/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#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