/** * Copyright (c) 2006-2016 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ // LOVE #include "wrap_SpriteBatch.h" #include "Image.h" #include "Canvas.h" #include "graphics/wrap_Texture.h" // C++ #include namespace love { namespace graphics { namespace opengl { SpriteBatch *luax_checkspritebatch(lua_State *L, int idx) { return luax_checktype(L, idx); } static inline int w_SpriteBatch_add_or_set(lua_State *L, SpriteBatch *t, int startidx, int index) { Quad *quad = nullptr; if (luax_istype(L, startidx, Quad::type)) { quad = luax_totype(L, startidx); startidx++; } else if (lua_isnil(L, startidx) && !lua_isnoneornil(L, startidx + 1)) return luax_typerror(L, startidx, "Quad"); float x = (float) luaL_optnumber(L, startidx + 0, 0.0); float y = (float) luaL_optnumber(L, startidx + 1, 0.0); float a = (float) luaL_optnumber(L, startidx + 2, 0.0); float sx = (float) luaL_optnumber(L, startidx + 3, 1.0); float sy = (float) luaL_optnumber(L, startidx + 4, sx); float ox = (float) luaL_optnumber(L, startidx + 5, 0.0); float oy = (float) luaL_optnumber(L, startidx + 6, 0.0); float kx = (float) luaL_optnumber(L, startidx + 7, 0.0); float ky = (float) luaL_optnumber(L, startidx + 8, 0.0); Matrix4 m(x, y, a, sx, sy, ox, oy, kx, ky); luax_catchexcept(L, [&]() { if (quad) index = t->addq(quad, m, index); else index = t->add(m, index); }); return index; } int w_SpriteBatch_add(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); int index = w_SpriteBatch_add_or_set(L, t, 2, -1); lua_pushinteger(L, index + 1); return 1; } int w_SpriteBatch_set(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); int index = (int) luaL_checknumber(L, 2) - 1; w_SpriteBatch_add_or_set(L, t, 3, index); return 0; } int w_SpriteBatch_clear(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); t->clear(); return 0; } int w_SpriteBatch_flush(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); t->flush(); return 0; } int w_SpriteBatch_setTexture(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); Texture *tex = luax_checktexture(L, 2); t->setTexture(tex); return 0; } int w_SpriteBatch_getTexture(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); Texture *tex = t->getTexture(); // FIXME: big hack right here. if (typeid(*tex) == typeid(Image)) luax_pushtype(L, Image::type, tex); else if (typeid(*tex) == typeid(Canvas)) luax_pushtype(L, Canvas::type, tex); else return luaL_error(L, "Unable to determine texture type."); return 1; } int w_SpriteBatch_setColor(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); Color c; if (lua_gettop(L) <= 1) { t->setColor(); return 0; } else if (lua_istable(L, 2)) { for (int i = 1; i <= 4; i++) lua_rawgeti(L, 2, i); c.r = (unsigned char) (luaL_checknumber(L, -4) * 255.0); c.g = (unsigned char) (luaL_checknumber(L, -3) * 255.0); c.b = (unsigned char) (luaL_checknumber(L, -2) * 255.0); c.a = (unsigned char) (luaL_optnumber(L, -1, 1.0) * 255.0); lua_pop(L, 4); } else { c.r = (unsigned char) (luaL_checknumber(L, 2) * 255.0); c.g = (unsigned char) (luaL_checknumber(L, 3) * 255.0); c.b = (unsigned char) (luaL_checknumber(L, 4) * 255.0); c.a = (unsigned char) (luaL_optnumber(L, 5, 1.0) * 255.0); } t->setColor(c); return 0; } int w_SpriteBatch_getColor(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); const Color *color = t->getColor(); // getColor returns null if no color is set. if (!color) return 0; lua_pushnumber(L, (lua_Number) color->r / 255.0); lua_pushnumber(L, (lua_Number) color->g / 255.0); lua_pushnumber(L, (lua_Number) color->b / 255.0); lua_pushnumber(L, (lua_Number) color->a / 255.0); return 4; } int w_SpriteBatch_getCount(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); lua_pushinteger(L, t->getCount()); return 1; } int w_SpriteBatch_getBufferSize(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); lua_pushinteger(L, t->getBufferSize()); return 1; } int w_SpriteBatch_attachAttribute(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); const char *name = luaL_checkstring(L, 2); Mesh *m = luax_checktype(L, 3); luax_catchexcept(L, [&](){ t->attachAttribute(name, m); }); return 0; } int w_SpriteBatch_setDrawRange(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); if (lua_isnoneornil(L, 2)) t->setDrawRange(); else { int start = (int) luaL_checknumber(L, 2) - 1; int count = (int) luaL_checknumber(L, 3); luax_catchexcept(L, [&](){ t->setDrawRange(start, count); }); } return 0; } int w_SpriteBatch_getDrawRange(lua_State *L) { SpriteBatch *t = luax_checkspritebatch(L, 1); int start = 0; int count = 1; if (!t->getDrawRange(start, count)) return 0; lua_pushnumber(L, start + 1); lua_pushnumber(L, count); return 2; } static const luaL_Reg w_SpriteBatch_functions[] = { { "add", w_SpriteBatch_add }, { "set", w_SpriteBatch_set }, { "clear", w_SpriteBatch_clear }, { "flush", w_SpriteBatch_flush }, { "setTexture", w_SpriteBatch_setTexture }, { "getTexture", w_SpriteBatch_getTexture }, { "setColor", w_SpriteBatch_setColor }, { "getColor", w_SpriteBatch_getColor }, { "getCount", w_SpriteBatch_getCount }, { "getBufferSize", w_SpriteBatch_getBufferSize }, { "attachAttribute", w_SpriteBatch_attachAttribute }, { "setDrawRange", w_SpriteBatch_setDrawRange }, { "getDrawRange", w_SpriteBatch_getDrawRange }, { 0, 0 } }; extern "C" int luaopen_spritebatch(lua_State *L) { return luax_register_type(L, SpriteBatch::type, w_SpriteBatch_functions, nullptr); } } // opengl } // graphics } // love