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/* 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"
#include "sword25/util/lua/lua.h"
#include "sword25/util/lua/lauxlib.h"
namespace Sword25 {
Vertex &Vertex::luaVertexToVertex(lua_State *L, int stackIndex, 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<int>(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<int>(lua_tonumber(L, -1));
lua_pop(L, 1);
#ifdef DEBUG
BS_ASSERT(__startStackDepth == lua_gettop(L));
#endif
return vertex;
}
void Vertex::vertexToLuaVertex(lua_State *L, const 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
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