Files
EgtInterface/LUA_GdbPartLayers.cpp
T
Dario Sassi 0966f86f9d EgtInterface 1.6c6 :
- utilizzato gestore lua di EgtGeneral.
2015-03-22 09:27:35 +00:00

236 lines
7.1 KiB
C++

//----------------------------------------------------------------------------
// EgalTech 2015-2015
//----------------------------------------------------------------------------
// File : LUA_GdbPartLayers.cpp Data : 29.01.15 Versione : 1.6a7
// Contenuto : Funzioni di gestione pezzi e layer relativi per LUA.
//
//
//
// Modifiche : 29.01.15 DS Creazione modulo.
//
//
//----------------------------------------------------------------------------
//--------------------------- Include ----------------------------------------
#include "stdafx.h"
#include "API.h"
#include "LUA.h"
#include "LUA_Base.h"
#include "LUA_Aux.h"
#include "/EgtDev/Include/EInAPI.h"
#include "/EgtDev/Include/EgnStringUtils.h"
using namespace std ;
//-------------------------------------------------------------------------------
static int
LuaGetCurrPart( lua_State* L)
{
// nessun parametro
LuaClearStack( L) ;
// recupero il pezzo corrente
int nId = EgtGetCurrPart() ;
// restituisco il risultato
LuaSetReturn( L, nId) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetCurrLayer( lua_State* L)
{
// nessun parametro
LuaClearStack( L) ;
// recupero il layer corrente
int nId = EgtGetCurrLayer() ;
// restituisco il risultato
LuaSetReturn( L, nId) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSetCurrPartLayer( lua_State* L)
{
// 2 parametri : nPartId, nLayerId
int nPartId ;
LuaCheckParam( L, 1, nPartId)
int nLayerId ;
LuaCheckParam( L, 2, nLayerId)
LuaClearStack( L) ;
// imposto pezzo e layer correnti
bool bOk = ( EgtSetCurrPartLayer( nPartId, nLayerId) != FALSE) ;
// restituisco il risultato
LuaSetReturn( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaResetCurrPartLayer( lua_State* L)
{
// nessun parametro
LuaClearStack( L) ;
// cerco primo pezzo e layer validi per essere dichiarati correnti
bool bOk = ( EgtResetCurrPartLayer() != FALSE) ;
// restituisco il risultato
LuaSetReturn( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetFirstVisiblePart( lua_State* L)
{
// nessun parametro
LuaClearStack( L) ;
// cerco primo pezzo e layer validi per essere dichiarati correnti
int nId = EgtGetFirstVisiblePart() ;
// restituisco il risultato
LuaSetReturn( L, nId) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetNextVisiblePart( lua_State* L)
{
// 1 parametro : nPartId
int nPartId ;
LuaCheckParam( L, 1, nPartId)
LuaClearStack( L) ;
// cerco primo pezzo e layer validi per essere dichiarati correnti
int nId = EgtGetNextVisiblePart( nPartId) ;
// restituisco il risultato
LuaSetReturn( L, nId) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetFirstVisibleLayer( lua_State* L)
{
// 1 parametro : nPartId
int nPartId ;
LuaCheckParam( L, 1, nPartId)
LuaClearStack( L) ;
// cerco il primo layer visibile del pezzo
int nId = EgtGetFirstVisibleLayer( nPartId) ;
// restituisco il risultato
LuaSetReturn( L, nId) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaGetNextVisibleLayer( lua_State* L)
{
// 1 parametro : nLayerId
int nLayerId ;
LuaCheckParam( L, 1, nLayerId)
LuaClearStack( L) ;
// cerco il prossimo layer visibile (ovviamente dello stesso pezzo)
int nId = EgtGetNextVisibleLayer( nLayerId) ;
// restituisco il risultato
LuaSetReturn( L, nId) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSelectPartObjs( lua_State* L)
{
// 1 parametro : PartId
int nPartId ;
LuaCheckParam( L, 1, nPartId)
LuaClearStack( L) ;
// eseguo la selezione
bool bOk = ( EgtSelectPartObjs( nPartId) != FALSE) ;
// restituisco il risultato
LuaSetReturn( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaDeselectPartObjs( lua_State* L)
{
// 1 parametro : PartId
int nPartId ;
LuaCheckParam( L, 1, nPartId)
LuaClearStack( L) ;
// eseguo la selezione
bool bOk = ( EgtDeselectPartObjs( nPartId) != FALSE) ;
// restituisco il risultato
LuaSetReturn( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSelectLayerObjs( lua_State* L)
{
// 1 parametro : LayerId
int nLayerId ;
LuaCheckParam( L, 1, nLayerId)
LuaClearStack( L) ;
// eseguo la selezione
bool bOk = ( EgtSelectLayerObjs( nLayerId) != FALSE) ;
// restituisco il risultato
LuaSetReturn( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaDeselectLayerObjs( lua_State* L)
{
// 1 parametro : LayerId
int nLayerId ;
LuaCheckParam( L, 1, nLayerId)
LuaClearStack( L) ;
// eseguo la selezione
bool bOk = ( EgtDeselectLayerObjs( nLayerId) != FALSE) ;
// restituisco il risultato
LuaSetReturn( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
static int
LuaSelectPathObjs( lua_State* L)
{
// 2 parametri : nId, bHaltOnFork
int nId ;
LuaCheckParam( L, 1, nId)
bool bHaltOnFork ;
LuaCheckParam( L, 2, bHaltOnFork)
LuaClearStack( L) ;
// eseguo la selezione
bool bOk = ( EgtSelectPathObjs( nId, bHaltOnFork) != FALSE) ;
// restituisco il risultato
LuaSetReturn( L, bOk) ;
return 1 ;
}
//-------------------------------------------------------------------------------
bool
LuaInstallGdbPartLayer( void)
{
bool bOk = true ;
bOk = bOk && LuaRegisterFunction( "EgtGetCurrPart", LuaGetCurrPart) ;
bOk = bOk && LuaRegisterFunction( "EgtGetCurrLayer", LuaGetCurrLayer) ;
bOk = bOk && LuaRegisterFunction( "EgtSetCurrPartLayer", LuaSetCurrPartLayer) ;
bOk = bOk && LuaRegisterFunction( "EgtResetCurrPartLayer", LuaResetCurrPartLayer) ;
bOk = bOk && LuaRegisterFunction( "EgtGetFirstVisiblePart", LuaGetFirstVisiblePart) ;
bOk = bOk && LuaRegisterFunction( "EgtGetNextVisiblePart", LuaGetNextVisiblePart) ;
bOk = bOk && LuaRegisterFunction( "EgtGetFirstVisibleLayer", LuaGetFirstVisibleLayer) ;
bOk = bOk && LuaRegisterFunction( "EgtGetNextVisibleLayer", LuaGetNextVisibleLayer) ;
bOk = bOk && LuaRegisterFunction( "EgtSelectPartObjs", LuaSelectPartObjs) ;
bOk = bOk && LuaRegisterFunction( "EgtDeselectPartObjs", LuaDeselectPartObjs) ;
bOk = bOk && LuaRegisterFunction( "EgtSelectLayerObjs", LuaSelectLayerObjs) ;
bOk = bOk && LuaRegisterFunction( "EgtDeselectLayerObjs", LuaDeselectLayerObjs) ;
bOk = bOk && LuaRegisterFunction( "EgtSelectPathObjs", LuaSelectPathObjs) ;
return bOk ;
}