1/**
2 * Copyright (c) 2006-2023 LOVE Development Team
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty. In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 *
8 * Permission is granted to anyone to use this software for any purpose,
9 * including commercial applications, and to alter it and redistribute it
10 * freely, subject to the following restrictions:
11 *
12 * 1. The origin of this software must not be misrepresented; you must not
13 * claim that you wrote the original software. If you use this software
14 * in a product, an acknowledgment in the product documentation would be
15 * appreciated but is not required.
16 * 2. Altered source versions must be plainly marked as such, and must not be
17 * misrepresented as being the original software.
18 * 3. This notice may not be removed or altered from any source distribution.
19 **/
20
21// LOVE
22#include "wrap_SpriteBatch.h"
23#include "Image.h"
24#include "Canvas.h"
25#include "wrap_Texture.h"
26
27namespace love
28{
29namespace graphics
30{
31
32SpriteBatch *luax_checkspritebatch(lua_State *L, int idx)
33{
34 return luax_checktype<SpriteBatch>(L, idx);
35}
36
37static inline int w_SpriteBatch_add_or_set(lua_State *L, SpriteBatch *t, int startidx, int index)
38{
39 Quad *quad = nullptr;
40
41 if (luax_istype(L, startidx, Quad::type))
42 {
43 quad = luax_totype<Quad>(L, startidx);
44 startidx++;
45 }
46 else if (lua_isnil(L, startidx) && !lua_isnoneornil(L, startidx + 1))
47 return luax_typerror(L, startidx, "Quad");
48
49 luax_checkstandardtransform(L, startidx, [&](const Matrix4 &m)
50 {
51 luax_catchexcept(L, [&]()
52 {
53 if (quad)
54 index = t->add(quad, m, index);
55 else
56 index = t->add(m, index);
57 });
58 });
59
60 return index;
61}
62
63static int w_SpriteBatch_addLayer_or_setLayer(lua_State *L, SpriteBatch *t, int startidx, int index)
64{
65 Quad *quad = nullptr;
66 int layer = (int) luaL_checkinteger(L, startidx) - 1;
67 startidx++;
68
69 if (luax_istype(L, startidx, Quad::type))
70 {
71 quad = luax_totype<Quad>(L, startidx);
72 startidx++;
73 }
74 else if (lua_isnil(L, startidx) && !lua_isnoneornil(L, startidx + 1))
75 return luax_typerror(L, startidx, "Quad");
76
77 luax_checkstandardtransform(L, startidx, [&](const Matrix4 &m)
78 {
79 luax_catchexcept(L, [&]()
80 {
81 if (quad)
82 index = t->addLayer(layer, quad, m, index);
83 else
84 index = t->addLayer(layer, m, index);
85 });
86 });
87
88 return index;
89}
90
91int w_SpriteBatch_add(lua_State *L)
92{
93 SpriteBatch *t = luax_checkspritebatch(L, 1);
94
95 int index = w_SpriteBatch_add_or_set(L, t, 2, -1);
96 lua_pushinteger(L, index + 1);
97
98 return 1;
99}
100
101int w_SpriteBatch_set(lua_State *L)
102{
103 SpriteBatch *t = luax_checkspritebatch(L, 1);
104 int index = (int) luaL_checkinteger(L, 2) - 1;
105
106 w_SpriteBatch_add_or_set(L, t, 3, index);
107
108 return 0;
109}
110
111int w_SpriteBatch_addLayer(lua_State *L)
112{
113 SpriteBatch *t = luax_checkspritebatch(L, 1);
114
115 int index = w_SpriteBatch_addLayer_or_setLayer(L, t, 2, -1);
116 lua_pushinteger(L, index + 1);
117
118 return 1;
119}
120
121int w_SpriteBatch_setLayer(lua_State *L)
122{
123 SpriteBatch *t = luax_checkspritebatch(L, 1);
124 int index = (int) luaL_checkinteger(L, 2) - 1;
125
126 w_SpriteBatch_addLayer_or_setLayer(L, t, 3, index);
127
128 return 0;
129}
130
131int w_SpriteBatch_clear(lua_State *L)
132{
133 SpriteBatch *t = luax_checkspritebatch(L, 1);
134 t->clear();
135 return 0;
136}
137
138int w_SpriteBatch_flush(lua_State *L)
139{
140 SpriteBatch *t = luax_checkspritebatch(L, 1);
141 t->flush();
142 return 0;
143}
144
145int w_SpriteBatch_setTexture(lua_State *L)
146{
147 SpriteBatch *t = luax_checkspritebatch(L, 1);
148 Texture *tex = luax_checktexture(L, 2);
149 luax_catchexcept(L, [&](){ t->setTexture(tex); });
150 return 0;
151}
152
153int w_SpriteBatch_getTexture(lua_State *L)
154{
155 SpriteBatch *t = luax_checkspritebatch(L, 1);
156 Texture *tex = t->getTexture();
157
158 // FIXME: big hack right here.
