Files
EgtExecutor/LUA_GdbObjAttribs.cpp
Dario Sassi 2b3574cefc EgtExecutor 2.7k1 :
- ricompilazione per passaggio a C++ 20
- modifiche a funzioni exe/lua SetLevel e SetMode per ricevere un vettore di Id.
2025-11-01 17:37:44 +01:00

851 lines
23 KiB
C++

//----------------------------------------------------------------------------
// EgalTech 2014-2014
//----------------------------------------------------------------------------
// File : LUA_GdbObjAttribs.cpp Data : 30.09.14 Versione : 1.5i5
// Contenuto : Funzioni di trasformazione geometrica per LUA.
//
//
//
// Modifiche : 30.09.14 DS Creazione modulo.
//
//
//----------------------------------------------------------------------------
//--------------------------- Include ----------------------------------------
#include "stdafx.h"
#include "LUA.h"
#include "/EgtDev/Include/EXeExecutor.h"
#include "/EgtDev/Include/EXeConst.h"
#include "/EgtDev/Include/EGkGdbConst.h"
#include "/EgtDev/Include/EGkLuaAux.h"
#include "/EgtDev/Include/EGnStringUtils.h"
using namespace std ;
//-------------------------------------------------------------------------------
static int
LuaCopyAttributes( lua_State* L)
{
// 2 parametri : nSouId, nDestId
int nSouId ;
LuaCheckParam( L, 1, nSouId)
int nDestId ;
LuaCheckParam( L, 2, nDestId)
// copio gli attributri
bool bOk = ExeCopyAttributes( nSouId, nDestId) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetLevel( lua_State* L)
{
// 2 parametri : Ids, nLevel
INTVECTOR vId ;
LuaCheckParam( L, 1, vId)
int nLevel ;
LuaCheckParam( L, 2, nLevel)
// imposto lo stato
bool bOk = ExeSetLevel( vId, nLevel) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaRevertLevel( lua_State* L)
{
// 1 parametro : nId
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// porto il livello al valore precedente
bool bOk = ExeRevertLevel( nId) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetLevel( lua_State* L)
{
// 1 parametro : nId
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero il livello
int nLevel ;
bool bOk = ExeGetLevel( nId, &nLevel) ;
// restituisco il risultato
if ( bOk)
LuaSetParam( L, nLevel) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetCalcLevel( lua_State* L)
{
// 1 parametro : nId
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero il livello
int nLevel ;
bool bOk = ExeGetCalcLevel( nId, &nLevel) ;
// restituisco il risultato
if ( bOk)
LuaSetParam( L, nLevel) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetMode( lua_State* L)
{
// 2 parametri : Ids, nMode
INTVECTOR vId ;
LuaCheckParam( L, 1, vId)
int nMode ;
LuaCheckParam( L, 2, nMode)
LuaClearStack( L) ;
// imposto il modo
bool bOk = ExeSetMode( vId, nMode) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaRevertMode( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// porto il modo al valore precedente
bool bOk = ExeRevertMode( nId) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetMode( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero il modo
int nMode ;
if ( ExeGetMode( nId, &nMode))
// restituisco il risultato
LuaSetParam( L, nMode) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetCalcMode( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero il modo calcolato (ovvero proprio ed ereditato)
int nMode ;
if ( ExeGetCalcMode( nId, &nMode))
// restituisco il risultato
LuaSetParam( L, nMode) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetStatus( lua_State* L)
{
// 2 parametri : Ids, nStatus
INTVECTOR vId ;
LuaCheckParam( L, 1, vId)
int nStatus ;
LuaCheckParam( L, 2, nStatus)
LuaClearStack( L) ;
// imposto lo stato
bool bOk = ExeSetStatus( vId, nStatus) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaRevertStatus( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// porto lo stato al valore precedente
bool bOk = ExeRevertStatus( nId) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetStatus( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero lo stato
int nStatus ;
if ( ExeGetStatus( nId, &nStatus))
// restituisco il risultato
LuaSetParam( L, nStatus) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetCalcStatus( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero lo stato
int nStatus ;
if ( ExeGetCalcStatus( nId, &nStatus))
