Add transform tables to SpriteBatch:add() and SpriteBatch:addq().

This commit is contained in:
vrld
2011-07-05 15:26:42 +02:00
parent d420d68048
commit dd143c76ac
2 changed files with 50 additions and 12 deletions
+14 -3
View File
@@ -1293,16 +1293,27 @@ AAIAAAxQCuxfDzz1AB8IAAAAAAC6ufC4AAAAALrCZ5H+if4dCkwHbQAAAAgAAQAAAAAAAA==
local draw = love.graphics.draw
function love.graphics.draw(drawable, x, y, ...)
draw(drawable, x, y, unpack_transform(...))
return draw(drawable, x, y, unpack_transform(...))
end
local drawq = love.graphics.drawq
function love.graphics.drawq(img, quad, x, y, ...)
drawq(img, quad, x, y, unpack_transform(...))
return drawq(img, quad, x, y, unpack_transform(...))
end
local lgprint = love.graphics.print1 -- << notice the 1
function love.graphics.print(text, x,y, ...)
lgprint(text, x,y, unpack_transform(...))
return lgprint(text, x,y, unpack_transform(...))
end
local temp_img = love.graphics.newImage(love.image.newImageData(0,0))
local temp_spritebatch = love.graphics.newSpriteBatch(temp_img, 0)
local sb_meta = getmetatable(temp_spritebatch)
local add, addq = sb_meta.add, sb_meta.addq
function sb_meta:add(x,y, ...)
return add(self, x,y, unpack_transform(...))
end
function sb_meta:addq(quad, x,y, ...)
return addq(self, quad, x,y, unpack_transform(...))
end
end