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path: root/Runtime/Scripting/Rendering/Rendering.bind.cpp
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#include "Runtime/Graphics/Shader.h"
#include "Runtime/Graphics/Texture.h"
#include "Runtime/Graphics/ImageData.h"
#include "Runtime/Graphics/GfxDevice.h"
#include "Runtime/GUI/UIQuad.h"
#include "Runtime/GUI/UI9Slicing.h"
#include "Runtime/Math/Math.h"

// Rendering.DrawUIQuad({})
static int DrawUIQuad(lua_State* L)
{
    LUA_BIND_STATE(L);
    Rect rect = state.GetValue<Rect>(1, Rect());
    UIQuad quad = UIQuad(rect.x, rect.x + rect.width, rect.y, rect.y + rect.height);
    quad.Draw();
    return 0;
}

// mode, horizontal, vertical, texSize, quadSize
static int DrawUI9Slicing(lua_State* L)
{
    LUA_BIND_STATE(L);

    int mode = state.GetValue<int>(1, ESlicing::Slicing_Simple);
    Vector2 horizontal = state.GetValue<Vector2>(2, Vector2::zero);
    Vector2 vertical = state.GetValue<Vector2>(3, Vector2::zero);
    Vector2 texSize = state.GetValue<Vector2>(4, Vector2::zero);
    Vector2 quadSize = state.GetValue<Vector2>(5, Vector2::zero);

    UI9Slicing slicing = UI9Slicing(mode, horizontal, vertical, texSize, quadSize);

    slicing.Draw();

    return 0;
}

static luaL_Reg funcs[] = {
    {"DrawUIQuad", DrawUIQuad},
    {"DrawUI9Slicing", DrawUI9Slicing},
    {0, 0}
};

int luaopen_GameLab_Engine_Rendering(lua_State* L)
{
	log_info_tag("Scripting", "luaopen_GameLab_Engine_Rendering()");

	LUA_BIND_STATE(L);

	state.PushGlobalNamespace();
	state.PushNamespace("GameLab");
	state.PushNamespace("Engine");
	state.PushNamespace("Rendering");

    state.RegisterMethods(funcs);

	state.RegisterNativeClass<Shader>();
    state.RegisterNativeClass<ImageData>();
    state.RegisterNativeClass<Texture>();

	return 1;
}