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love/src/modules/graphics/opengl/wrap_SpriteBatch.cpp
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/**
* Copyright (c) 2006-2013 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 "Image.h"
#include "wrap_SpriteBatch.h"
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch *luax_checkspritebatch(lua_State *L, int idx)
{
return luax_checktype<SpriteBatch>(L, idx, "SpriteBatch", GRAPHICS_SPRITE_BATCH_T);
}
int w_SpriteBatch_add(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
Geometry *geom = 0;
int startidx = 2;
if (luax_istype(L, 2, GRAPHICS_GEOMETRY_T))
{
geom = luax_totype<Geometry>(L, 2, "Geometry", GRAPHICS_GEOMETRY_T);
startidx = 3;
}
float x = (float) luaL_optnumber(L, startidx + 0, 0.0);
float y = (float) luaL_optnumber(L, startidx + 1, 0.0);
float a = (float) luaL_optnumber(L, startidx + 2, 0.0);
float sx = (float) luaL_optnumber(L, startidx + 3, 1.0);
float sy = (float) luaL_optnumber(L, startidx + 4, sx);
float ox = (float) luaL_optnumber(L, startidx + 5, 0.0);
float oy = (float) luaL_optnumber(L, startidx + 6, 0.0);
float kx = (float) luaL_optnumber(L, startidx + 7, 0.0);
float ky = (float) luaL_optnumber(L, startidx + 8, 0.0);
int id = 0;
try
{
if (geom)
id = t->addg(geom, x, y, a, sx, sy, ox, oy, kx, ky);
else
id = t->add(x, y, a, sx, sy, ox, oy, kx, ky);
}
catch (love::Exception &e)
{
return luaL_error(L, "%s", e.what());
}
lua_pushinteger(L, id);
return 1;
}
int w_SpriteBatch_set(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
int id = luaL_checkinteger(L, 2);
Geometry *geom = 0;
int startidx = 3;
if (luax_istype(L, 2, GRAPHICS_GEOMETRY_T))
{
geom = luax_totype<Geometry>(L, 2, "Geometry", GRAPHICS_GEOMETRY_T);
startidx = 4;
}
float x = (float) luaL_optnumber(L, startidx + 0, 0.0);
float y = (float) luaL_optnumber(L, startidx + 1, 0.0);
float a = (float) luaL_optnumber(L, startidx + 2, 0.0);
float sx = (float) luaL_optnumber(L, startidx + 3, 1.0);
float sy = (float) luaL_optnumber(L, startidx + 4, sx);
float ox = (float) luaL_optnumber(L, startidx + 5, 0.0);
float oy = (float) luaL_optnumber(L, startidx + 6, 0.0);
float kx = (float) luaL_optnumber(L, startidx + 7, 0.0);
float ky = (float) luaL_optnumber(L, startidx + 8, 0.0);
try
{
if (geom)
t->addg(geom, x, y, a, sx, sy, ox, oy, kx, ky, id);
else
t->add(x, y, a, sx, sy, ox, oy, kx, ky, id);
}
catch (love::Exception &e)
{
return luaL_error(L, "%s", e.what());
}
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);
try
{
t->lock();
}
catch (love::Exception &e)
{
return luaL_error(L, "%s", e.what());
}
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<Image>(L, 2, "Image", GRAPHICS_IMAGE_T);
t->setImage(image);
return 0;
}
int w_SpriteBatch_getImage(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
Image *image = t->getImage();
image->retain();
luax_newtype(L, "Image", GRAPHICS_IMAGE_T, (void *)image);
return 1;
}
int w_SpriteBatch_setColor(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
Color c;
if (lua_gettop(L) <= 1)
{
t->setColor();
return 0;
}
else if (lua_istable(L, 2))
{
for (int i = 1; i <= 4; i++)
lua_rawgeti(L, 2, i);
c.r = (unsigned char) luaL_checkint(L, -4);
c.g = (unsigned char) luaL_checkint(L, -3);
c.b = (unsigned char) luaL_checkint(L, -2);
c.a = (unsigned char) luaL_optint(L, -1, 255);
lua_pop(L, 4);
}
else
{
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;
}
int w_SpriteBatch_getColor(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
const Color *color = t->getColor();
// getColor returns NULL if no color is set.
if (!color)
return 0;
lua_pushinteger(L, (lua_Integer) color->r);
lua_pushinteger(L, (lua_Integer) color->g);
lua_pushinteger(L, (lua_Integer) color->b);
lua_pushinteger(L, (lua_Integer) color->a);
return 4;
}
int w_SpriteBatch_getCount(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
lua_pushinteger(L, t->getCount());
return 1;
}
int w_SpriteBatch_setBufferSize(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
int size = luaL_checkint(L, 2);
try
{
t->setBufferSize(size);
}
catch (love::Exception &e)
{
return luaL_error(L, "%s", e.what());
}
return 0;
}
int w_SpriteBatch_getBufferSize(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
lua_pushinteger(L, t->getBufferSize());
return 1;
}
static const luaL_Reg functions[] =
{
{ "add", w_SpriteBatch_add },
{ "set", w_SpriteBatch_set },
{ "clear", w_SpriteBatch_clear },
{ "bind", w_SpriteBatch_bind },
{ "unbind", w_SpriteBatch_unbind },
{ "setImage", w_SpriteBatch_setImage },
{ "getImage", w_SpriteBatch_getImage },
{ "setColor", w_SpriteBatch_setColor },
{ "getColor", w_SpriteBatch_getColor },
{ "getCount", w_SpriteBatch_getCount },
{ "setBufferSize", w_SpriteBatch_setBufferSize },
{ "getBufferSize", w_SpriteBatch_getBufferSize },
{ 0, 0 }
};
extern "C" int luaopen_spritebatch(lua_State *L)
{
return luax_register_type(L, "SpriteBatch", functions);
}
} // opengl
} // graphics
} // love