477 lines
11 KiB
C#
477 lines
11 KiB
C#
//this source code was auto-generated by tolua#, do not modify it
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using System;
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using LuaInterface;
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public class GameLogic_ByteBufferWrap
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{
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public static void Register(LuaState L)
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{
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L.BeginClass(typeof(GameLogic.ByteBuffer), typeof(System.Object));
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L.RegFunction("Close", Close);
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L.RegFunction("WriteByte", WriteByte);
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L.RegFunction("WriteInt", WriteInt);
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L.RegFunction("WriteIntToByte", WriteIntToByte);
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L.RegFunction("WriteShort", WriteShort);
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L.RegFunction("WriteLong", WriteLong);
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L.RegFunction("WriteFloat", WriteFloat);
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L.RegFunction("WriteDouble", WriteDouble);
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L.RegFunction("WriteString", WriteString);
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L.RegFunction("WriteBytes", WriteBytes);
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L.RegFunction("WriteBuffer", WriteBuffer);
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L.RegFunction("ReadByte", ReadByte);
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L.RegFunction("ReadInt", ReadInt);
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L.RegFunction("ReadIntToByte", ReadIntToByte);
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L.RegFunction("ReadShort", ReadShort);
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L.RegFunction("ReadLong", ReadLong);
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L.RegFunction("ReadFloat", ReadFloat);
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L.RegFunction("ReadDouble", ReadDouble);
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L.RegFunction("ReadString", ReadString);
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L.RegFunction("ReadBytes", ReadBytes);
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L.RegFunction("ReadBuffer", ReadBuffer);
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L.RegFunction("DataByte", DataByte);
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L.RegFunction("ToBytes", ToBytes);
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L.RegFunction("Flush", Flush);
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L.RegFunction("New", _CreateGameLogic_ByteBuffer);
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L.RegFunction("__tostring", ToLua.op_ToString);
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L.EndClass();
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int _CreateGameLogic_ByteBuffer(IntPtr L)
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{
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try
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{
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int count = LuaDLL.lua_gettop(L);
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if (count == 0)
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{
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GameLogic.ByteBuffer obj = new GameLogic.ByteBuffer();
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ToLua.PushObject(L, obj);
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return 1;
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}
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else if (count == 1)
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{
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byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
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GameLogic.ByteBuffer obj = new GameLogic.ByteBuffer(arg0);
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ToLua.PushObject(L, obj);
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return 1;
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}
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else
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{
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return LuaDLL.luaL_throw(L, "invalid arguments to ctor method: GameLogic.ByteBuffer.New");
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}
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int Close(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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obj.Close();
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int WriteByte(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 2);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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byte arg0 = (byte)LuaDLL.luaL_checknumber(L, 2);
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obj.WriteByte(arg0);
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int WriteInt(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 2);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
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obj.WriteInt(arg0);
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int WriteIntToByte(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 2);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
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obj.WriteIntToByte(arg0);
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int WriteShort(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 2);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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ushort arg0 = (ushort)LuaDLL.luaL_checknumber(L, 2);
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obj.WriteShort(arg0);
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int WriteLong(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 2);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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long arg0 = LuaDLL.tolua_checkint64(L, 2);
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obj.WriteLong(arg0);
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int WriteFloat(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 2);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
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obj.WriteFloat(arg0);
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int WriteDouble(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 2);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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double arg0 = (double)LuaDLL.luaL_checknumber(L, 2);
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obj.WriteDouble(arg0);
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int WriteString(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 2);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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string arg0 = ToLua.CheckString(L, 2);
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obj.WriteString(arg0);
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int WriteBytes(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 2);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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byte[] arg0 = ToLua.CheckByteBuffer(L, 2);
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obj.WriteBytes(arg0);
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int WriteBuffer(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 2);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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LuaByteBuffer arg0 = new LuaByteBuffer(ToLua.CheckByteBuffer(L, 2));
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obj.WriteBuffer(arg0);
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ReadByte(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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byte o = obj.ReadByte();
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LuaDLL.lua_pushnumber(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ReadInt(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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int o = obj.ReadInt();
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LuaDLL.lua_pushinteger(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ReadIntToByte(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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int o = obj.ReadIntToByte();
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LuaDLL.lua_pushinteger(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ReadShort(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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ushort o = obj.ReadShort();
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LuaDLL.lua_pushnumber(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ReadLong(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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long o = obj.ReadLong();
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LuaDLL.tolua_pushint64(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ReadFloat(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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float o = obj.ReadFloat();
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LuaDLL.lua_pushnumber(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ReadDouble(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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double o = obj.ReadDouble();
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LuaDLL.lua_pushnumber(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ReadString(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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string o = obj.ReadString();
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LuaDLL.lua_pushstring(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ReadBytes(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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byte[] o = obj.ReadBytes();
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ToLua.Push(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ReadBuffer(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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LuaInterface.LuaByteBuffer o = obj.ReadBuffer();
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ToLua.Push(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int DataByte(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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LuaInterface.LuaByteBuffer o = obj.DataByte();
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ToLua.Push(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int ToBytes(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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byte[] o = obj.ToBytes();
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ToLua.Push(L, o);
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return 1;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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static int Flush(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 1);
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GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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obj.Flush();
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return 0;
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}
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catch (Exception e)
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{
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return LuaDLL.toluaL_exception(L, e);
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}
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}
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}
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