/** * 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(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(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(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(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 }, { "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 } }; extern "C" int luaopen_spritebatch(lua_State * L) { return luax_register_type(L, "SpriteBatch", functions); } } // opengl } // graphics } // love