/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #include "sword25/math/vertex.h" namespace Lua { extern "C" { #include "sword25/util/lua/lua.h" #include "sword25/util/lua/lauxlib.h" } } // ----------------------------------------------------------------------------- namespace Sword25 { BS_Vertex &BS_Vertex::LuaVertexToVertex(lua_State *L, int StackIndex, BS_Vertex &Vertex) { #ifdef DEBUG int __startStackDepth = lua_gettop(L); #endif // Ensure that we actually consider a table luaL_checktype(L, StackIndex, LUA_TTABLE); // Read X Component lua_pushstring(L, "X"); lua_gettable(L, StackIndex); if (!lua_isnumber(L, -1)) luaL_argcheck(L, 0, StackIndex, "the X component has to be a number"); Vertex.X = static_cast(lua_tonumber(L, -1)); lua_pop(L, 1); // Read Y Component lua_pushstring(L, "Y"); lua_gettable(L, StackIndex); if (!lua_isnumber(L, -1)) luaL_argcheck(L, 0, StackIndex, "the Y component has to be a number"); Vertex.Y = static_cast(lua_tonumber(L, -1)); lua_pop(L, 1); #ifdef DEBUG BS_ASSERT(__startStackDepth == lua_gettop(L)); #endif return Vertex; } // ----------------------------------------------------------------------------- void BS_Vertex::VertexToLuaVertex(lua_State *L, const BS_Vertex &Vertex) { // Create New Table lua_newtable(L); // X value is written to table lua_pushstring(L, "X"); lua_pushnumber(L, Vertex.X); lua_settable(L, -3); // Y value is written to table lua_pushstring(L, "Y"); lua_pushnumber(L, Vertex.Y); lua_settable(L, -3); } } // End of namespace Sword25