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path: root/src/lua/modules/graphics/je_lua_texture_font.cpp
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#include "common/je_lua_object.h"
#include "common/je_lua_common.h"
#include "libjin/jin.h"

#include "je_lua_page.h"
#include "je_lua_text.h"

using namespace JinEngine::Graphics;
using namespace JinEngine::Graphics::Fonts;

namespace JinEngine
{
    namespace Lua
    {

        const char* Jin_Lua_TextureFont = "TextureFont";

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

	    /* typeset(Text | string, lineheight, spacing) */
	    LUA_IMPLEMENT int l_typeset(lua_State* L)
	    {
		    LuaObject* luaTexFont = (LuaObject*)luax_checktype(L, 1, Jin_Lua_TextureFont);
            Shared<TextureFont>& shrTexFont = luaTexFont->getShared<TextureFont>();
		    TextureFont* tf = luaTexFont->getObject<TextureFont>();
		    int lineheight = luax_checkinteger(L, 3);
		    int spacing = luax_optnumber(L, 4, 0);
		    Page* page = nullptr;
		    if (luax_isstring(L, 2))
		    {
			    unsigned length;
			    const char* str = luax_checklstring(L, 2, &length);
			    Text text(Encode::UTF8, str, length);
			    page = tf->typeset(text, lineheight, spacing);
		    }
		    else if (luax_istype(L, 2, Jin_Lua_Text))
		    {
			    LuaObject* p2 = (LuaObject*)luax_checktype(L, 2, Jin_Lua_Text);
			    Text* text = p2->getObject<Text>();
			    page = tf->typeset(*text, lineheight, spacing);
		    }
		    Shared<Page>* shrPage = new Shared<Page>(page, Jin_Lua_Page);
            LuaObject* luaPage = luax_newinstance(L, Jin_Lua_Page, shrPage);
            luaPage->setDependency((int)PageDependency::DEP_TEXTURE_FONT, &shrTexFont);
		    return 1;
	    }

	    LUA_EXPORT void luaopen_TextureFont(lua_State* L)
	    {
		    luaL_Reg methods[] = {
			    { "__gc",    l_gc      },
			    { "typeset", l_typeset },
			    { 0,         0         }
		    };
		    luax_newtype(L, Jin_Lua_TextureFont, methods);
	    }

    } // namespace Lua
} // namespace JinEngine