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path: root/src/libjin-lua/modules/graphics/je_lua_sprite.cpp
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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