me.fier.engine/modules/engine/addon/lua.c

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#include <lua5.3/lua.h>
#include <lua5.3/lualib.h>
#include <lua5.3/lauxlib.h>
lua_State * engine_lua_state;
int engine_luafSleep(lua_State *L) {
int time = luaL_checkinteger(L,1);
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engine_time_sleep(time);
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return 0;
}
int engine_luafTimeGet(lua_State *L) {
lua_pushinteger(L,engine_time_get());
return 1;
}
int engine_luafLoadTexture(lua_State *L) {
char * fpath = (char *)luaL_checkstring(L,1);
int width = luaL_checkinteger(L,2);
int height = luaL_checkinteger(L,3);
struct ENGINE_TEXTURE * texture = engine_createTexture(width,height);
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engine_texture_from_file(texture,fpath);
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lua_pushlightuserdata(L,texture);
return 1;
}
int engine_luafRenderTexture2D(lua_State *L) {
struct ENGINE_TEXTURE * texture = (struct ENGINE_TEXTURE *)lua_touserdata(L,1);
int x = luaL_checkinteger(L,2);
int y = luaL_checkinteger(L,3);
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engine_texture_render_2d(texture,x,y);
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return 0;
}
void engine_luaInit() {
engine_lua_state = luaL_newstate();
luaL_openlibs(engine_lua_state);
// Functions
lua_pushcfunction(engine_lua_state,engine_luafSleep);
lua_setglobal (engine_lua_state,"engine_sleep");
lua_pushcfunction(engine_lua_state,engine_luafLoadTexture);
lua_setglobal (engine_lua_state,"engine_loadTexture");
lua_pushcfunction(engine_lua_state,engine_luafRenderTexture2D);
lua_setglobal (engine_lua_state,"engine_renderTexture2D");
// Start user script
luaL_loadfile(engine_lua_state,"assets/scripts/main.lua");
lua_call(engine_lua_state,0,0);
}