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// -----------------------------------------------------------------------------
// This file is part of Broken Sword 2.5
// Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsd�rfer
//
// Broken Sword 2.5 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.
//
// Broken Sword 2.5 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 Broken Sword 2.5; if not, write to the Free Software
// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// -----------------------------------------------------------------------------
#include "vertex.h"
extern "C"
{
#include <lua.h>
#include <lauxlib.h>
}
// -----------------------------------------------------------------------------
BS_Vertex & BS_Vertex::LuaVertexToVertex(lua_State * L, int StackIndex, BS_Vertex & Vertex)
{
#ifdef DEBUG
int __startStackDepth = lua_gettop(L);
#endif
// Sicherstellen, dass wir wirklich eine Tabelle betrachten
luaL_checktype(L, StackIndex, LUA_TTABLE);
// X Komponente auslesen
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<int>(lua_tonumber(L, -1));
lua_pop(L, 1);
// Y Komponente auslesen
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<int>(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)
{
// Neue Tabelle erstellen
lua_newtable(L);
// X-Wert in die Tabelle schreiben
lua_pushstring(L, "X");
lua_pushnumber(L, Vertex.X);
lua_settable(L, -3);
// Y-Wert in die Tabelle schreiben
lua_pushstring(L, "Y");
lua_pushnumber(L, Vertex.Y);
lua_settable(L, -3);
}
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