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- #pragma once
- /*
- Declares Vector2f in the Lua global namespace. It implements the below (examples using Lua syntax) :
- Vector2f(float,float) creates a new Vector2f, and gets deleted when Lua garbage collects
-
- everything after this will assume that you have a local variable named 'vect', declared something similar to
- local vect = Vector2f(3.5,2.3)
- operators (the types that it can operate on are on the right):
- vect * float
- vect / float
- vect + Vector2f
- vect - Vector2f
- vect == Vector2f
- methods:
- float var = vect:DotProduct(Vector2f)
- Vector2f var = vect:Normalise()
- Vector2f var = vect:Rotate(float)
- get and set attributes:
- vect.x
- vect.y
-
- get attributes:
- vect.magnitude
- */
- #include <Rocket/Core/Lua/lua.hpp>
- #include <Rocket/Core/Lua/LuaType.h>
- #include <Rocket/Core/Types.h>
- using Rocket::Core::Vector2f;
- namespace Rocket {
- namespace Core {
- namespace Lua {
- template<> void LuaType<Vector2f>::extra_init(lua_State* L, int metatable_index);
- int Vector2fnew(lua_State* L);
- int Vector2f__mul(lua_State* L);
- int Vector2f__div(lua_State* L);
- int Vector2f__add(lua_State* L);
- int Vector2f__sub(lua_State* L);
- int Vector2f__eq(lua_State* L);
- int Vector2fDotProduct(lua_State* L, Vector2f* obj);
- int Vector2fNormalise(lua_State* L, Vector2f* obj);
- int Vector2fRotate(lua_State* L, Vector2f* obj);
- int Vector2fGetAttrx(lua_State*L);
- int Vector2fGetAttry(lua_State*L);
- int Vector2fGetAttrmagnitude(lua_State*L);
- int Vector2fSetAttrx(lua_State*L);
- int Vector2fSetAttry(lua_State*L);
- RegType<Vector2f> Vector2fMethods[];
- luaL_reg Vector2fGetters[];
- luaL_reg Vector2fSetters[];
- /*
- template<> const char* GetTClassName<Vector2f>() { return "Vector2f"; }
- template<> RegType<Vector2f>* GetMethodTable<Vector2f>() { return Vector2fMethods; }
- template<> luaL_reg* GetAttrTable<Vector2f>() { return Vector2fGetters; }
- template<> luaL_reg* SetAttrTable<Vector2f>() { return Vector2fSetters; }
- */
- }
- }
- }
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