// restituisco il risultato
LuaSetParam( L, nStatus) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetMark( lua_State* L)
{
// 1 o 2 parametri : Id [, nMark]
int nId ;
LuaCheckParam( L, 1, nId)
int nMark = 1 ;
LuaGetParam( L, 2, nMark) ;
LuaClearStack( L) ;
// imposto l'evidenziazione
bool bOk = ExeSetMark( nId, nMark) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaResetMark( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// cancello l'evidenziazione
bool bOk = ExeResetMark( nId) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetMark( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero lo stato di evidenziazione
BOOL nMark ;
if ( ExeGetMark( nId, &nMark))
// restituisco il risultato
LuaSetParam( L, ( nMark != GDB_MK_OFF)) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetCalcMark( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero lo stato calcolato di evidenziazione
BOOL nMark ;
if ( ExeGetCalcMark( nId, &nMark))
// restituisco il risultato
LuaSetParam( L, ( nMark != GDB_MK_OFF)) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaStdColor( lua_State* L)
{
// 1 parametro : Nome
string sName ;
LuaCheckParam( L, 1, sName)
LuaClearStack( L) ;
// recupero il colore con il nome indicato
Color cCol ;
if ( ExeStdColor( sName, cCol)) {
// restituisco il risultato
LuaSetParam( L, cCol) ;
}
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetColor( lua_State* L)
{
// 2 o 3 parametri : Id/s, Colore [, bSetAlpha]
INTVECTOR vId ;
LuaCheckParam( L, 1, vId)
Color cCol ;
if ( ! LuaGetParam( L, 2, cCol)) {
string sColName ;
LuaCheckParam( L, 2, sColName)
if ( ! ExeStdColor( sColName, cCol))
return luaL_error( L, " Invalid Parameter # 2") ;
}
bool bSetAlpha = true ;
LuaGetParam( L, 3, bSetAlpha) ;
LuaClearStack( L) ;
// assegno il colore
bool bOk = ExeSetColor( vId, cCol, bSetAlpha) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetAlpha( lua_State* L)
{
// 2 : Id/s, nAlpha
INTVECTOR vId ;
LuaCheckParam( L, 1, vId)
int nAlpha ;
LuaCheckParam( L, 2, nAlpha)
LuaClearStack( L) ;
// assegno la trasparenza
bool bOk = ExeSetAlpha( vId, nAlpha) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaResetColor( lua_State* L)
{
// 1 parametro : Id/s
INTVECTOR vId ;
LuaCheckParam( L, 1, vId)
LuaClearStack( L) ;
// tolgo il colore
bool bOk = ExeResetColor( vId) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetColor( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero il colore
Color cCol ;
if ( ExeGetColor( nId, cCol)) {
// restituisco il risultato
LuaSetParam( L, cCol) ;
}
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetCalcColor( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero il colore
Color cCol ;
if ( ExeGetCalcColor( nId, cCol)) {
// restituisco il risultato
LuaSetParam( L, cCol) ;
}
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetName( lua_State* L)
{
// 2 parametri : Id, Name
int nId ;
LuaCheckParam( L, 1, nId)
string sName ;
LuaCheckParam( L, 2, sName)
LuaClearStack( L) ;
// assegno il nome
bool bOk = ExeSetName( nId, sName) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetName( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero il nome
string sName ;
bool bOk = ExeGetName( nId, sName) ;
// restituisco il risultato
if ( bOk)
LuaSetParam( L, sName) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaExistsName( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// verifico esistenza nome
bool bOk = ExeExistsName( nId) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaRemoveName( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// verifico esistenza nome
bool bOk = ExeRemoveName( nId) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetInfo( lua_State* L)
{
// 3 parametri : Id, Key, bVal|nVal|dVal|sVal|vtVal|ptVal|b3Val|frVal
int nId ;
LuaCheckParam( L, 1, nId)
string sKey ;
LuaCheckParam( L, 2, sKey)
bool bOk = false ;
switch ( lua_type( L, 3)) {
case LUA_TBOOLEAN :
{ bool bVal ;
LuaGetParam( L, 3, bVal) ;
LuaClearStack( L) ;
bOk = ExeSetInfo( nId, sKey, bVal) ;
} break ;
case LUA_TNUMBER :
{ double dVal ;
LuaGetParam( L, 3, dVal) ;
LuaClearStack( L) ;
bOk = ExeSetInfo( nId, sKey, dVal) ;
} break ;
case LUA_TSTRING :
{ string sVal ;
