Add SpriteBatch:set(q) and make add(q) return the index

This commit is contained in:
Bart van Strien
2011-10-20 20:19:01 +02:00
parent 7a15953595
commit dc66ea20c1
4 changed files with 209 additions and 165 deletions
+168 -130
View File
@@ -1,133 +1,171 @@
/**
* Copyright (c) 2006-2011 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "wrap_SpriteBatch.h"
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch * luax_checkspritebatch(lua_State * L, int idx)
{
return luax_checktype<SpriteBatch>(L, idx, "SpriteBatch", GRAPHICS_SPRITE_BATCH_T);
}
int w_SpriteBatch_add(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
float x = (float)luaL_optnumber(L, 2, 0.0f);
float y = (float)luaL_optnumber(L, 3, 0.0f);
float angle = (float)luaL_optnumber(L, 4, 0.0f);
float sx = (float)luaL_optnumber(L, 5, 1.0f);
float sy = (float)luaL_optnumber(L, 6, sx);
float ox = (float)luaL_optnumber(L, 7, 0);
float oy = (float)luaL_optnumber(L, 8, 0);
float kx = (float)luaL_optnumber(L, 10, 0);
float ky = (float)luaL_optnumber(L, 11, 0);
t->add(x, y, angle, sx, sy, ox, oy, kx, ky);
return 0;
}
int w_SpriteBatch_addq(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
Quad * q = luax_checktype<Quad>(L, 2, "Quad", GRAPHICS_QUAD_T);
float x = (float)luaL_optnumber(L, 3, 0.0f);
float y = (float)luaL_optnumber(L, 4, 0.0f);
float angle = (float)luaL_optnumber(L, 5, 0.0f);
float sx = (float)luaL_optnumber(L, 6, 1.0f);
float sy = (float)luaL_optnumber(L, 7, sx);
float ox = (float)luaL_optnumber(L, 8, 0);
float oy = (float)luaL_optnumber(L, 9, 0);
float kx = (float)luaL_optnumber(L, 10, 0);
float ky = (float)luaL_optnumber(L, 11, 0);
t->addq(q, x, y, angle, sx, sy, ox, oy, kx, ky);
return 0;
}
int w_SpriteBatch_clear(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->clear();
return 0;
}
int w_SpriteBatch_bind(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->lock();
return 0;
}
int w_SpriteBatch_unbind(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->unlock();
return 0;
}
int w_SpriteBatch_setImage(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
Image * image = luax_checktype<Image>(L, 2, "Image", GRAPHICS_IMAGE_T);
t->setImage(image);
return 0;
}
int w_SpriteBatch_setColor(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
if (lua_gettop(L) <= 1)
t->setColor();
else
{
Color c;
/**
* Copyright (c) 2006-2011 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "wrap_SpriteBatch.h"
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch * luax_checkspritebatch(lua_State * L, int idx)
{
return luax_checktype<SpriteBatch>(L, idx, "SpriteBatch", GRAPHICS_SPRITE_BATCH_T);
}
int w_SpriteBatch_add(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
float x = (float)luaL_optnumber(L, 2, 0.0f);
float y = (float)luaL_optnumber(L, 3, 0.0f);
float angle = (float)luaL_optnumber(L, 4, 0.0f);
float sx = (float)luaL_optnumber(L, 5, 1.0f);
float sy = (float)luaL_optnumber(L, 6, sx);
float ox = (float)luaL_optnumber(L, 7, 0);
float oy = (float)luaL_optnumber(L, 8, 0);
float kx = (float)luaL_optnumber(L, 9, 0);
float ky = (float)luaL_optnumber(L, 10, 0);
lua_pushnumber(L, t->add(x, y, angle, sx, sy, ox, oy, kx, ky));
return 1;
}
int w_SpriteBatch_addq(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
Quad * q = luax_checktype<Quad>(L, 2, "Quad", GRAPHICS_QUAD_T);
float x = (float)luaL_optnumber(L, 3, 0.0f);
float y = (float)luaL_optnumber(L, 4, 0.0f);
