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path: root/src/libjin-lua/modules/graphics/l_animation.cpp
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#include "libjin/jin.h"

#include "common/l_object.h"
#include "common/l_common.h"

#include "l_sprite.h"
#include "l_canvas.h"
#include "l_texture.h"
#include "l_shader.h"
#include "l_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_Animation = "Animation";

		LUA_IMPLEMENT inline Animation* checkAnimation(lua_State* L)
		{
			LuaObject* luaObj = luax_checkobject(L, 1, Jin_Lua_Animation);
			return luaObj->getObject<Animation>();
		}

		LUA_IMPLEMENT int l_gc(lua_State* L)
		{
			LuaObject* p = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animation);
			p->release();
			return 0;
		}

		// addFrame(frame)
		LUA_IMPLEMENT int l_addFrame(lua_State* L)
		{
			LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animation);
			Animation* animation = luaObj->getObject<Animation>();
			LuaObject* luaSprite = (LuaObject*)luax_checktype(L, 2, Jin_Lua_Sprite);
			Sprite* sprite = luaSprite->getObject<Sprite>();
			animation->addFrame(sprite);
			int i = animation->getFrameCount() - 1;
			luaObj->setDependency((int)AnimationDependency::DEP_SPRITES + i, luaSprite);
			return 0;
		}

		// addFrames(frames table)
		LUA_IMPLEMENT int l_addFrames(lua_State* L)
		{
			LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animation);
			Animation* shrAnimation = luaObj->getObject<Animation>();
			if (!luax_istable(L, 2))
			{
				luax_typerror(L, 2, "sprites table");
				return 1;
			}
			int n = luax_tableidxlen(L, 2);
			for (int i = 1; i <= n; ++i)
			{
				luax_rawgeti(L, 2, i);
				LuaObject* luaSprite = (LuaObject*)luax_checktype(L, -1, Jin_Lua_Sprite);
				Sprite* sprite = luaSprite->getObject<Sprite>();
				shrAnimation->addFrame(sprite);
				int index = shrAnimation->getFrameCount() - 1;
				luaObj->setDependency((int)AnimationDependency::DEP_SPRITES + index, luaSprite);
			}
			return 0;
		}

		LUA_IMPLEMENT int l_isLoop(lua_State* L)
		{
			Animation* shrAnimation = checkAnimation(L);
			bool loop = shrAnimation->isLoop();
			luax_pushboolean(L, loop);
			return 1;
		}

		LUA_IMPLEMENT int l_getSpeed(lua_State* L)
		{
			Animation* shrAnimation = checkAnimation(L);
			float speed = shrAnimation->getSpeed();
			luax_pushnumber(L, speed);
			return 1;
		}

		LUA_IMPLEMENT int l_getFrame(lua_State* L)
		{
			LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animation);
			Animation* shrAnimation = luaObj->getObject<Animation>();
			int i = luax_checkinteger(L, 2);
			LuaObject* frame = luaObj->getDependency((int)AnimationDependency::DEP_SPRITES + i);
			luax_getobject(L, frame);
			return 1;
		}

		LUA_IMPLEMENT int getFrameCount(lua_State* L)
		{
			Animation* shrAnimation = checkAnimation(L);
			int n = shrAnimation->getFrameCount();
			luax_pushinteger(L, n);
			return 1;
		}

		LUA_EXPORT void luaopen_Animation(lua_State* L)
		{
			luaL_Reg methods[] = {
				{ "__gc",		  l_gc		  },
				{ "addFrame",	  l_addFrame	},
				{ "addFrames",	 l_addFrames   },
				{ "isLoop",		l_isLoop	  },
				{ "getSpeed",	  l_getSpeed	},
				{ "getFrameCount", getFrameCount },
				{ "getFrame",	  l_getFrame	},
				{ 0,			   0			 }
			};
			luax_newtype(L, Jin_Lua_Animation, methods);
		}

	} // namespace Lua
} // namespace JinEngine