Files
fs2open.github.com/code/scripting/api/objs/texture.cpp
T
asarium 8dba6770ae Convert ade argument setting to variadic templates
Same as with argument getting, this preserves the type information and
makes the system generally much safer.
2018-09-26 19:15:42 +02:00

215 lines
5.4 KiB
C++

//
//
#include "texture.h"
#include "bmpman/bmpman.h"
#define BMPMAN_INTERNAL
#include "bmpman/bm_internal.h"
namespace scripting {
namespace api {
//**********HANDLE: Texture
ADE_OBJ(l_Texture, int, "texture", "Texture handle");
//WMC - int should NEVER EVER be an invalid handle. Return Nil instead. Nil FTW.
ADE_FUNC(__gc, l_Texture, NULL, "Auto-deletes texture", NULL, NULL)
{
int idx;
if(!ade_get_args(L, "o", l_Texture.Get(&idx)))
return ADE_RETURN_NIL;
// Note: due to some unknown reason, in some circumstances this function
// might get called even for handles to bitmaps which are actually still in
// use, and in order to prevent that we want to double-check the load count
// here before unloading the bitmap. -zookeeper
if(idx > -1 && bm_is_valid(idx) && bm_get_entry(idx)->load_count < 1)
bm_release(idx);
return ADE_RETURN_NIL;
}
ADE_FUNC(__eq, l_Texture, "texture, texture", "Checks if two texture handles refer to the same texture", "boolean", "True if textures are equal")
{
int idx,idx2;
if(!ade_get_args(L, "oo", l_Texture.Get(&idx), l_Texture.Get(&idx2)))
return ADE_RETURN_NIL;
if(idx == idx2)
return ADE_RETURN_TRUE;
return ADE_RETURN_FALSE;
}
ADE_INDEXER(l_Texture, "number",
"Returns texture handle to specified frame number in current texture's animation."
"This means that [1] will always return the first frame in an animation, no matter what frame an animation is."
"You cannot change a texture animation frame.",
"texture",
"Texture handle, or invalid texture handle if index is invalid")
{
int idx;
int frame=-1;
int newframe=-1; //WMC - Ignore for now
if(!ade_get_args(L, "oi|i", l_Texture.Get(&idx), &frame, &newframe))
return ade_set_error(L, "o", l_Texture.Set(-1));
if(frame < 1)
return ade_set_error(L, "o", l_Texture.Set(-1));
//Get me some info
int num=-1;
int first=-1;
first = bm_get_info(idx, NULL, NULL, NULL, &num);
//Check it's a valid one
if(first < 0 || frame > num)
return ade_set_error(L, "o", l_Texture.Set(-1));
frame--; //Lua->FS2
//Get actual texture handle
frame = first + frame;
return ade_set_args(L, "o", l_Texture.Set(frame));
}
ADE_FUNC(isValid, l_Texture, NULL, "Detects whether handle is valid", "boolean", "true if valid, false if handle is invalid, nil if a syntax/type error occurs")
{
int idx;
if(!ade_get_args(L, "o", l_Texture.Get(&idx)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", bm_is_valid(idx) != 0);
}
ADE_FUNC(unload, l_Texture, NULL, "Unloads a texture from memory", NULL, NULL)
{
int *idx;
if(!ade_get_args(L, "o", l_Texture.GetPtr(&idx)))
return ADE_RETURN_NIL;
if(!bm_is_valid(*idx))
return ADE_RETURN_NIL;
bm_release(*idx);
//WMC - invalidate this handle
*idx = -1;
return ADE_RETURN_NIL;
}
ADE_FUNC(getFilename, l_Texture, NULL, "Returns filename for texture", "string", "Filename, or empty string if handle is invalid")
{
int idx;
if(!ade_get_args(L, "o", l_Texture.Get(&idx)))
return ade_set_error(L, "s", "");
if(!bm_is_valid(idx))
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", bm_get_filename(idx));
}
ADE_FUNC(getWidth, l_Texture, NULL, "Gets texture width", "number", "Texture width, or 0 if handle is invalid")
{
int idx;
if(!ade_get_args(L, "o", l_Texture.Get(&idx)))
return ade_set_error(L, "i", 0);
if(!bm_is_valid(idx))
return ade_set_error(L, "i", 0);
int w = -1;
if(bm_get_info(idx, &w) < 0)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", w);
}
ADE_FUNC(getHeight, l_Texture, NULL, "Gets texture height", "number", "Texture height, or 0 if handle is invalid")
{
int idx;
if(!ade_get_args(L, "o", l_Texture.Get(&idx)))
return ade_set_error(L, "i", 0);
if(!bm_is_valid(idx))
return ade_set_error(L, "i", 0);
int h=-1;
if(bm_get_info(idx, NULL, &h) < 0)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", h);
}
ADE_FUNC(getFPS, l_Texture, NULL,"Gets frames-per-second of texture", "number", "Texture FPS, or 0 if handle is invalid")
{
int idx;
if(!ade_get_args(L, "o", l_Texture.Get(&idx)))
return ade_set_error(L, "i", 0);
if(!bm_is_valid(idx))
return ade_set_error(L, "i", 0);
int fps=-1;
if(bm_get_info(idx, NULL, NULL, NULL, NULL, &fps) < 0)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", fps);
}
ADE_FUNC(getFramesLeft, l_Texture, NULL, "Gets number of frames left, from handle's position in animation", "number", "Frames left, or 0 if handle is invalid")
{
int idx;
if(!ade_get_args(L, "o", l_Texture.Get(&idx)))
return ADE_RETURN_NIL;
if(!bm_is_valid(idx))
return ADE_RETURN_NIL;
int num=-1;
if(bm_get_info(idx, NULL, NULL, NULL, &num) < 0)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", num);
}
ADE_FUNC(getFrame, l_Texture, "number Elapsed time (secs), [boolean Loop]",
"Get the frame number from the elapsed time of the animation<br>"
"The 1st argument is the time that has elapsed since the animation started<br>"
"If 2nd argument is set to true, the animation is expected to loop when the elapsed time exceeds the duration of a single playback",
"integer",
"Frame number")
{
int idx, frame = 0;
float elapsed_time;
bool loop = false;
if (!ade_get_args(L, "of|b", l_Texture.Get(&idx), &elapsed_time, &loop))
return ADE_RETURN_NIL;
if (!bm_is_valid(idx))
return ADE_RETURN_NIL;
frame = bm_get_anim_frame(idx, elapsed_time, 0.0f, loop);
frame++; // C++ to LUA array idx
return ade_set_args(L, "i", frame);
}
}
}