forked from Fierelier/me.fier.engine
124 lines
4.1 KiB
C
124 lines
4.1 KiB
C
#include <lua5.3/lua.h>
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#include <lua5.3/lualib.h>
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#include <lua5.3/lauxlib.h>
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lua_State * engine_lua_state;
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int engine_luaf_window_init(lua_State *L) {
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int invar1 = luaL_checkinteger(L,1);
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int invar2 = luaL_checkinteger(L,2);
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char * invar3 = (char *)luaL_checkstring(L,3);
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engine_window_init(invar1,invar2,invar3);
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return 0;
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}
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int engine_luaf_window_present(lua_State *L) {
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engine_window_present();
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return 0;
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}
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int engine_luaf_surface_color_set(lua_State *L) {
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char invar1 = luaL_checkinteger(L,1);
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char invar2 = luaL_checkinteger(L,2);
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char invar3 = luaL_checkinteger(L,3);
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char invar4 = luaL_checkinteger(L,4);
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engine_surface_color_set(invar1,invar2,invar3,invar4);
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return 0;
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}
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int engine_luaf_surface_draw_pixel(lua_State *L) {
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int invar1 = luaL_checkinteger(L,1);
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int invar2 = luaL_checkinteger(L,2);
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engine_surface_draw_pixel(invar1,invar2);
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return 0;
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}
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int engine_luaf_time_get(lua_State *L) {
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long long outvar = engine_time_get();
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lua_pushinteger(L,outvar);
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return 1;
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}
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int engine_luaf_time_sleep(lua_State *L) {
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long long invar1 = luaL_checkinteger(L,1);
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engine_time_sleep(invar1);
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return 0;
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}
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int engine_luaf_texture_create(lua_State *L) {
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int invar1 = luaL_checkinteger(L,1);
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int invar2 = luaL_checkinteger(L,2);
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struct ENGINE_TEXTURE * outvar = engine_texture_create(invar1,invar2);
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lua_pushlightuserdata(L,outvar);
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return 1;
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}
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int engine_luaf_texture_color_set(lua_State *L) {
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char invar1 = luaL_checkinteger(L,1);
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char invar2 = luaL_checkinteger(L,2);
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char invar3 = luaL_checkinteger(L,3);
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char invar4 = luaL_checkinteger(L,4);
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engine_texture_color_set(invar1,invar2,invar3,invar4);
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return 0;
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}
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int engine_luaf_texture_draw_pixel(lua_State *L) {
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struct ENGINE_TEXTURE * invar1 = lua_touserdata(L,1);
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int invar2 = luaL_checkinteger(L,2);
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int invar3 = luaL_checkinteger(L,3);
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engine_texture_draw_pixel(invar1,invar2,invar3);
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return 0;
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}
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int engine_luaf_texture_destroy(lua_State *L) {
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struct ENGINE_TEXTURE * invar1 = lua_touserdata(L,1);
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engine_texture_destroy(invar1);
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return 0;
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}
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int engine_luaf_texture_render_2d(lua_State *L) {
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struct ENGINE_TEXTURE * invar1 = lua_touserdata(L,1);
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int invar2 = luaL_checkinteger(L,2);
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int invar3 = luaL_checkinteger(L,3);
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engine_texture_render_2d(invar1,invar2,invar3);
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return 0;
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}
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int engine_luaf_texture_from_file(lua_State *L) {
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struct ENGINE_TEXTURE * invar1 = lua_touserdata(L,1);
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char * invar2 = (char *)luaL_checkstring(L,2);
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engine_texture_from_file(invar1,invar2);
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return 0;
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}
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void engine_luaInit() {
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engine_lua_state = luaL_newstate();
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luaL_openlibs(engine_lua_state);
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lua_pushcfunction(engine_lua_state,engine_luaf_window_init);
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lua_setglobal (engine_lua_state,"engine_window_init");
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lua_pushcfunction(engine_lua_state,engine_luaf_window_present);
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lua_setglobal (engine_lua_state,"engine_window_present");
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lua_pushcfunction(engine_lua_state,engine_luaf_surface_color_set);
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lua_setglobal (engine_lua_state,"engine_surface_color_set");
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lua_pushcfunction(engine_lua_state,engine_luaf_surface_draw_pixel);
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lua_setglobal (engine_lua_state,"engine_surface_draw_pixel");
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lua_pushcfunction(engine_lua_state,engine_luaf_time_get);
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lua_setglobal (engine_lua_state,"engine_time_get");
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lua_pushcfunction(engine_lua_state,engine_luaf_time_sleep);
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lua_setglobal (engine_lua_state,"engine_time_sleep");
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lua_pushcfunction(engine_lua_state,engine_luaf_texture_create);
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lua_setglobal (engine_lua_state,"engine_texture_create");
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lua_pushcfunction(engine_lua_state,engine_luaf_texture_color_set);
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lua_setglobal (engine_lua_state,"engine_texture_color_set");
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lua_pushcfunction(engine_lua_state,engine_luaf_texture_draw_pixel);
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lua_setglobal (engine_lua_state,"engine_texture_draw_pixel");
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lua_pushcfunction(engine_lua_state,engine_luaf_texture_destroy);
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lua_setglobal (engine_lua_state,"engine_texture_destroy");
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lua_pushcfunction(engine_lua_state,engine_luaf_texture_render_2d);
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lua_setglobal (engine_lua_state,"engine_texture_render_2d");
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lua_pushcfunction(engine_lua_state,engine_luaf_texture_from_file);
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lua_setglobal (engine_lua_state,"engine_texture_from_file");
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luaL_loadfile(engine_lua_state,"assets/scripts/main.lua");
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lua_call(engine_lua_state,0,0);
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} |