LuaGetParam( L, 3, sVal) ;
LuaClearStack( L) ;
bOk = ExeSetInfo( nId, sKey, sVal) ;
} break ;
case LUA_TTABLE :
{ Frame3d frVal ;
BBox3d b3Val ;
DBLVECTOR vdVal ; // va bene anche per Vector3d, Point3d, vnVal
STRVECTOR vsVal ;
if ( LuaGetParam( L, 3, frVal)) {
LuaClearStack( L) ;
bOk = ExeSetInfo( nId, sKey, frVal) ;
}
else if ( LuaGetParam( L, 3, b3Val)) {
LuaClearStack( L) ;
bOk = ExeSetInfo( nId, sKey, b3Val) ;
}
else if ( LuaGetParam( L, 3, vdVal)) {
LuaClearStack( L) ;
bOk = ExeSetInfo( nId, sKey, vdVal) ;
}
else if ( LuaGetParam( L, 3, vsVal)) {
LuaClearStack( L) ;
bOk = ExeSetInfo( nId, sKey, vsVal) ;
}
} break ;
}
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetInfo( lua_State* L)
{
// 2 o 3 parametri : Id, Key, sType
int nId ;
LuaCheckParam( L, 1, nId)
string sKey ;
LuaCheckParam( L, 2, sKey)
string sType = "s" ;
LuaGetParam( L, 3, sType) ;
LuaClearStack( L) ;
// recupero l'info
if ( sType == "b" || sType == "B") {
bool bVal ;
if ( ExeGetInfo( nId, sKey, bVal))
LuaSetParam( L, bVal) ;
else
LuaSetParam( L) ;
}
else if ( sType == "i" || sType == "I") {
int nVal ;
if ( ExeGetInfo( nId, sKey, nVal))
LuaSetParam( L, nVal) ;
else
LuaSetParam( L) ;
}
else if ( sType == "d" || sType == "D") {
double dVal ;
if ( ExeGetInfo( nId, sKey, dVal))
LuaSetParam( L, dVal) ;
else
LuaSetParam( L) ;
}
else if ( sType == "v" || sType == "V") {
Vector3d vtVal ;
if ( ExeGetInfo( nId, sKey, vtVal))
LuaSetParam( L, vtVal) ;
else
LuaSetParam( L) ;
}
else if ( sType == "p" || sType == "P") {
Point3d ptVal ;
if ( ExeGetInfo( nId, sKey, ptVal))
LuaSetParam( L, ptVal) ;
else
LuaSetParam( L) ;
}
else if ( sType == "x" || sType == "X") {
BBox3d b3Val ;
if ( ExeGetInfo( nId, sKey, b3Val))
LuaSetParam( L, b3Val) ;
else
LuaSetParam( L) ;
}
else if ( sType == "f" || sType == "F") {
Frame3d frVal ;
if ( ExeGetInfo( nId, sKey, frVal))
LuaSetParam( L, frVal) ;
else
LuaSetParam( L) ;
}
else if ( sType == "vi" || sType == "vI") {
INTVECTOR vnVal ;
if ( ExeGetInfo( nId, sKey, vnVal))
LuaSetParam( L, vnVal) ;
else
LuaSetParam( L) ;
}
else if ( sType == "vd" || sType == "vD") {
DBLVECTOR vdVal ;
if ( ExeGetInfo( nId, sKey, vdVal))
LuaSetParam( L, vdVal) ;
else
LuaSetParam( L) ;
}
else if ( sType == "vs" || sType == "vS") {
STRVECTOR vsVal ;
if ( ExeGetInfo( nId, sKey, vsVal))
LuaSetParam( L, vsVal) ;
else
LuaSetParam( L) ;
}
else { // "s" "S"
string sInfo ;
if ( ExeGetInfo( nId, sKey, sInfo))
LuaSetParam( L, sInfo) ;
else
LuaSetParam( L) ;
}
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaExistsInfo( lua_State* L)
{
// 2 parametri : Id, Key
int nId ;
LuaCheckParam( L, 1, nId)
string sKey ;
LuaCheckParam( L, 2, sKey)
LuaClearStack( L) ;
// verifico esistenza info
bool bOk = ExeExistsInfo( nId, sKey) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaRemoveInfo( lua_State* L)
{
// 2 parametri : Id, Key
int nId ;
LuaCheckParam( L, 1, nId)
string sKey ;
LuaCheckParam( L, 2, sKey)
LuaClearStack( L) ;
// rimuovo info
bool bOk = ExeRemoveInfo( nId, sKey) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetAllInfo( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero tutte le info
STRVECTOR vsInfo ;
bool bOk = ExeGetAllInfo( nId, vsInfo) ;
// restituisco il risultato
if ( bOk)
LuaSetParam( L, vsInfo) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetTextureName( lua_State* L)
{
// 2 parametri : Id, Nome
int nId ;
LuaCheckParam( L, 1, nId)
string sTxrName ;
LuaCheckParam( L, 2, sTxrName)
LuaClearStack( L) ;
// assegno il nome della texture
bool bOk = ExeSetTextureName( nId, sTxrName) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetTextureFrame( lua_State* L)
{
// 2 o 3 parametri : Id, TxrRef [, nRefType]
int nId ;
LuaCheckParam( L, 1, nId)
Frame3d frTxrRef ;
LuaCheckParam( L, 2, frTxrRef)
int nRefType = RTY_DEFAULT ;
LuaGetParam( L, 3, nRefType) ;
LuaClearStack( L) ;
// assegno il riferimento della texture
bool bOk = ExeSetTextureFrame( nId, frTxrRef, nRefType) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaRemoveTextureData( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// rimuovo i dati della texture
bool bOk = ExeRemoveTextureData( nId) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetTextureName( lua_State* L)
{
// 1 parametro : Id
