#include #include #include int load_color_lib(lua_State *L); u32 color_default; static int gfx_startFrame(lua_State *L) { sf2d_start_frame(GFX_TOP, GFX_LEFT); return 0; } static int gfx_endFrame(lua_State *L) { sf2d_end_frame(); return 0; } static int gfx_render(lua_State *L) { sf2d_swapbuffers(); return 0; } static int gfx_line(lua_State *L) { int x1 = luaL_checkinteger(L, 1); int y1 = luaL_checkinteger(L, 2); int x2 = luaL_checkinteger(L, 3); int y2 = luaL_checkinteger(L, 4); u32 color = luaL_optinteger(L, 5, color_default); sf2d_draw_line(x1, y1, x2, y2, color); return 0; } static int gfx_point(lua_State *L) { int x = luaL_checkinteger(L, 1); int y = luaL_checkinteger(L, 2); u32 color = luaL_optinteger(L, 3, color_default); sf2d_draw_rectangle(x, y, 1, 1, color); // well, it looks like a point return 0; } static int gfx_rectangle(lua_State *L) { int x = luaL_checkinteger(L, 1); int y = luaL_checkinteger(L, 2); int width = luaL_checkinteger(L, 3); int height = luaL_checkinteger(L, 4); float angle = luaL_optnumber(L, 5, 0); u32 color = luaL_optinteger(L, 6, color_default); if (angle == 0) sf2d_draw_rectangle(x, y, width, height, color); else sf2d_draw_rectangle_rotate(x, y, width, height, color, angle); return 0; } static int gfx_circle(lua_State *L) { int x = luaL_checkinteger(L, 1); int y = luaL_checkinteger(L, 2); int radius = luaL_checkinteger(L, 3); u32 color = luaL_optinteger(L, 4, color_default); sf2d_draw_fill_circle(x, y, radius, color); return 0; } static const struct luaL_Reg gfx_lib[] = { { "startFrame", gfx_startFrame}, { "endFrame", gfx_endFrame }, { "render", gfx_render }, { "line", gfx_line }, { "point", gfx_point }, { "rectangle", gfx_rectangle }, { "circle", gfx_circle }, { NULL, NULL } }; struct { char *name; int (*load)(lua_State *L); } gfx_libs[] = { { "color", load_color_lib }, { NULL, NULL } }; int luaopen_gfx_lib(lua_State *L) { luaL_newlib(L, gfx_lib); for (int i = 0; gfx_libs[i].name; i++) { gfx_libs[i].load(L); lua_setfield(L, -2, gfx_libs[i].name); } return 1; } void load_gfx_lib(lua_State *L) { luaL_requiref(L, "ctr.gfx", luaopen_gfx_lib, 0); }