouching", w_Contact_isTouching },
{ "setFriction", w_Contact_setFriction },
{ "setRestitution", w_Contact_setRestitution },
{ "setEnabled", w_Contact_setEnabled },
{ "resetFriction", w_Contact_resetFriction },
{ "resetRestitution", w_Contact_resetRestitution },
{ 0, 0 }
};
return luax_register_type(L, "Contact", functions);
}
} // box2d
} // physics
} // love
/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "wrap_Contact.h"
namespace love
{
namespace physics
{
namespace box2d
{
Contact *luax_checkcontact(lua_State *L, int idx)
{
return luax_checktype<Contact>(L, idx, "Contact", PHYSICS_CONTACT_T);
}
int w_Contact_getPositions(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
return t->getPositions(L);
}
int w_Contact_getNormal(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
return t->getNormal(L);
}
int w_Contact_getFriction(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
lua_pushnumber(L, t->getFriction());
return 1;
}
int w_Contact_getRestitution(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
lua_pushnumber(L, t->getRestitution());
return 1;
}
int w_Contact_isEnabled(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
lua_pushboolean(L, t->isEnabled());
return 1;
}
int w_Contact_isTouching(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
lua_pushboolean(L, t->isTouching());
return 1;
}
int w_Contact_setFriction(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
float f = (float)luaL_checknumber(L, 2);
t->setFriction(f);
return 0;
}
int w_Contact_setRestitution(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
float r = (float)luaL_checknumber(L, 2);
t->setRestitution(r);
return 0;
}
int w_Contact_setEnabled(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
bool e = luax_toboolean(L, 2);
t->setEnabled(e);
return 0;
}
int w_Contact_resetFriction(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
t->resetFriction();
return 0;
}
int w_Contact_resetRestitution(lua_State *L)
{
Contact *t = luax_checkcontact(L, 1);
t->resetRestitution();
return 0;
}
extern "C" int luaopen_contact(lua_State *L)
{
static const luaL_Reg functions[] =
{
{ "getPositions", w_Contact_getPositions },
{ "getNormal", w_Contact_getNormal },
{ "getFriction", w_Contact_getFriction },
{ "getRestitution", w_Contact_getRestitution },
{ "isEnabled", w_Contact_isEnabled },
{ "isTouching", w_Contact_isTouching },
{ "setFriction", w_Contact_setFriction },
{ "setRestitution", w_Contact_setRestitution },
{ "setEnabled", w_Contact_setEnabled },
{ "resetFriction", w_Contact_resetFriction },
{ "resetRestitution", w_Contact_resetRestitution },
{ 0, 0 }
};
return luax_register_type(L, "Contact", functions);
}
} // box2d
} // physics
} // love