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path: root/src/libjin-lua/modules/graphics/l_sprite.cpp
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#include "common/l_object.h"
#include "common/l_common.h"
#include "libjin/jin.h"

#include "l_sprite.h"
#include "l_canvas.h"
#include "l_texture.h"
#include "l_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