miduo_client/Assets/Source/Generate/GameLogic_ByteBufferWrap.cs

477 lines
11 KiB
C#

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