159 if (dynamic_cast<Image *>(tex) != nullptr)
160 luax_pushtype(L, Image::type, tex);
161 else if (dynamic_cast<Canvas *>(tex) != nullptr)
162 luax_pushtype(L, Canvas::type, tex);
163 else
164 return luaL_error(L, "Unable to determine texture type.");
165
166 return 1;
167}
168
169int w_SpriteBatch_setColor(lua_State *L)
170{
171 SpriteBatch *t = luax_checkspritebatch(L, 1);
172 Colorf c;
173
174 if (lua_gettop(L) <= 1)
175 {
176 t->setColor();
177 return 0;
178 }
179 else if (lua_istable(L, 2))
180 {
181 for (int i = 1; i <= 4; i++)
182 lua_rawgeti(L, 2, i);
183
184 c.r = (float) luaL_checknumber(L, -4);
185 c.g = (float) luaL_checknumber(L, -3);
186 c.b = (float) luaL_checknumber(L, -2);
187 c.a = (float) luaL_optnumber(L, -1, 1.0);
188
189 lua_pop(L, 4);
190 }
191 else
192 {
193 c.r = (float) luaL_checknumber(L, 2);
194 c.g = (float) luaL_checknumber(L, 3);
195 c.b = (float) luaL_checknumber(L, 4);
196 c.a = (float) luaL_optnumber(L, 5, 1.0);
197 }
198
199 t->setColor(c);
200
201 return 0;
202}
203
204int w_SpriteBatch_getColor(lua_State *L)
205{
206 SpriteBatch *t = luax_checkspritebatch(L, 1);
207 bool active = false;
208 Colorf color = t->getColor(active);
209
210 // getColor returns null if no color is set.
211 if (!active)
212 return 0;
213
214 lua_pushnumber(L, color.r);
215 lua_pushnumber(L, color.g);
216 lua_pushnumber(L, color.b);
217 lua_pushnumber(L, color.a);
218
219 return 4;
220}
221
222int w_SpriteBatch_getCount(lua_State *L)
223{
224 SpriteBatch *t = luax_checkspritebatch(L, 1);
225 lua_pushinteger(L, t->getCount());
226 return 1;
227}
228
229int w_SpriteBatch_getBufferSize(lua_State *L)
230{
231 SpriteBatch *t = luax_checkspritebatch(L, 1);
232 lua_pushinteger(L, t->getBufferSize());
233 return 1;
234}
235
236int w_SpriteBatch_attachAttribute(lua_State *L)
237{
238 SpriteBatch *t = luax_checkspritebatch(L, 1);
239 const char *name = luaL_checkstring(L, 2);
240 Mesh *m = luax_checktype<Mesh>(L, 3);
241
242 luax_catchexcept(L, [&](){ t->attachAttribute(name, m); });
243 return 0;
244}
245
246int w_SpriteBatch_setDrawRange(lua_State *L)
247{
248 SpriteBatch *t = luax_checkspritebatch(L, 1);
249
250 if (lua_isnoneornil(L, 2))
251 t->setDrawRange();
252 else
253 {
254 int start = (int) luaL_checkinteger(L, 2) - 1;
255 int count = (int) luaL_checkinteger(L, 3);
256 luax_catchexcept(L, [&](){ t->setDrawRange(start, count); });
257 }
258
259 return 0;
260}
261
262int w_SpriteBatch_getDrawRange(lua_State *L)
263{
264 SpriteBatch *t = luax_checkspritebatch(L, 1);
265
266 int start = 0;
267 int count = 1;
268 if (!t->getDrawRange(start, count))
269 return 0;
270
271 lua_pushnumber(L, start + 1);
272 lua_pushnumber(L, count);
273 return 2;
274}
275
276static const luaL_Reg w_SpriteBatch_functions[] =
277{
278 { "add", w_SpriteBatch_add },
279 { "set", w_SpriteBatch_set },
280 { "addLayer", w_SpriteBatch_addLayer },
281 { "setLayer", w_SpriteBatch_setLayer },
282 { "clear", w_SpriteBatch_clear },
283 { "flush", w_SpriteBatch_flush },
284 { "setTexture", w_SpriteBatch_setTexture },
285 { "getTexture", w_SpriteBatch_getTexture },
286 { "setColor", w_SpriteBatch_setColor },
287 { "getColor", w_SpriteBatch_getColor },
288 { "getCount", w_SpriteBatch_getCount },
289 { "getBufferSize", w_SpriteBatch_getBufferSize },
290 { "attachAttribute", w_SpriteBatch_attachAttribute },
291 { "setDrawRange", w_SpriteBatch_setDrawRange },
292 { "getDrawRange", w_SpriteBatch_getDrawRange },
293 { 0, 0 }
294};
295
296extern "C" int luaopen_spritebatch(lua_State *L)
297{
298 return luax_register_type(L, &SpriteBatch::type, w_SpriteBatch_functions, nullptr);
299}
300
301} // graphics
302} // love
303