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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"
using namespace JinEngine::Math;
using namespace JinEngine::Graphics;
using namespace JinEngine::Graphics::Shaders;
namespace JinEngine
{
namespace Lua
{
const char* Jin_Lua_Sprite = "Sprite";
LUA_IMPLEMENT inline Sprite* checkSprite(lua_State* L)
{
LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Sprite);
return luaObj->getObject<Sprite>();
}
LUA_IMPLEMENT int l_gc(lua_State* L)
{
LuaObject* p = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Sprite);
p->release();
return 0;
}
LUA_IMPLEMENT int l_render(lua_State* L)
{
Sprite* sprite = checkSprite(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);
sprite->render(x, y, sx, sy, r);
return 0;
}
LUA_IMPLEMENT int l_getSize(lua_State* L)
{
Sprite* sprite = checkSprite(L);
Vector2<int> size = sprite->getSize();
luax_pushinteger(L, size.x());
luax_pushinteger(L, size.y());
return 1;
}
LUA_EXPORT void luaopen_Sprite(lua_State* L)
{
luaL_Reg methods[] = {
{ "__gc", l_gc },
{ "render", l_render },
{ "getSize", l_getSize },
{ 0, 0 }
};
luax_newtype(L, Jin_Lua_Sprite, methods);
}
} // namespace Lua
} // namespace JinEngine
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