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A Geometry is a collection of vertices describing a non self-intersecting
(simple) polygon. In addition to screen coordinates, the vertices have
attributes for texture coordinates (s,t) and color (r,g,b,a).
It can be used as a quad, to display distorted images, or anything in between.
Added:
^^^^^^
-- geometry from table, where table has the format:
-- info = {
-- {x,y, s,t, [r = 255, g = 255, b = 255, a = 255]}
-- {x,y, s,t, [r = 255, g = 255, b = 255, a = 255]}
-- ...
-- }
geom = love.graphics.newGeometry(info)
-- convenience wrapper for quads (same as before)
geom = love.graphics.newQuad(x,y, w,h, sw,sh)
-- retrieve vertex i (1-indexed)
x,y,s,t,r,g,b,a = geom:getVertex(i)
-- set vertex i (1-indexed)
geom:setVertex(i, x,y, s,t, [r,g,b,a])
-- flip geometry
geom:flip(x, y)
Renamed:
^^^^^^^^
love.graphics.drawq() -> love.graphics.drawg()
Removed:
^^^^^^^^
quad:setViewport()
quad:getViewport()
225 lines
6.0 KiB
C++
225 lines
6.0 KiB
C++
/**
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* Copyright (c) 2006-2013 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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#include "Image.h"
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#include "wrap_SpriteBatch.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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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, "SpriteBatch", GRAPHICS_SPRITE_BATCH_T);
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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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float x = (float)luaL_optnumber(L, 2, 0.0f);
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float y = (float)luaL_optnumber(L, 3, 0.0f);
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float angle = (float)luaL_optnumber(L, 4, 0.0f);
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float sx = (float)luaL_optnumber(L, 5, 1.0f);
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float sy = (float)luaL_optnumber(L, 6, sx);
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float ox = (float)luaL_optnumber(L, 7, 0);
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float oy = (float)luaL_optnumber(L, 8, 0);
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float kx = (float)luaL_optnumber(L, 9, 0);
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float ky = (float)luaL_optnumber(L, 10, 0);
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lua_pushnumber(L, t->add(x, y, angle, sx, sy, ox, oy, kx, ky));
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return 1;
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}
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int w_SpriteBatch_addg(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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Geometry *g = luax_checktype<Geometry>(L, 2, "Geometry", GRAPHICS_GEOMETRY_T);
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float x = (float)luaL_optnumber(L, 3, 0.0f);
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float y = (float)luaL_optnumber(L, 4, 0.0f);
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float angle = (float)luaL_optnumber(L, 5, 0.0f);
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float sx = (float)luaL_optnumber(L, 6, 1.0f);
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float sy = (float)luaL_optnumber(L, 7, sx);
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float ox = (float)luaL_optnumber(L, 8, 0);
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float oy = (float)luaL_optnumber(L, 9, 0);
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float kx = (float)luaL_optnumber(L, 10, 0);
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float ky = (float)luaL_optnumber(L, 11, 0);
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lua_pushnumber(L, t->addg(g, x, y, angle, sx, sy, ox, oy, kx, ky));
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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 = luaL_checkinteger(L, 2);
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float x = (float)luaL_optnumber(L, 3, 0.0f);
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float y = (float)luaL_optnumber(L, 4, 0.0f);
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float angle = (float)luaL_optnumber(L, 5, 0.0f);
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float sx = (float)luaL_optnumber(L, 6, 1.0f);
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float sy = (float)luaL_optnumber(L, 7, sx);
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float ox = (float)luaL_optnumber(L, 8, 0);
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float oy = (float)luaL_optnumber(L, 9, 0);
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float kx = (float)luaL_optnumber(L, 10, 0);
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float ky = (float)luaL_optnumber(L, 11, 0);
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t->add(x, y, angle, sx, sy, ox, oy, kx, ky, index);
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return 0;
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}
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int w_SpriteBatch_setq(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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int index = luaL_checkinteger(L, 2);
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Geometry *g = luax_checktype<Geometry>(L, 3, "Geometry", GRAPHICS_GEOMETRY_T);
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float x = (float)luaL_optnumber(L, 4, 0.0f);
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float y = (float)luaL_optnumber(L, 5, 0.0f);
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float angle = (float)luaL_optnumber(L, 6, 0.0f);
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float sx = (float)luaL_optnumber(L, 7, 1.0f);
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float sy = (float)luaL_optnumber(L, 8, sx);
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float ox = (float)luaL_optnumber(L, 9, 0);
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float oy = (float)luaL_optnumber(L, 10, 0);
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float kx = (float)luaL_optnumber(L, 11, 0);
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float ky = (float)luaL_optnumber(L, 12, 0);
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t->addg(g, x, y, angle, sx, sy, ox, oy, kx, ky, 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_bind(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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try
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{
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t->lock();
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}
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catch (love::Exception &e)
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{
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return luaL_error(L, "%s", e.what());
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}
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return 0;
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}
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int w_SpriteBatch_unbind(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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t->unlock();
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return 0;
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}
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int w_SpriteBatch_setImage(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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Image *image = luax_checktype<Image>(L, 2, "Image", GRAPHICS_IMAGE_T);
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t->setImage(image);
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return 0;
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}
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int w_SpriteBatch_getImage(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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Image *image = t->getImage();
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image->retain();
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luax_newtype(L, "Image", GRAPHICS_IMAGE_T, (void *)image);
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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_checkint(L, -4);
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c.g = (unsigned char) luaL_checkint(L, -3);
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c.b = (unsigned char) luaL_checkint(L, -2);
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c.a = (unsigned char) luaL_optint(L, -1, 255);
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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_checkint(L, 2);
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c.g = (unsigned char)luaL_checkint(L, 3);
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c.b = (unsigned char)luaL_checkint(L, 4);
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c.a = (unsigned char)luaL_optint(L, 5, 255);
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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_isEmpty(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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luax_pushboolean(L, t->isEmpty());
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return 1;
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}
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int w_SpriteBatch_isFull(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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luax_pushboolean(L, t->isFull());
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return 1;
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}
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static const luaL_Reg functions[] =
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{
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{ "add", w_SpriteBatch_add },
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{ "addg", w_SpriteBatch_addg },
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{ "set", w_SpriteBatch_set },
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{ "setq", w_SpriteBatch_setq },
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{ "clear", w_SpriteBatch_clear },
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{ "bind", w_SpriteBatch_bind },
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{ "unbind", w_SpriteBatch_unbind },
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{ "setImage", w_SpriteBatch_setImage },
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{ "getImage", w_SpriteBatch_getImage },
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{ "setColor", w_SpriteBatch_setColor },
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{ "isEmpty", w_SpriteBatch_isEmpty },
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{ "isFull", w_SpriteBatch_isFull },
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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", functions);
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}
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} // opengl
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} // graphics
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} // love
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