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Add love.mouse.setX/setY (issue #438)
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@@ -51,6 +51,8 @@ namespace mouse
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virtual int getX() const = 0;
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virtual int getY() const = 0;
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virtual void getPosition(int & x, int & y) const = 0;
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virtual void setX(int x) = 0;
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virtual void setY(int y) = 0;
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virtual void setPosition(int x, int y) = 0;
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virtual void setVisible(bool visible) = 0;
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virtual bool isDown(Button * buttonlist) const = 0;
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@@ -71,4 +73,4 @@ namespace mouse
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} // mouse
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} // love
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#endif // LOVE_MOUSE_MOUSE_H
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#endif // LOVE_MOUSE_MOUSE_H
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@@ -58,6 +58,18 @@ namespace sdl
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SDL_WarpMouse(x, y);
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}
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void Mouse::setX(int x)
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{
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int y = getY();
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setPosition(x, y);
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}
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void Mouse::setY(int y)
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{
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int x = getX();
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setPosition(x, y);
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}
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void Mouse::setVisible(bool visible)
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{
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SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE);
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@@ -40,6 +40,8 @@ namespace sdl
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int getX() const;
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int getY() const;
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void getPosition(int & x, int & y) const;
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void setX(int x);
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void setY(int y);
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void setPosition(int x, int y);
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void setVisible(bool visible);
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bool isDown(Button * buttonlist) const;
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@@ -51,6 +51,20 @@ namespace mouse
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return 2;
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}
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int w_setX(lua_State * L)
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{
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int x = luaL_checkint(L, 1);
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instance->setX(x);
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return 0;
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}
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int w_setY(lua_State * L)
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{
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int y = luaL_checkint(L, 1);
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instance->setY(y);
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return 0;
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}
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int w_setPosition(lua_State * L)
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{
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int x = luaL_checkint(L, 1);
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@@ -108,6 +122,8 @@ namespace mouse
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static const luaL_Reg functions[] = {
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{ "getX", w_getX },
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{ "getY", w_getY },
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{ "setX", w_setX },
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{ "setY", w_setY },
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{ "setPosition", w_setPosition },
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{ "isDown", w_isDown },
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{ "setVisible", w_setVisible },
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@@ -31,6 +31,8 @@ namespace mouse
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int w_getX(lua_State * L);
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int w_getY(lua_State * L);
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int w_getPosition(lua_State * L);
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int w_setX(lua_State * L);
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int w_setY(lua_State * L);
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int w_setPosition(lua_State * L);
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int w_isDown(lua_State * L);
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int w_setVisible(lua_State * L);
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