#include "Vector2f.h" #include namespace Rml { namespace Lua { template <> void ExtraInit(lua_State* L, int metatable_index) { lua_pushcfunction(L, Vector2fnew); lua_setfield(L, metatable_index - 1, "new"); lua_pushcfunction(L, Vector2f__mul); lua_setfield(L, metatable_index, "__mul"); lua_pushcfunction(L, Vector2f__div); lua_setfield(L, metatable_index, "__div"); lua_pushcfunction(L, Vector2f__add); lua_setfield(L, metatable_index, "__add"); lua_pushcfunction(L, Vector2f__sub); lua_setfield(L, metatable_index, "__sub"); lua_pushcfunction(L, Vector2f__eq); lua_setfield(L, metatable_index, "__eq"); // stack is in the same state as it was before it entered this function return; } int Vector2fnew(lua_State* L) { float x = (float)luaL_checknumber(L, 1); float y = (float)luaL_checknumber(L, 2); Vector2f* vect = new Vector2f(x, y); LuaType::push(L, vect, true); // true means it will be deleted when it is garbage collected return 1; } int Vector2f__mul(lua_State* L) { Vector2f* lhs = LuaType::check(L, 1); RMLUI_CHECK_OBJ(lhs); float rhs = (float)luaL_checknumber(L, 2); Vector2f* res = new Vector2f(0.f, 0.f); (*res) = (*lhs) * rhs; LuaType::push(L, res, true); return 1; } int Vector2f__div(lua_State* L) { Vector2f* lhs = LuaType::check(L, 1); RMLUI_CHECK_OBJ(lhs); float rhs = (float)luaL_checknumber(L, 2); Vector2f* res = new Vector2f(0.f, 0.f); (*res) = (*lhs) / rhs; LuaType::push(L, res, true); return 1; } int Vector2f__add(lua_State* L) { Vector2f* lhs = LuaType::check(L, 1); RMLUI_CHECK_OBJ(lhs); Vector2f* rhs = LuaType::check(L, 2); RMLUI_CHECK_OBJ(rhs); Vector2f* res = new Vector2f(0.f, 0.f); (*res) = (*lhs) + (*rhs); LuaType::push(L, res, true); return 1; } int Vector2f__sub(lua_State* L) { Vector2f* lhs = LuaType::check(L, 1); RMLUI_CHECK_OBJ(lhs); Vector2f* rhs = LuaType::check(L, 2); RMLUI_CHECK_OBJ(rhs); Vector2f* res = new Vector2f(0.f, 0.f); (*res) = (*lhs) - (*rhs); LuaType::push(L, res, true); return 1; } int Vector2f__eq(lua_State* L) { Vector2f* lhs = LuaType::check(L, 1); RMLUI_CHECK_OBJ(lhs); Vector2f* rhs = LuaType::check(L, 2); RMLUI_CHECK_OBJ(rhs); lua_pushboolean(L, (*lhs) == (*rhs) ? 1 : 0); return 1; } int Vector2fDotProduct(lua_State* L, Vector2f* obj) { Vector2f* rhs = LuaType::check(L, 1); RMLUI_CHECK_OBJ(rhs); float res = obj->DotProduct(*rhs); lua_pushnumber(L, res); return 1; } int Vector2fNormalise(lua_State* L, Vector2f* obj) { Vector2f* res = new Vector2f(); (*res) = obj->Normalise(); LuaType::push(L, res, true); return 1; } int Vector2fRotate(lua_State* L, Vector2f* obj) { float num = (float)luaL_checknumber(L, 1); Vector2f* res = new Vector2f(); (*res) = obj->Rotate(num); LuaType::push(L, res, true); return 1; } int Vector2fGetAttrx(lua_State* L) { Vector2f* self = LuaType::check(L, 1); RMLUI_CHECK_OBJ(self); lua_pushnumber(L, self->x); return 1; } int Vector2fGetAttry(lua_State* L) { Vector2f* self = LuaType::check(L, 1); RMLUI_CHECK_OBJ(self); lua_pushnumber(L, self->y); return 1; } int Vector2fGetAttrmagnitude(lua_State* L) { Vector2f* self = LuaType::check(L, 1); RMLUI_CHECK_OBJ(self); lua_pushnumber(L, self->Magnitude()); return 1; } int Vector2fSetAttrx(lua_State* L) { Vector2f* self = LuaType::check(L, 1); RMLUI_CHECK_OBJ(self); float value = (float)luaL_checknumber(L, 2); self->x = value; return 0; } int Vector2fSetAttry(lua_State* L) { Vector2f* self = LuaType::check(L, 1); RMLUI_CHECK_OBJ(self); float value = (float)luaL_checknumber(L, 2); self->y = value; return 0; } RegType Vector2fMethods[] = { RMLUI_LUAMETHOD(Vector2f, DotProduct), RMLUI_LUAMETHOD(Vector2f, Normalise), RMLUI_LUAMETHOD(Vector2f, Rotate), {nullptr, nullptr}, }; luaL_Reg Vector2fGetters[] = { RMLUI_LUAGETTER(Vector2f, x), RMLUI_LUAGETTER(Vector2f, y), RMLUI_LUAGETTER(Vector2f, magnitude), {nullptr, nullptr}, }; luaL_Reg Vector2fSetters[] = { RMLUI_LUASETTER(Vector2f, x), RMLUI_LUASETTER(Vector2f, y), {nullptr, nullptr}, }; RMLUI_LUATYPE_DEFINE(Vector2f) } // namespace Lua } // namespace Rml