mirror of
https://github.com/love2d/love.git
synced 2026-08-12 08:30:56 +02:00
335 lines
9.7 KiB
C++
335 lines
9.7 KiB
C++
/**
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* Copyright (c) 2006-2009 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 "wrap_ParticleSystem.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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ParticleSystem * luax_checkparticlesystem(lua_State * L, int idx)
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{
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return luax_checktype<ParticleSystem>(L, idx, "ParticleSystem", LOVE_GRAPHICS_PARTICLE_SYSTEM_BITS);
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}
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int _wrap_ParticleSystem_setSprite(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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Image * i = luax_checkimage(L, 2);
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t->setSprite(i);
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return 0;
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}
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int _wrap_ParticleSystem_setBufferSize(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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int arg1 = luaL_checkint(L, 2);
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t->setBufferSize((unsigned int)arg1);
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return 0;
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}
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int _wrap_ParticleSystem_setEmissionRate(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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int arg1 = luaL_checkint(L, 2);
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t->setEmissionRate((unsigned int)arg1);
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return 0;
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}
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int _wrap_ParticleSystem_setLifetime(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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t->setLifetime(arg1);
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return 0;
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}
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int _wrap_ParticleSystem_setParticleLife(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_checknumber(L, 3);
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t->setParticleLife(arg1, arg2);
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return 0;
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}
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int _wrap_ParticleSystem_setPosition(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_checknumber(L, 3);
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t->setPosition(arg1, arg2);
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return 0;
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}
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int _wrap_ParticleSystem_setDirection(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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t->setDirection(arg1);
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return 0;
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}
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int _wrap_ParticleSystem_setSpread(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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t->setSpread(arg1);
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return 0;
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}
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int _wrap_ParticleSystem_setRelativeDirection(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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bool arg1 = (bool)luax_toboolean(L, 2);
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t->setRelativeDirection(arg1);
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return 0;
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}
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int _wrap_ParticleSystem_setSpeed(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setSpeed(arg1, arg2);
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return 0;
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}
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int _wrap_ParticleSystem_setGravity(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setGravity(arg1, arg2);
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return 0;
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}
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int _wrap_ParticleSystem_setRadialAcceleration(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setRadialAcceleration(arg1, arg2);
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return 0;
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}
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int _wrap_ParticleSystem_setTangentialAcceleration(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setTangentialAcceleration(arg1, arg2);
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return 0;
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}
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int _wrap_ParticleSystem_setSize(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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float arg3 = (float)luaL_optnumber(L, 3, 0);
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t->setSize(arg1, arg2, arg3);
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return 0;
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}
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int _wrap_ParticleSystem_setSizeVariation(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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t->setSizeVariation(arg1);
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return 0;
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}
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int _wrap_ParticleSystem_setRotation(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setRotation(arg1, arg2);
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return 0;
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}
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int _wrap_ParticleSystem_setSpin(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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float arg3 = (float)luaL_optnumber(L, 3, 0);
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t->setSpin(arg1, arg2, arg3);
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return 0;
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}
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int _wrap_ParticleSystem_setSpinVariation(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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t->setSpinVariation(arg1);
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return 0;
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}
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int _wrap_ParticleSystem_setColor(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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Color * start = luax_checkcolor(L, 2);
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Color * end = (lua_gettop(L) == 3) ? luax_checkcolor(L, 3) : start;
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t->setColor(start, end);
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return 0;
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}
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int _wrap_ParticleSystem_getX(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getX());
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return 1;
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}
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int _wrap_ParticleSystem_getY(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getY());
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return 1;
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}
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int _wrap_ParticleSystem_getDirection(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getDirection());
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return 1;
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}
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int _wrap_ParticleSystem_getSpread(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getSpread());
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return 1;
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}
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int _wrap_ParticleSystem_count(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->count());
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return 1;
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}
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int _wrap_ParticleSystem_start(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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t->start();
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return 0;
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}
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int _wrap_ParticleSystem_stop(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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t->stop();
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return 0;
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}
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int _wrap_ParticleSystem_pause(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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t->pause();
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return 0;
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}
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int _wrap_ParticleSystem_reset(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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t->reset();
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return 0;
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}
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int _wrap_ParticleSystem_isActive(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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luax_pushboolean(L, t->isActive());
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return 1;
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}
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int _wrap_ParticleSystem_isEmpty(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(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 _wrap_ParticleSystem_isFull(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(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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int _wrap_ParticleSystem_update(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float dt = (float)luaL_checknumber(L, 2);
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t->update(dt);
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return 0;
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}
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static const luaL_Reg wrap_ParticleSystem_functions[] = {
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{ "setSprite", _wrap_ParticleSystem_setSprite },
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{ "setBufferSize", _wrap_ParticleSystem_setBufferSize },
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{ "setEmissionRate", _wrap_ParticleSystem_setEmissionRate },
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{ "setLifeTime", _wrap_ParticleSystem_setLifetime },
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{ "setParticleLife", _wrap_ParticleSystem_setParticleLife },
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{ "setPosition", _wrap_ParticleSystem_setPosition },
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{ "setDirection", _wrap_ParticleSystem_setDirection },
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{ "setSpread", _wrap_ParticleSystem_setSpread },
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{ "setRelativeDirection", _wrap_ParticleSystem_setRelativeDirection },
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{ "setSpeed", _wrap_ParticleSystem_setSpeed },
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{ "setGravity", _wrap_ParticleSystem_setGravity },
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{ "setRadialAcceleration", _wrap_ParticleSystem_setRadialAcceleration },
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{ "setTangentialAcceleration", _wrap_ParticleSystem_setTangentialAcceleration },
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{ "setSize", _wrap_ParticleSystem_setSize },
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{ "setSizeVariation", _wrap_ParticleSystem_setSizeVariation },
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{ "setRotation", _wrap_ParticleSystem_setRotation },
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{ "setSpin", _wrap_ParticleSystem_setSpin },
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{ "setSpinVariation", _wrap_ParticleSystem_setSpinVariation },
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{ "setColor", _wrap_ParticleSystem_setColor },
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{ "getX", _wrap_ParticleSystem_getX },
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{ "getY", _wrap_ParticleSystem_getY },
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{ "getDirection", _wrap_ParticleSystem_getDirection },
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{ "getSpread", _wrap_ParticleSystem_getSpread },
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{ "count", _wrap_ParticleSystem_count },
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{ "start", _wrap_ParticleSystem_start },
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{ "stop", _wrap_ParticleSystem_stop },
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{ "pause", _wrap_ParticleSystem_pause },
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{ "reset", _wrap_ParticleSystem_reset },
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{ "isActive", _wrap_ParticleSystem_isActive },
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{ "isEmpty", _wrap_ParticleSystem_isEmpty },
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{ "isFull", _wrap_ParticleSystem_isFull },
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{ "update", _wrap_ParticleSystem_update },
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{ 0, 0 }
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};
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int wrap_ParticleSystem_open(lua_State * L)
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{
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luax_register_type(L, "ParticleSystem", wrap_ParticleSystem_functions);
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return 0;
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}
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} // opengl
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} // graphics
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} // love
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