float angle = (float)luaL_optnumber(L, 5, 0.0f);
float sx = (float)luaL_optnumber(L, 6, 1.0f);
float sy = (float)luaL_optnumber(L, 7, sx);
float ox = (float)luaL_optnumber(L, 8, 0);
float oy = (float)luaL_optnumber(L, 9, 0);
float kx = (float)luaL_optnumber(L, 10, 0);
float ky = (float)luaL_optnumber(L, 11, 0);
lua_pushnumber(L, t->addq(q, x, y, angle, sx, sy, ox, oy, kx, ky));
return 1;
}
int w_SpriteBatch_set(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
int index = luaL_checkinteger(L, 2);
float x = (float)luaL_optnumber(L, 3, 0.0f);
float y = (float)luaL_optnumber(L, 4, 0.0f);
float angle = (float)luaL_optnumber(L, 5, 0.0f);
float sx = (float)luaL_optnumber(L, 6, 1.0f);
float sy = (float)luaL_optnumber(L, 7, sx);
float ox = (float)luaL_optnumber(L, 8, 0);
float oy = (float)luaL_optnumber(L, 9, 0);
float kx = (float)luaL_optnumber(L, 10, 0);
float ky = (float)luaL_optnumber(L, 11, 0);
t->add(x, y, angle, sx, sy, ox, oy, kx, ky, index);
return 0;
}
int w_SpriteBatch_setq(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
int index = luaL_checkinteger(L, 2);
Quad * q = luax_checktype<Quad>(L, 3, "Quad", GRAPHICS_QUAD_T);
float x = (float)luaL_optnumber(L, 4, 0.0f);
float y = (float)luaL_optnumber(L, 5, 0.0f);
float angle = (float)luaL_optnumber(L, 6, 0.0f);
float sx = (float)luaL_optnumber(L, 7, 1.0f);
float sy = (float)luaL_optnumber(L, 8, sx);
float ox = (float)luaL_optnumber(L, 9, 0);
float oy = (float)luaL_optnumber(L, 10, 0);
float kx = (float)luaL_optnumber(L, 11, 0);
float ky = (float)luaL_optnumber(L, 12, 0);
t->addq(q, x, y, angle, sx, sy, ox, oy, kx, ky, index);
return 0;
}
int w_SpriteBatch_clear(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->clear();
return 0;
}
int w_SpriteBatch_bind(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->lock();
return 0;
}
int w_SpriteBatch_unbind(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->unlock();
return 0;
}
int w_SpriteBatch_setImage(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
Image * image = luax_checktype<Image>(L, 2, "Image", GRAPHICS_IMAGE_T);
t->setImage(image);
return 0;
}
int w_SpriteBatch_setColor(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
if (lua_gettop(L) <= 1)
t->setColor();
else
{
Color c;
c.r = (unsigned char)luaL_checkint(L, 2);
c.g = (unsigned char)luaL_checkint(L, 3);
c.b = (unsigned char)luaL_checkint(L, 4);
c.a = (unsigned char)luaL_optint(L, 5, 255);
t->setColor(c);
}
return 0;
}
static const luaL_Reg functions[] = {
{ "add", w_SpriteBatch_add },
{ "addq", w_SpriteBatch_addq },
{ "clear", w_SpriteBatch_clear },
{ "bind", w_SpriteBatch_bind },
{ "unbind", w_SpriteBatch_unbind },
{ "setImage", w_SpriteBatch_setImage },
{ "setColor", w_SpriteBatch_setColor },
{ 0, 0 }
};
int luaopen_spritebatch(lua_State * L)
{
return luax_register_type(L, "SpriteBatch", functions);
}
} // opengl
} // graphics
} // love
c.a = (unsigned char)luaL_optint(L, 5, 255);
t->setColor(c);
}
return 0;
}
static const luaL_Reg functions[] = {
{ "add", w_SpriteBatch_add },
{ "addq", w_SpriteBatch_addq },
{ "set", w_SpriteBatch_set },
{ "setq", w_SpriteBatch_setq },
{ "clear", w_SpriteBatch_clear },
{ "bind", w_SpriteBatch_bind },
{ "unbind", w_SpriteBatch_unbind },
{ "setImage", w_SpriteBatch_setImage },
{ "setColor", w_SpriteBatch_setColor },
{ 0, 0 }
};
int luaopen_spritebatch(lua_State * L)
{
return luax_register_type(L, "SpriteBatch", functions);
}
} // opengl
} // graphics
} // love