LuaEngine/Renderer.cpp

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2020-05-23 01:11:46 +08:00
#include "include.h"
/*
class Renderer
constructor(wnd: Window)
load(filename: string): Texture
copy(text: Texture, sx: int, sy: int, sw: int, sh: int, dx: int, dy: int, dw: int, dh: int)
copyTo(text: Texture, x: int, y: int, [w: int, h: int])
copyFill(text: Texture, x: int, y: int, w: int, h: int)
copyFullFill(text: Texture)
*/
int render_close(lua_State* L)
{
auto rnd = lua_checkpointer<SDL_Renderer>(L, 1, "LuaEngineRenderer");
SDL_DestroyRenderer(rnd);
return 0;
}
int render_load(lua_State* L)
{
auto rnd = lua_checkpointer<SDL_Renderer>(L, 1, "LuaEngineRenderer");
const char* filename = luaL_checkstring(L, 2);
SDL_Texture* text = IMG_LoadTexture(rnd, filename);
if (!text)
{
return IMGError(L, IMG_LoadTexture);
}
put_texture(L, text);
return 1;
}
int render_clear(lua_State* L)
{
auto rnd = lua_checkpointer<SDL_Renderer>(L, 1, "LuaEngineRenderer");
if (SDL_RenderClear(rnd) != 0)
{
return SDLError(L, SDL_RenderClear);
}
return 0;
}
int render_update(lua_State* L)
{
auto rnd = lua_checkpointer<SDL_Renderer>(L, 1, "LuaEngineRenderer");
SDL_RenderPresent(rnd);
return 0;
}
int render_copy(lua_State* L)
{
auto rnd = lua_checkpointer<SDL_Renderer>(L, 1, "LuaEngineRenderer");
auto text = lua_checkpointer<SDL_Texture>(L, 2, "LuaEngineTexture");
int sx = luaL_checkinteger(L, 3);
int sy = luaL_checkinteger(L, 4);
int sw = luaL_checkinteger(L, 5);
int sh = luaL_checkinteger(L, 6);
int dx = luaL_checkinteger(L, 7);
int dy = luaL_checkinteger(L, 8);
int dw = luaL_checkinteger(L, 9);
int dh = luaL_checkinteger(L, 10);
SDL_Rect src;
src.x = sx;
src.y = sy;
src.w = sw;
src.h = sh;
SDL_Rect dst;
dst.x = dx;
dst.y = dy;
dst.w = dw;
dst.h = dh;
if (SDL_RenderCopy(rnd, text, &src, &dst) != 0)
{
return SDLError(L, SDL_RenderCopy);
}
return 0;
}
int render_copyto(lua_State* L)
{
auto rnd = lua_checkpointer<SDL_Renderer>(L, 1, "LuaEngineRenderer");
auto text = lua_checkpointer<SDL_Texture>(L, 2, "LuaEngineTexture");
int x = luaL_checkinteger(L, 3);
int y = luaL_checkinteger(L, 4);
int w, h;
if (SDL_QueryTexture(text, NULL, NULL, &w, &h) != 0)
{
return SDLError(L, SDL_QueryTexture);
}
if (!lua_isnone(L, 5))
{
w = luaL_checkinteger(L, 5);
}
if (!lua_isnone(L, 6))
{
h = luaL_checkinteger(L, 6);
}
SDL_Rect r;
r.w = w;
r.h = h;
r.x = x;
r.y = y;
if (SDL_RenderCopy(rnd, text, NULL, &r) != 0)
{
return SDLError(L, SDL_RenderCopy);
}
return 0;
}
int render_copyfill(lua_State* L)
{
auto rnd = lua_checkpointer<SDL_Renderer>(L, 1, "LuaEngineRenderer");
auto text = lua_checkpointer<SDL_Texture>(L, 2, "LuaEngineTexture");
int x = luaL_checkinteger(L, 3);
int y = luaL_checkinteger(L, 4);
int w = luaL_checkinteger(L, 5);
int h = luaL_checkinteger(L, 6);
SDL_Rect r;
r.w = w;
r.h = h;
r.x = x;
r.y = y;
if (SDL_RenderCopy(rnd, text, &r, NULL) != 0)
{
return SDLError(L, SDL_RenderCopy);
}
return 0;
}
int render_copyfullfill(lua_State* L)
{
auto rnd = lua_checkpointer<SDL_Renderer>(L, 1, "LuaEngineRenderer");
auto text = lua_checkpointer<SDL_Texture>(L, 2, "LuaEngineTexture");
if (SDL_RenderCopy(rnd, text, NULL, NULL) != 0)
{
return SDLError(L, SDL_RenderCopy);
}
return 0;
}
int render_new(lua_State* L)
{
auto wnd = lua_checkpointer<SDL_Window>(L, 1, "LuaEngineWindow");
SDL_Renderer* rnd = SDL_CreateRenderer(wnd, -1, SDL_RENDERER_ACCELERATED);
if (!rnd)
{
return SDLError(L, SDL_CreateRenderer);
}
lua_newpointer(L, rnd);
if (luaL_newmetatable(L, "LuaEngineRenderer"))
{
lua_setfield_function(L, "__gc", render_close);
lua_newtable(L);
lua_setfield_function(L, "load", render_load);
lua_setfield_function(L, "clear", render_clear);
lua_setfield_function(L, "update", render_update);
lua_setfield_function(L, "copy", render_copy);
lua_setfield_function(L, "copyTo", render_copyto);
lua_setfield_function(L, "copyFill", render_copyfill);
lua_setfield_function(L, "copyFullFill", render_copyfullfill);
lua_setfield(L, -2, "__index");
}
lua_setmetatable(L, -2);
return 1;
}
void InitRenderer(lua_State* L)
{
lua_register(L, "Renderer", render_new);
}