mirror of
https://github.com/love2d/love.git
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303 lines
6.8 KiB
C++
303 lines
6.8 KiB
C++
/**
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* Copyright (c) 2006-2023 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "wrap_SpriteBatch.h"
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#include "Image.h"
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#include "Canvas.h"
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#include "wrap_Texture.h"
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namespace love
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{
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namespace graphics
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{
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SpriteBatch *luax_checkspritebatch(lua_State *L, int idx)
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{
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return luax_checktype<SpriteBatch>(L, idx);
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}
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static inline int w_SpriteBatch_add_or_set(lua_State *L, SpriteBatch *t, int startidx, int index)
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{
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Quad *quad = nullptr;
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if (luax_istype(L, startidx, Quad::type))
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{
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quad = luax_totype<Quad>(L, startidx);
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startidx++;
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}
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else if (lua_isnil(L, startidx) && !lua_isnoneornil(L, startidx + 1))
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return luax_typerror(L, startidx, "Quad");
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luax_checkstandardtransform(L, startidx, [&](const Matrix4 &m)
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{
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luax_catchexcept(L, [&]()
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{
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if (quad)
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index = t->add(quad, m, index);
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else
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index = t->add(m, index);
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});
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});
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return index;
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}
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static int w_SpriteBatch_addLayer_or_setLayer(lua_State *L, SpriteBatch *t, int startidx, int index)
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{
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Quad *quad = nullptr;
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int layer = (int) luaL_checkinteger(L, startidx) - 1;
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startidx++;
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if (luax_istype(L, startidx, Quad::type))
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{
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quad = luax_totype<Quad>(L, startidx);
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startidx++;
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}
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else if (lua_isnil(L, startidx) && !lua_isnoneornil(L, startidx + 1))
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return luax_typerror(L, startidx, "Quad");
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luax_checkstandardtransform(L, startidx, [&](const Matrix4 &m)
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{
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luax_catchexcept(L, [&]()
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{
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if (quad)
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index = t->addLayer(layer, quad, m, index);
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else
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index = t->addLayer(layer, m, index);
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});
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});
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return index;
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}
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int w_SpriteBatch_add(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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int index = w_SpriteBatch_add_or_set(L, t, 2, -1);
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lua_pushinteger(L, index + 1);
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return 1;
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}
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int w_SpriteBatch_set(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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int index = (int) luaL_checkinteger(L, 2) - 1;
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w_SpriteBatch_add_or_set(L, t, 3, index);
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return 0;
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}
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int w_SpriteBatch_addLayer(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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int index = w_SpriteBatch_addLayer_or_setLayer(L, t, 2, -1);
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lua_pushinteger(L, index + 1);
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return 1;
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}
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int w_SpriteBatch_setLayer(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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int index = (int) luaL_checkinteger(L, 2) - 1;
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w_SpriteBatch_addLayer_or_setLayer(L, t, 3, index);
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return 0;
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}
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int w_SpriteBatch_clear(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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t->clear();
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return 0;
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}
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int w_SpriteBatch_flush(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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t->flush();
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return 0;
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}
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int w_SpriteBatch_setTexture(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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Texture *tex = luax_checktexture(L, 2);
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luax_catchexcept(L, [&](){ t->setTexture(tex); });
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return 0;
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}
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int w_SpriteBatch_getTexture(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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Texture *tex = t->getTexture();
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// FIXME: big hack right here.
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if (dynamic_cast<Image *>(tex) != nullptr)
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luax_pushtype(L, Image::type, tex);
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else if (dynamic_cast<Canvas *>(tex) != nullptr)
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luax_pushtype(L, Canvas::type, tex);
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else
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return luaL_error(L, "Unable to determine texture type.");
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return 1;
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}
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int w_SpriteBatch_setColor(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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Colorf c;
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if (lua_gettop(L) <= 1)
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{
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t->setColor();
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return 0;
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}
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else if (lua_istable(L, 2))
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{
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for (int i = 1; i <= 4; i++)
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lua_rawgeti(L, 2, i);
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c.r = (float) luaL_checknumber(L, -4);
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c.g = (float) luaL_checknumber(L, -3);
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c.b = (float) luaL_checknumber(L, -2);
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c.a = (float) luaL_optnumber(L, -1, 1.0);
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lua_pop(L, 4);
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}
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else
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{
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c.r = (float) luaL_checknumber(L, 2);
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c.g = (float) luaL_checknumber(L, 3);
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c.b = (float) luaL_checknumber(L, 4);
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c.a = (float) luaL_optnumber(L, 5, 1.0);
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}
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t->setColor(c);
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return 0;
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}
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int w_SpriteBatch_getColor(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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bool active = false;
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Colorf color = t->getColor(active);
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// getColor returns null if no color is set.
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if (!active)
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return 0;
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lua_pushnumber(L, color.r);
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lua_pushnumber(L, color.g);
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lua_pushnumber(L, color.b);
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lua_pushnumber(L, color.a);
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return 4;
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}
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int w_SpriteBatch_getCount(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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lua_pushinteger(L, t->getCount());
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return 1;
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}
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int w_SpriteBatch_getBufferSize(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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lua_pushinteger(L, t->getBufferSize());
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return 1;
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}
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int w_SpriteBatch_attachAttribute(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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const char *name = luaL_checkstring(L, 2);
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Mesh *m = luax_checktype<Mesh>(L, 3);
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luax_catchexcept(L, [&](){ t->attachAttribute(name, m); });
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return 0;
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}
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int w_SpriteBatch_setDrawRange(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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if (lua_isnoneornil(L, 2))
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t->setDrawRange();
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else
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{
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int start = (int) luaL_checkinteger(L, 2) - 1;
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int count = (int) luaL_checkinteger(L, 3);
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luax_catchexcept(L, [&](){ t->setDrawRange(start, count); });
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}
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return 0;
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}
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int w_SpriteBatch_getDrawRange(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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int start = 0;
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int count = 1;
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if (!t->getDrawRange(start, count))
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return 0;
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lua_pushnumber(L, start + 1);
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lua_pushnumber(L, count);
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return 2;
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}
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static const luaL_Reg w_SpriteBatch_functions[] =
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{
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{ "add", w_SpriteBatch_add },
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{ "set", w_SpriteBatch_set },
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{ "addLayer", w_SpriteBatch_addLayer },
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{ "setLayer", w_SpriteBatch_setLayer },
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{ "clear", w_SpriteBatch_clear },
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{ "flush", w_SpriteBatch_flush },
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{ "setTexture", w_SpriteBatch_setTexture },
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{ "getTexture", w_SpriteBatch_getTexture },
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{ "setColor", w_SpriteBatch_setColor },
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{ "getColor", w_SpriteBatch_getColor },
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{ "getCount", w_SpriteBatch_getCount },
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{ "getBufferSize", w_SpriteBatch_getBufferSize },
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{ "attachAttribute", w_SpriteBatch_attachAttribute },
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{ "setDrawRange", w_SpriteBatch_setDrawRange },
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{ "getDrawRange", w_SpriteBatch_getDrawRange },
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{ 0, 0 }
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};
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extern "C" int luaopen_spritebatch(lua_State *L)
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{
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return luax_register_type(L, &SpriteBatch::type, w_SpriteBatch_functions, nullptr);
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}
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} // graphics
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} // love
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