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Add Geometries (replaces Quads).
A Geometry is a collection of vertices describing a non self-intersecting
(simple) polygon. In addition to screen coordinates, the vertices have
attributes for texture coordinates (s,t) and color (r,g,b,a).
It can be used as a quad, to display distorted images, or anything in between.
Added:
^^^^^^
-- geometry from table, where table has the format:
-- info = {
-- {x,y, s,t, [r = 255, g = 255, b = 255, a = 255]}
-- {x,y, s,t, [r = 255, g = 255, b = 255, a = 255]}
-- ...
-- }
geom = love.graphics.newGeometry(info)
-- convenience wrapper for quads (same as before)
geom = love.graphics.newQuad(x,y, w,h, sw,sh)
-- retrieve vertex i (1-indexed)
x,y,s,t,r,g,b,a = geom:getVertex(i)
-- set vertex i (1-indexed)
geom:setVertex(i, x,y, s,t, [r,g,b,a])
-- flip geometry
geom:flip(x, y)
Renamed:
^^^^^^^^
love.graphics.drawq() -> love.graphics.drawg()
Removed:
^^^^^^^^
quad:setViewport()
quad:getViewport()
This commit is contained in:
@@ -19,7 +19,6 @@
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**/
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#include "wrap_ParticleSystem.h"
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#include "wrap_Quad.h"
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#include "common/Vector.h"
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@@ -530,58 +529,6 @@ int w_ParticleSystem_getColors(lua_State *L)
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return colors.size();
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}
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int w_ParticleSystem_setQuads(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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int nQuads = lua_gettop(L) - 1;
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if (lua_istable(L, 2))
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nQuads = lua_objlen(L, 2);
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// Remove all quads if no argument is given.
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if (nQuads == 0)
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{
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t->setQuads();
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return 0;
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}
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std::vector<Quad *> quads(nQuads);
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if (lua_istable(L, 2))
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{
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for (int i = 0; i < nQuads; i++)
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{
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lua_rawgeti(L, 2, i + 1); // array index
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quads[i] = luax_checkquad(L, -1);
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lua_pop(L, 1);
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}
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}
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else
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{
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for (int i = 0; i < nQuads; i++)
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quads[i] = luax_checkquad(L, i + 2);
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}
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t->setQuads(quads);
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return 0;
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}
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int w_ParticleSystem_getQuads(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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const std::vector<Quad *> &quads = t->getQuads();
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for (size_t i = 0; i < quads.size(); i++)
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{
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quads[i]->retain();
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luax_newtype(L, "Quad", GRAPHICS_QUAD_T, (void *) quads[i]);
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}
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return quads.size();
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}
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int w_ParticleSystem_count(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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@@ -698,8 +645,6 @@ static const luaL_Reg functions[] =
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{ "getSpinVariation", w_ParticleSystem_getSpinVariation },
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{ "setColors", w_ParticleSystem_setColors },
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{ "getColors", w_ParticleSystem_getColors },
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{ "setQuads", w_ParticleSystem_setQuads },
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{ "getQuads", w_ParticleSystem_getQuads },
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{ "setOffset", w_ParticleSystem_setOffset },
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{ "getOffset", w_ParticleSystem_getOffset },
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{ "count", w_ParticleSystem_count },
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