#include "precompiled.h" #include "Vector2f.h" #include namespace Rocket { namespace Core { namespace Lua { 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); LUACHECKOBJ(lhs); float rhs = (float)luaL_checknumber(L,2); Vector2f* res = new Vector2f(*lhs); (*res) *= rhs; LuaType::push(L,res,true); return 1; } int Vector2f__div(lua_State* L) { Vector2f* lhs = LuaType::check(L,1); LUACHECKOBJ(lhs); float rhs = (float)luaL_checknumber(L,2); Vector2f* res = new Vector2f(*lhs); (*res) /= rhs; LuaType::push(L,res,true); return 1; } int Vector2f__add(lua_State* L) { Vector2f* lhs = LuaType::check(L,1); LUACHECKOBJ(lhs); Vector2f* rhs = LuaType::check(L,2); LUACHECKOBJ(rhs); Vector2f* res = new Vector2f(*lhs); (*res) += (*rhs); LuaType::push(L,res,true); return 1; } int Vector2f__sub(lua_State* L) { Vector2f* lhs = LuaType::check(L,1); LUACHECKOBJ(lhs); Vector2f* rhs = LuaType::check(L,2); LUACHECKOBJ(rhs); Vector2f* res = new Vector2f(*lhs); (*res) -= (*rhs); LuaType::push(L,res,true); return 1; } int Vector2f__eq(lua_State* L) { Vector2f* lhs = LuaType::check(L,1); LUACHECKOBJ(lhs); Vector2f* rhs = LuaType::check(L,2); LUACHECKOBJ(rhs); lua_pushboolean(L, (*lhs) == (*rhs) ? 1 : 0); return 1; } int Vector2fDotProduct(lua_State* L, Vector2f* obj) { Vector2f* rhs = LuaType::check(L,1); LUACHECKOBJ(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); LUACHECKOBJ(self); lua_pushnumber(L,self->x); return 1; } int Vector2fGetAttry(lua_State*L) { Vector2f* self = LuaType::check(L,1); LUACHECKOBJ(self); lua_pushnumber(L,self->y); return 1; } int Vector2fGetAttrmagnitude(lua_State*L) { Vector2f* self = LuaType::check(L,1); LUACHECKOBJ(self); lua_pushnumber(L,self->Magnitude()); return 1; } int Vector2fSetAttrx(lua_State*L) { Vector2f* self = LuaType::check(L,1); LUACHECKOBJ(self); float value = (float)luaL_checknumber(L,2); self->x = value; return 0; } int Vector2fSetAttry(lua_State*L) { Vector2f* self = LuaType::check(L,1); LUACHECKOBJ(self); float value = (float)luaL_checknumber(L,2); self->y = value; return 0; } RegType 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 }, }; } } }