int nId ;
LuaCheckParam( L, 1, nId)
LuaClearStack( L) ;
// recupero il nome della texture
string sTxrName ;
bool bOk = ExeGetTextureName( nId, sTxrName) ;
// restituisco il risultato
if ( bOk)
LuaSetParam( L, sTxrName) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetTextureFrame( lua_State* L)
{
// 1 o 2 parametri : Id [, nRefId]
int nId ;
LuaCheckParam( L, 1, nId)
int nRefId = nId ;
LuaGetParam( L, 2, nRefId) ;
LuaClearStack( L) ;
// recupero il riferimento della texture
Frame3d frTxrRef ;
bool bOk = ExeGetTextureFrame( nId, nRefId, frTxrRef) ;
// restituisco il risultato
if ( bOk)
LuaSetParam( L, frTxrRef) ;
else
LuaSetParam( L) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetStipple( lua_State* L)
{
// 3 parametri : Id, nFactor, nPattern
int nId ;
LuaCheckParam( L, 1, nId)
int nFactor ;
LuaCheckParam( L, 2, nFactor)
int nPattern ;
LuaCheckParam( L, 3, nPattern)
LuaClearStack( L) ;
// setto stipple
bool bOk = ExeSetStipple( nId, nFactor, nPattern) ;
// restituisco il risultato
LuaSetParam( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
bool
LuaInstallGdbObjAttribs( LuaMgr& luaMgr)
{
bool bOk = ( &luaMgr != nullptr) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtCopyAttributes", LuaCopyAttributes) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetLevel", LuaSetLevel) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtRevertLevel", LuaRevertLevel) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetLevel", LuaGetLevel) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetCalcLevel", LuaGetCalcLevel) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetMode", LuaSetMode) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtRevertMode", LuaRevertMode) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetMode", LuaGetMode) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetCalcMode", LuaGetCalcMode) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetStatus", LuaSetStatus) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtRevertStatus", LuaRevertStatus) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetStatus", LuaGetStatus) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetCalcStatus", LuaGetCalcStatus) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetMark", LuaSetMark) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtResetMark", LuaResetMark) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetMark", LuaGetMark) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetCalcMark", LuaGetCalcMark) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtStdColor", LuaStdColor) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetColor", LuaSetColor) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetAlpha", LuaSetAlpha) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtResetColor", LuaResetColor) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetColor", LuaGetColor) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetCalcColor", LuaGetCalcColor) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetName", LuaSetName) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetName", LuaGetName) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtExistsName", LuaExistsName) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtRemoveName", LuaRemoveName) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetInfo", LuaSetInfo) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetInfo", LuaGetInfo) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtExistsInfo", LuaExistsInfo) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtRemoveInfo", LuaRemoveInfo) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetAllInfo", LuaGetAllInfo) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetTextureName", LuaSetTextureName) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetTextureFrame", LuaSetTextureFrame) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtRemoveTextureData", LuaRemoveTextureData) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetTextureName", LuaGetTextureName) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtGetTextureFrame", LuaGetTextureFrame) ;
bOk = bOk && luaMgr.RegisterFunction( "EgtSetStipple", LuaSetStipple) ;
return bOk ;
}