static int JPLua_Export_DrawRect( lua_State *L ) { vector4 colour = { 1.0f }; JPLua_ReadFloats( colour.raw, 4, L, 5 ); CG_FillRect( (float)lua_tonumber( L, 1 ), (float)lua_tonumber( L, 2 ), (float)lua_tonumber( L, 3 ), (float)lua_tonumber( L, 4 ), &colour ); return 0; }
static int JPLua_Export_DrawText( lua_State *L ) { vector4 colour = { 1.0f }; JPLua_ReadFloats( colour.raw, 4, L, 4 ); CG_Text_Paint( (float)lua_tonumber( L, 1 ), (float)lua_tonumber( L, 2 ), (float)lua_tonumber( L, 5 ), &colour, lua_tostring( L, 3 ), 0.0f, 0, lua_tointeger( L, 6 ), lua_tointeger( L, 7 ) ); return 0; }
static int JPLua_Export_DrawPic( lua_State *L ) { vector4 colour; int x, y, w, h, shader; x = lua_tointeger( L, 1 ); y = lua_tointeger( L, 2 ); w = lua_tointeger( L, 3 ); h = lua_tointeger( L, 4 ); JPLua_ReadFloats( colour.raw, 4, L, 5 ); shader = lua_tointeger( L, 6 ); trap->R_SetColor( &colour ); CG_DrawPic( x, y, w, h, shader ); trap->R_SetColor( NULL ); return 0; }
static int JPLua_Export_DrawRotatedPic( lua_State *L ) { vector4 colour; int x, y, w, h, shader; float angle; x = lua_tointeger( L, 1 ); y = lua_tointeger( L, 2 ); w = lua_tointeger( L, 3 ); h = lua_tointeger( L, 4 ); angle = lua_tonumber( L, 5 ); JPLua_ReadFloats( colour.data, 4, L, 6 ); shader = lua_tointeger( L, 7 ); trap->R_SetColor( &colour ); CG_DrawRotatePic2( x, y, w, h, angle, shader ); trap->R_SetColor( NULL ); return 0; }