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#include "common/je_lua_object.h"
#include "common/je_lua_common.h"
#include "libjin/jin.h"
#include "je_lua_sprite.h"
#include "je_lua_canvas.h"
#include "je_lua_texture.h"
#include "je_lua_shader.h"
#include "je_lua_animator.h"
#include "je_lua_animation.h"
using namespace JinEngine::Math;
using namespace JinEngine::Graphics;
using namespace JinEngine::Graphics::Shaders;
using namespace JinEngine::Graphics::Animations;
namespace JinEngine
{
namespace Lua
{
const char* Jin_Lua_Animator = "Animator";
LUA_IMPLEMENT inline Animator* checkAnimator(lua_State* L)
{
LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animator);
return luaObj->getObject<Animator>();
}
LUA_IMPLEMENT int l_gc(lua_State* L)
{
LuaObject* obj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animation);
obj->release();
return 0;
}
LUA_IMPLEMENT int l_update(lua_State* L)
{
Animator* animator = checkAnimator(L);
float dt = luax_checknumber(L, 2);
animator->update(dt);
return 0;
}
LUA_IMPLEMENT int l_play(lua_State* L)
{
Animator* animator = checkAnimator(L);
animator->play();
return 0;
}
LUA_IMPLEMENT int l_pause(lua_State* L)
{
Animator* animator = checkAnimator(L);
animator->pause();
return 0;
}
LUA_IMPLEMENT int l_resume(lua_State* L)
{
Animator* animator = checkAnimator(L);
animator->resume();
return 0;
}
LUA_IMPLEMENT int l_rewind(lua_State* L)
{
Animator* animator = checkAnimator(L);
animator->rewind();
return 0;
}
LUA_IMPLEMENT int l_render(lua_State* L)
{
Animator* animator = checkAnimator(L);
float x = luax_checknumber(L, 2);
float y = luax_checknumber(L, 3);
float sx = luax_checknumber(L, 4);
float sy = luax_checknumber(L, 5);
float r = luax_checknumber(L, 6);
animator->render(x, y, sx, sy, r);
return 0;
}
LUA_IMPLEMENT int l_setAnimation(lua_State* L)
{
LuaObject* luaAnimator = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animator);
Animator* animator = luaAnimator->getObject<Animator>();
LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animation);
luaAnimator->setDependency((int)AnimatorDependency::DEP_ANIMATION, luaObj);
animator->setAnimation(luaObj->getObject<Animation>());
return 0;
}
LUA_IMPLEMENT int l_forceToFrame(lua_State* L)
{
Animator* shrAnimator = checkAnimator(L);
int index = luax_checkinteger(L, 2);
shrAnimator->forceToFrame(index);
return 0;
}
LUA_IMPLEMENT int l_setSpeed(lua_State* L)
{
Animator* shrAnimator = checkAnimator(L);
float fps = luax_checknumber(L, 2);
shrAnimator->setSpeed(fps);
return 0;
}
LUA_IMPLEMENT int l_setDefaultSpeed(lua_State* L)
{
Animator* shrAnimator = checkAnimator(L);
shrAnimator->setDefaultSpeed();
return 0;
}
LUA_IMPLEMENT int l_setLoop(lua_State* L)
{
Animator* shrAnimator = checkAnimator(L);
bool loop = luax_checkbool(L, 2);
shrAnimator->setLoop(loop);
return 0;
}
LUA_IMPLEMENT int l_setDefaultLoop(lua_State* L)
{
Animator* shrAnimator = checkAnimator(L);
shrAnimator->setDefaultLoop();
return 0;
}
LUA_IMPLEMENT int l_getSpeed(lua_State* L)
{
Animator* shrAnimator = checkAnimator(L);
float speed = shrAnimator->getSpeed();
luax_pushnumber(L, speed);
return 1;
}
LUA_EXPORT void luaopen_Animator(lua_State* L)
{
luaL_Reg methods[] = {
{ "__gc", l_gc },
{ "update", l_update },
{ "play", l_play },
{ "pause", l_pause },
{ "resume", l_resume },
{ "rewind", l_rewind },
{ "render", l_render },
{ "setAnimation", l_setAnimation },
{ "forceToFrame", l_forceToFrame },
{ "setSpeed", l_setSpeed },
{ "setDefaultSpeed", l_setDefaultSpeed },
{ "setLoop", l_setLoop },
{ "setDefaultLoop", l_setDefaultLoop },
{ "getSpeed", l_getSpeed },
{ 0, 0 }
};
luax_newtype(L, Jin_Lua_Animator, methods);
}
} // namespace Lua
} // namespace JinEngine
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