Initial Mercurial commit.

This commit is contained in:
rude
2009-07-26 15:46:49 +02:00
commit dcb3dfd83d
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/**
* Copyright (c) 2006-2009 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_ParticleSystem.h"
namespace love
{
namespace graphics
{
namespace opengl
{
ParticleSystem * luax_checkparticlesystem(lua_State * L, int idx)
{
return luax_checktype<ParticleSystem>(L, idx, "ParticleSystem", LOVE_GRAPHICS_PARTICLE_SYSTEM_BITS);
}
int _wrap_ParticleSystem_setSprite(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
Image * i = luax_checkimage(L, 2);
t->setSprite(i);
return 0;
}
int _wrap_ParticleSystem_setBufferSize(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
int arg1 = luaL_checkint(L, 2);
t->setBufferSize((unsigned int)arg1);
return 0;
}
int _wrap_ParticleSystem_setEmissionRate(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
int arg1 = luaL_checkint(L, 2);
t->setEmissionRate((unsigned int)arg1);
return 0;
}
int _wrap_ParticleSystem_setLifetime(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setLifetime(arg1);
return 0;
}
int _wrap_ParticleSystem_setParticleLife(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_checknumber(L, 3);
t->setParticleLife(arg1, arg2);
return 0;
}
int _wrap_ParticleSystem_setPosition(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_checknumber(L, 3);
t->setPosition(arg1, arg2);
return 0;
}
int _wrap_ParticleSystem_setDirection(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setDirection(arg1);
return 0;
}
int _wrap_ParticleSystem_setSpread(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setSpread(arg1);
return 0;
}
int _wrap_ParticleSystem_setRelativeDirection(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
bool arg1 = (bool)luax_toboolean(L, 2);
t->setRelativeDirection(arg1);
return 0;
}
int _wrap_ParticleSystem_setSpeed(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setSpeed(arg1, arg2);
return 0;
}
int _wrap_ParticleSystem_setGravity(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setGravity(arg1, arg2);
return 0;
}
int _wrap_ParticleSystem_setRadialAcceleration(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setRadialAcceleration(arg1, arg2);
return 0;
}
int _wrap_ParticleSystem_setTangentialAcceleration(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setTangentialAcceleration(arg1, arg2);
return 0;
}
int _wrap_ParticleSystem_setSize(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
float arg3 = (float)luaL_optnumber(L, 3, 0);
t->setSize(arg1, arg2, arg3);
return 0;
}
int _wrap_ParticleSystem_setSizeVariation(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setSizeVariation(arg1);
return 0;
}
int _wrap_ParticleSystem_setRotation(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setRotation(arg1, arg2);
return 0;
}
int _wrap_ParticleSystem_setSpin(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
float arg3 = (float)luaL_optnumber(L, 3, 0);
t->setSpin(arg1, arg2, arg3);
return 0;
}
int _wrap_ParticleSystem_setSpinVariation(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setSpinVariation(arg1);
return 0;
}
int _wrap_ParticleSystem_setColor(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
Color * start = luax_checkcolor(L, 2);
Color * end = (lua_gettop(L) == 3) ? luax_checkcolor(L, 3) : start;
t->setColor(start, end);
return 0;
}
int _wrap_ParticleSystem_getX(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getX());
return 1;
}
int _wrap_ParticleSystem_getY(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getY());
return 1;
}
int _wrap_ParticleSystem_getDirection(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getDirection());
return 1;
}
int _wrap_ParticleSystem_getSpread(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getSpread());
return 1;
}
int _wrap_ParticleSystem_count(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->count());
return 1;
}
int _wrap_ParticleSystem_start(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
t->start();
return 0;
}
int _wrap_ParticleSystem_stop(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
t->stop();
return 0;
}
int _wrap_ParticleSystem_pause(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
t->pause();
return 0;
}
int _wrap_ParticleSystem_reset(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
t->reset();
return 0;
}
int _wrap_ParticleSystem_isActive(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
luax_pushboolean(L, t->isActive());
return 1;
}
int _wrap_ParticleSystem_isEmpty(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
luax_pushboolean(L, t->isEmpty());
return 1;
}
int _wrap_ParticleSystem_isFull(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
luax_pushboolean(L, t->isFull());
return 1;
}
int _wrap_ParticleSystem_update(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float dt = (float)luaL_checknumber(L, 2);
t->update(dt);
return 0;
}
static const luaL_Reg wrap_ParticleSystem_functions[] = {
{ "setSprite", _wrap_ParticleSystem_setSprite },
{ "setBufferSize", _wrap_ParticleSystem_setBufferSize },
{ "setEmissionRate", _wrap_ParticleSystem_setEmissionRate },
{ "setLifeTime", _wrap_ParticleSystem_setLifetime },
{ "setParticleLife", _wrap_ParticleSystem_setParticleLife },
{ "setPosition", _wrap_ParticleSystem_setPosition },
{ "setDirection", _wrap_ParticleSystem_setDirection },
{ "setSpread", _wrap_ParticleSystem_setSpread },
{ "setRelativeDirection", _wrap_ParticleSystem_setRelativeDirection },
{ "setSpeed", _wrap_ParticleSystem_setSpeed },
{ "setGravity", _wrap_ParticleSystem_setGravity },
{ "setRadialAcceleration", _wrap_ParticleSystem_setRadialAcceleration },
{ "setTangentialAcceleration", _wrap_ParticleSystem_setTangentialAcceleration },
{ "setSize", _wrap_ParticleSystem_setSize },
{ "setSizeVariation", _wrap_ParticleSystem_setSizeVariation },
{ "setRotation", _wrap_ParticleSystem_setRotation },
{ "setSpin", _wrap_ParticleSystem_setSpin },
{ "setSpinVariation", _wrap_ParticleSystem_setSpinVariation },
{ "setColor", _wrap_ParticleSystem_setColor },
{ "getX", _wrap_ParticleSystem_getX },
{ "getY", _wrap_ParticleSystem_getY },
{ "getDirection", _wrap_ParticleSystem_getDirection },
{ "getSpread", _wrap_ParticleSystem_getSpread },
{ "count", _wrap_ParticleSystem_count },
{ "start", _wrap_ParticleSystem_start },
{ "stop", _wrap_ParticleSystem_stop },
{ "pause", _wrap_ParticleSystem_pause },
{ "reset", _wrap_ParticleSystem_reset },
{ "isActive", _wrap_ParticleSystem_isActive },
{ "isEmpty", _wrap_ParticleSystem_isEmpty },
{ "isFull", _wrap_ParticleSystem_isFull },
{ "update", _wrap_ParticleSystem_update },
{ 0, 0 }
};
int wrap_ParticleSystem_open(lua_State * L)
{
luax_register_type(L, "ParticleSystem", wrap_ParticleSystem_functions);
return 0;
}
} // opengl
} // graphics
} // love