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-rw-r--r--Runtime/Scripting/GUI/GUI.bind.cpp21
-rw-r--r--Runtime/Scripting/Rendering/Shader.bind.cpp17
2 files changed, 34 insertions, 4 deletions
diff --git a/Runtime/Scripting/GUI/GUI.bind.cpp b/Runtime/Scripting/GUI/GUI.bind.cpp
index e05d373..cc4ef88 100644
--- a/Runtime/Scripting/GUI/GUI.bind.cpp
+++ b/Runtime/Scripting/GUI/GUI.bind.cpp
@@ -12,6 +12,7 @@
#include "Runtime/Utilities/AutoInvoke.h"
#include "Editor/Win/Win.h"
#include "Runtime/GUI/UILine.h"
+#include "Runtime/GUI/UIQuad.h"
using namespace std;
using namespace LuaBind;
@@ -103,10 +104,26 @@ static int DrawLine(lua_State* L)
return 0;
}
+// GUI.DrawQuad(topleft, size)
+static int DrawQuad(lua_State* L)
+{
+ LUA_BIND_STATE(L);
+
+ Vector2f tl, size;
+ tl.RestoreFromLuaObject(state, 1);
+ size.RestoreFromLuaObject(state, 2);
+
+ UIQuad quad = UIQuad(tl.x, tl.x + size.x, tl.y, tl.y + size.y);
+ quad.Draw();
+
+ return 0;
+}
+
static luaL_Reg guiFuncs[] = {
{ "DrawText", DrawText },
- { "DrawLine", DrawLine },
- {0, 0}
+ { "DrawLine", DrawLine },
+ { "DrawQuad", DrawQuad },
+ {0, 0}
};
int luaopen_GameLab_Engine_GUI(lua_State* L)
diff --git a/Runtime/Scripting/Rendering/Shader.bind.cpp b/Runtime/Scripting/Rendering/Shader.bind.cpp
index 4c0c321..a001633 100644
--- a/Runtime/Scripting/Rendering/Shader.bind.cpp
+++ b/Runtime/Scripting/Rendering/Shader.bind.cpp
@@ -16,12 +16,11 @@ LUA_BIND_REGISTRY(Shader)
{ "IsValid", _IsValid },
{ "Use", _Use },
{ "Unuse", _UnUse },
- //{ "SetColor", _SetColor },
+ { "SetColor", _SetColor },
{ "SetTexture", _SetTexture },
{ "SetVector2", _SetVector2 },
{ "SetVector3", _SetVector3 },
{ "SetVector4", _SetVector4 },
- //{ "SetMatrix3", _SetMatrix3 },
{ "SetMatrix44", _SetMatrix4 }
);
}
@@ -165,6 +164,20 @@ LUA_BIND_IMPL_METHOD(Shader, _SetVector4)
return 1;
}
+// SetColor(name, color)
+LUA_BIND_IMPL_METHOD(Shader, _SetColor)
+{
+ LUA_BIND_PREPARE(L, Shader);
+ LUA_BIND_CHECK(L, "ST");
+
+ cc8* name = state.GetValue(1, "");
+ Color col = state.GetValue<Color>(2, Color());
+ Vector4 v = Vector4(col.r, col.g, col.b, col.a);
+
+ g_GfxDevice.SetUniformVec4(name, v);
+ return 1;
+}
+
// shader.SetMatrix4(name, mat4)
// shader.SetMatrix4(name, {})
LUA_BIND_IMPL_METHOD(Shader, _SetMatrix4)