mirror of
https://github.com/love2d/love.git
synced 2026-08-12 16:40:57 +02:00
24a7a3d367
--HG-- branch : dynamiccore2
280 lines
6.7 KiB
C++
280 lines
6.7 KiB
C++
/**
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* Copyright (c) 2006-2016 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 "graphics/wrap_Texture.h"
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#include "math/wrap_Transform.h"
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// C++
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#include <typeinfo>
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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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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if (luax_istype(L, startidx, math::Transform::type))
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{
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math::Transform *tf = luax_totype<math::Transform>(L, startidx);
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luax_catchexcept(L, [&]() {
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if (quad)
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index = t->addq(quad, tf->getMatrix(), index);
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else
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index = t->add(tf->getMatrix(), index);
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});
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}
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else
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{
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float x = (float) luaL_optnumber(L, startidx + 0, 0.0);
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float y = (float) luaL_optnumber(L, startidx + 1, 0.0);
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float a = (float) luaL_optnumber(L, startidx + 2, 0.0);
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float sx = (float) luaL_optnumber(L, startidx + 3, 1.0);
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float sy = (float) luaL_optnumber(L, startidx + 4, sx);
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float ox = (float) luaL_optnumber(L, startidx + 5, 0.0);
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float oy = (float) luaL_optnumber(L, startidx + 6, 0.0);
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float kx = (float) luaL_optnumber(L, startidx + 7, 0.0);
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float ky = (float) luaL_optnumber(L, startidx + 8, 0.0);
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Matrix4 m(x, y, a, sx, sy, ox, oy, kx, ky);
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luax_catchexcept(L, [&]() {
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if (quad)
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index = t->addq(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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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_checknumber(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_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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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 (typeid(*tex) == typeid(Image))
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luax_pushtype(L, Image::type, tex);
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else if (typeid(*tex) == typeid(Canvas))
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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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Color 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 = (unsigned char) (luaL_checknumber(L, -4) * 255.0);
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c.g = (unsigned char) (luaL_checknumber(L, -3) * 255.0);
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c.b = (unsigned char) (luaL_checknumber(L, -2) * 255.0);
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c.a = (unsigned char) (luaL_optnumber(L, -1, 1.0) * 255.0);
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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 = (unsigned char) (luaL_checknumber(L, 2) * 255.0);
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c.g = (unsigned char) (luaL_checknumber(L, 3) * 255.0);
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c.b = (unsigned char) (luaL_checknumber(L, 4) * 255.0);
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c.a = (unsigned char) (luaL_optnumber(L, 5, 1.0) * 255.0);
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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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const Color *color = t->getColor();
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// getColor returns null if no color is set.
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if (!color)
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return 0;
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lua_pushnumber(L, (lua_Number) color->r / 255.0);
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lua_pushnumber(L, (lua_Number) color->g / 255.0);
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lua_pushnumber(L, (lua_Number) color->b / 255.0);
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lua_pushnumber(L, (lua_Number) color->a / 255.0);
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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_checknumber(L, 2) - 1;
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int count = (int) luaL_checknumber(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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{ "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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} // opengl
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} // graphics
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} // love
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