/** @name setClearColor @text At the start of each frame the device will by default automatically render a background color. Using this function you can set the background color that is drawn each frame. If you specify no arguments to this function, then automatic redraw of the background color will be turned off (i.e. the previous render will be used as the background). @overload @opt number red The red value of the color. @opt number green The green value of the color. @opt number blue The blue value of the color. @opt number alpha The alpha value of the color. @out nil @overload @in MOAIColor color @out nil */ int MOAIGfxDevice::_setClearColor ( lua_State* L ) { MOAILuaState state ( L ); MOAIGfxDevice& device = MOAIGfxDevice::Get (); MOAIColor* color = state.GetLuaObject < MOAIColor >( 1 ); if ( color ) { device.SetClearColor ( color ); device.mClearFlags |= GL_COLOR_BUFFER_BIT; return 0; } // don't clear the color device.mClearFlags &= ~GL_COLOR_BUFFER_BIT; device.SetClearColor ( 0 ); if ( state.GetTop () > 0 ) { float r = state.GetValue < float >( 1, 0.0f ); float g = state.GetValue < float >( 2, 0.0f ); float b = state.GetValue < float >( 3, 0.0f ); float a = state.GetValue < float >( 4, 1.0f ); device.mClearColor = USColor::PackRGBA ( r, g, b, a ); device.mClearFlags |= GL_COLOR_BUFFER_BIT; } return 0; }
//----------------------------------------------------------------// void MOAILuaRef::SetRef ( MOAILuaState& state, int idx, bool weak ) { this->Clear (); this->mWeak = weak; int top = state.GetTop (); UNUSED ( top ); if ( lua_isnil ( state, idx ) == false ) { MOAILuaRuntime& luaRuntime = MOAILuaRuntime::Get (); if ( weak ) { this->mRef = luaRuntime.mWeakRefTable.Ref ( state, idx ); } else { this->mRef = luaRuntime.mStrongRefTable.Ref ( state, idx ); } this->mOwnsRef = true; } assert ( top == state.GetTop ()); }
//----------------------------------------------------------------// void MOAIEnvironment::SetValue ( lua_State* L ) { MOAILuaState state ( L ); int top = state.GetTop (); this->PushLuaClassTable ( state ); state.CopyToTop ( -3 ); // key state.CopyToTop ( -3 ); // value lua_settable ( state, -3 ); state.Pop ( 1 ); if ( this->PushListener ( EVENT_VALUE_CHANGED, state )) { state.CopyToTop ( -3 ); // key state.CopyToTop ( -3 ); // value state.DebugCall ( 2, 0 ); } top = state.GetTop (); }
//----------------------------------------------------------------// bool MOAILuaObject::PushMemberTable ( MOAILuaState& state ) { int top = state.GetTop (); if ( this->PushLuaUserdata ( state )) { if ( lua_getmetatable ( state, -1 )) { lua_replace ( state, -2 ); if ( lua_getmetatable ( state, -1 )) { lua_replace ( state, -2 ); return true; } } } state.SetTop ( top ); lua_pushnil ( state ); return false; }
/** @name areaForCircle @text Returns the area for a ring or circle. @overload @in number radius @out number area @overload @in number innerRadius @in number outerRadius @out number area */ int MOAICpShape::_areaForCircle ( lua_State* L ) { MOAILuaState state ( L ); if ( !state.CheckParams ( 1, "N" )) return 0; cpFloat r1; cpFloat r2; if ( state.GetTop () >= 2 ) { r1 = state.GetValue < cpFloat >( 1, 0 ); r2 = state.GetValue < cpFloat >( 2, 0 ); } else { r1 = 0; r2 = state.GetValue < cpFloat >( 1, 0 ); } lua_pushnumber ( L, cpAreaForCircle ( r1, r2 )); return 1; }
//----------------------------------------------------------------// void MOAIDraw::DrawLuaParams ( lua_State* L, u32 primType ) { MOAIGfxDevice& gfxDevice = MOAIGfxDevice::Get (); MOAILuaState state ( L ); u32 total = state.GetTop () >> 1; gfxDevice.BeginPrim ( primType ); for ( u32 i = 0; i < total; ++i ) { u32 idx = ( i << 1 ) + 1; float x = state.GetValue < float >( idx, 0.0f ); float y = state.GetValue < float >( idx + 1, 0.0f ); gfxDevice.WriteVtx ( x, y, 0.0f ); gfxDevice.WriteFinalColor4b (); } gfxDevice.EndPrim (); }
//----------------------------------------------------------------// bool MOAILuaObject::PushMemberTable ( MOAILuaState& state ) { MOAILuaClass* luaType = this->GetLuaClass (); if ( luaType->IsSingleton ()) { this->PushLuaClassTable ( state ); return true; } int top = state.GetTop (); if ( this->PushLuaUserdata ( state )) { if ( lua_getmetatable ( state, -1 )) { lua_replace ( state, -2 ); if ( lua_getmetatable ( state, -1 )) { lua_replace ( state, -2 ); return true; } } } state.SetTop ( top ); lua_pushnil ( state ); return false; }
//----------------------------------------------------------------// void MOAILuaObject::MakeLuaBinding ( MOAILuaState& state ) { // stack: // -1: interface table // -2: member table // -3: ref table // -4: userdata int top = state.GetTop (); int memberTable = top - 1; int refTable = top - 2; // ref table gets gc and tostring lua_pushcfunction ( state, MOAILuaObject::_gc ); lua_setfield ( state, refTable, "__gc" ); lua_pushcfunction ( state, MOAILuaObject::_tostring ); lua_setfield ( state, refTable, "__tostring" ); // ref table gets 'moai' tag set to true lua_pushboolean ( state, 1 ); lua_setfield ( state, refTable, MOAI_TAG ); // member table is __index and __newindex for ref table lua_pushvalue ( state, memberTable ); lua_setfield ( state, refTable, "__index" ); lua_pushvalue ( state, memberTable ); lua_setfield ( state, refTable, "__newindex" ); // build the metatable stack lua_setmetatable ( state, -2 ); // interface is meta of member lua_setmetatable ( state, -2 ); // member is meta of ref lua_setmetatable ( state, -2 ); // ref is meta of userdata }