For Lua, the TouchesScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touches data and actionType into the Lua stack as the parameters when the touches event is triggered. More...
Public Member Functions | |
TouchesScriptData (EventTouch::EventCode inActionType, void *inNativeObject, const std::vector< Touch * > &inTouches, Event *evt) | |
Constructor of TouchesScriptData. | |
TouchesScriptData ( var inActionType, var inNativeObject, var inTouches, var evt) | |
Constructor of TouchesScriptData. | |
TouchesScriptData ( local inActionType, local inNativeObject, local inTouches, local evt) | |
Constructor of TouchesScriptData. | |
Public Attributes | |
EventTouch::EventCode | actionType |
The EventTouch::EventCode type. | |
var | actionType |
The EventTouch::EventCode type. | |
local | actionType |
The EventTouch::EventCode type. | |
void * | nativeObject |
For Lua, it Used to find the Lua function pointer by the ScriptHandlerMgr. | |
const std::vector< Touch * > & | touches |
The vector of Touch.For Lua, it would be convert to the Lua table form to be pushed into the Lua stack. | |
var | touches |
The vector of Touch.For Lua, it would be convert to the Lua table form to be pushed into the Lua stack. | |
local | touches |
The vector of Touch.For Lua, it would be convert to the Lua table form to be pushed into the Lua stack. | |
Event * | event |
event information, it is useless for Lua. | |
For Lua, the TouchesScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touches data and actionType into the Lua stack as the parameters when the touches event is triggered.