Polyphase Game Engine
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ListViewWidget_Lua.h
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1#pragma once
2
3#include "EngineTypes.h"
4
5#if LUA_ENABLED
6
8
9#define LISTVIEW_LUA_NAME "ListViewWidget"
10#define LISTVIEW_LUA_FLAG "cfListView"
11#define CHECK_LISTVIEW(L, arg) static_cast<ListViewWidget*>(CheckNodeLuaType(L, arg, LISTVIEW_LUA_NAME, LISTVIEW_LUA_FLAG))
12
13struct ListViewWidget_Lua
14{
15 // Template
16 static int SetItemTemplate(lua_State* L);
17 static int GetItemTemplate(lua_State* L);
18
19 // Data Management
20 static int SetData(lua_State* L);
21 static int AddItem(lua_State* L);
22 static int RemoveItem(lua_State* L);
23 static int UpdateItem(lua_State* L);
24 static int Clear(lua_State* L);
25 static int GetItemCount(lua_State* L);
26 static int GetItemData(lua_State* L);
27
28 // Layout
29 static int SetSpacing(lua_State* L);
30 static int GetSpacing(lua_State* L);
31 static int SetOrientation(lua_State* L);
32 static int GetOrientation(lua_State* L);
33
34 // Item sizing
35 static int SetItemWidth(lua_State* L);
36 static int GetItemWidth(lua_State* L);
37 static int SetItemHeight(lua_State* L);
38 static int GetItemHeight(lua_State* L);
39
40 // Selection
41 static int SetSelectedIndex(lua_State* L);
42 static int GetSelectedIndex(lua_State* L);
43 static int GetSelectedData(lua_State* L);
44 static int ClearSelection(lua_State* L);
45
46 // Access
47 static int GetScrollContainer(lua_State* L);
48 static int GetArrayWidget(lua_State* L);
49 static int GetItem(lua_State* L);
50
51 // Scroll control
52 static int ScrollToItem(lua_State* L);
53
54 static void Bind();
55};
56
57#endif