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- #include "precompiled.h"
- #include "Vector2f.h"
- #include <Rocket/Core/Vector2.h>
- namespace Rocket {
- namespace Core {
- namespace Lua {
- int Vector2f__call(lua_State* L)
- {
- float x = (float)luaL_checknumber(L,1);
- float y = (float)luaL_checknumber(L,2);
- Vector2f* vect = new Vector2f(x,y);
- LuaType<Vector2f>::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<Vector2f>::check(L,1);
- float rhs = (float)luaL_checknumber(L,2);
- Vector2f* res = new Vector2f(*lhs);
- (*res) *= rhs;
- LuaType<Vector2f>::push(L,res,true);
- return 1;
- }
- int Vector2f__div(lua_State* L)
- {
- Vector2f* lhs = LuaType<Vector2f>::check(L,1);
- float rhs = (float)luaL_checknumber(L,2);
- Vector2f* res = new Vector2f(*lhs);
- (*res) /= rhs;
- LuaType<Vector2f>::push(L,res,true);
- return 1;
- }
- int Vector2f__add(lua_State* L)
- {
- Vector2f* lhs = LuaType<Vector2f>::check(L,1);
- Vector2f* rhs = LuaType<Vector2f>::check(L,1);
- Vector2f* res = new Vector2f(*lhs);
- (*res) += (*rhs);
- LuaType<Vector2f>::push(L,res,true);
- return 1;
- }
- int Vector2f__sub(lua_State* L)
- {
- Vector2f* lhs = LuaType<Vector2f>::check(L,1);
- Vector2f* rhs = LuaType<Vector2f>::check(L,1);
- Vector2f* res = new Vector2f(*lhs);
- (*res) -= (*rhs);
- LuaType<Vector2f>::push(L,res,true);
- return 1;
- }
- int Vector2f__eq(lua_State* L)
- {
- Vector2f* lhs = LuaType<Vector2f>::check(L,1);
- Vector2f* rhs = LuaType<Vector2f>::check(L,1);
- lua_pushboolean(L, (*lhs) == (*rhs) ? 1 : 0);
- return 1;
- }
- int Vector2fDotProduct(lua_State* L, Vector2f* obj)
- {
- Vector2f* rhs = LuaType<Vector2f>::check(L,1);
-
- 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<Vector2f>::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<Vector2f>::push(L,res,true);
- return 1;
- }
- int Vector2fGetAttrx(lua_State*L)
- {
- Vector2f* self = LuaType<Vector2f>::check(L,1);
- lua_pushnumber(L,self->x);
- return 1;
- }
- int Vector2fGetAttry(lua_State*L)
- {
- Vector2f* self = LuaType<Vector2f>::check(L,1);
- lua_pushnumber(L,self->y);
- return 1;
- }
- int Vector2fGetAttrmagnitude(lua_State*L)
- {
- Vector2f* self = LuaType<Vector2f>::check(L,1);
- lua_pushnumber(L,self->Magnitude());
- return 1;
- }
- int Vector2fSetAttrx(lua_State*L)
- {
- Vector2f* self = LuaType<Vector2f>::check(L,1);
- float value = (float)luaL_checknumber(L,2);
- self->x = value;
- return 0;
- }
- int Vector2fSetAttry(lua_State*L)
- {
- Vector2f* self = LuaType<Vector2f>::check(L,1);
- float value = (float)luaL_checknumber(L,2);
- self->y = value;
- return 0;
- }
- RegType<Vector2f> Vector2fMethods[] =
- {
- LUAMETHOD(Vector2f,DotProduct)
- LUAMETHOD(Vector2f,Normalise)
- LUAMETHOD(Vector2f,Rotate)
- { NULL, NULL },
- };
- luaL_reg Vector2fGetters[]=
- {
- LUAGETTER(Vector2f,x)
- LUAGETTER(Vector2f,y)
- LUAGETTER(Vector2f,magnitude)
- { NULL, NULL },
- };
- luaL_reg Vector2fSetters[]=
- {
- LUASETTER(Vector2f,x)
- LUASETTER(Vector2f,y)
- { NULL, NULL },
- };
- }
- }
- }
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