add lua binding
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@@ -433,6 +433,24 @@ void TimingData::NoteRowToMeasureAndBeat( int iNoteRow, int &iMeasureIndexOut, i
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return;
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}
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// lua start
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#include "LuaBinding.h"
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class LunaTimingData: public Luna<TimingData>
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{
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public:
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static int HasStops( T* p, lua_State *L ) { lua_pushboolean(L, p->HasStops()); return 1; }
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LunaTimingData()
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{
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ADD_METHOD( HasStops );
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}
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};
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LUA_REGISTER_CLASS( TimingData )
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// lua end
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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@@ -4,6 +4,7 @@
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#define TIMING_DATA_H
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#include "NoteTypes.h"
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struct lua_State;
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#define COMPARE(x) if(x!=other.x) return false;
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@@ -132,6 +133,9 @@ public:
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void InsertRows( int iStartRow, int iRowsToAdd );
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void DeleteRows( int iStartRow, int iRowsToDelete );
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// Lua
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void PushSelf( lua_State *L );
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RString m_sFile; // informational only
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vector<BPMSegment> m_BPMSegments; // this must be sorted before gameplay
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vector<StopSegment> m_StopSegments; // this must be sorted before gameplay
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