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Lua templating reading (part 4): s16, v2s16, v2f (#7512)

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nerzhul committed Jul 8, 2018
1 parent 94cd2bf commit a61e1a4dbce39ced7a1da599d87dfcb876613109
@@ -113,21 +113,6 @@ v2s16 read_v2s16(lua_State *L, int index)
return p;
}

v2s16 check_v2s16(lua_State *L, int index)
{
v2s16 p;
CHECK_POS_TAB(index);
lua_getfield(L, index, "x");
CHECK_POS_COORD("x");
p.X = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_getfield(L, index, "y");
CHECK_POS_COORD("y");
p.Y = lua_tonumber(L, -1);
lua_pop(L, 1);
return p;
}

void push_v2s16(lua_State *L, v2s16 p)
{
lua_newtable(L);
@@ -100,8 +100,6 @@ void setboolfield(lua_State *L, int table,
const char *fieldname, bool value);

v3f checkFloatPos (lua_State *L, int index);
v2f check_v2f (lua_State *L, int index);
v2s16 check_v2s16 (lua_State *L, int index);
v3f check_v3f (lua_State *L, int index);
v3s16 check_v3s16 (lua_State *L, int index);

@@ -20,7 +20,26 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "helper.h"
#include <cmath>
#include <sstream>
#include <irr_v2d.h>
#include "c_types.h"
#include "c_internal.h"

// imported from c_converter.cpp with pure C++ style
static inline void check_lua_type(lua_State *L, int index, const char *name, int type)
{
int t = lua_type(L, index);
if (t != type) {
std::string traceback = script_get_backtrace(L);
throw LuaError(std::string("Invalid ") + (name) + " (expected " +
lua_typename(L, (type)) + " got " + lua_typename(L, t) +
").\n" + traceback);
}
}

// imported from c_converter.cpp
#define CHECK_POS_COORD(name) \
check_lua_type(L, -1, "position coordinate '" name "'", LUA_TNUMBER)
#define CHECK_POS_TAB(index) check_lua_type(L, index, "position", LUA_TTABLE)

bool LuaHelper::isNaN(lua_State *L, int idx)
{
@@ -43,6 +62,11 @@ template <> bool LuaHelper::readParam(lua_State *L, int index, const bool &defau
return lua_toboolean(L, index) != 0;
}

template <> s16 LuaHelper::readParam(lua_State *L, int index)
{
return lua_tonumber(L, index);
}

template <> float LuaHelper::readParam(lua_State *L, int index)
{
if (isNaN(L, index))
@@ -51,6 +75,36 @@ template <> float LuaHelper::readParam(lua_State *L, int index)
return (float)luaL_checknumber(L, index);
}

template <> v2s16 LuaHelper::readParam(lua_State *L, int index)
{
v2s16 p;
CHECK_POS_TAB(index);
lua_getfield(L, index, "x");
CHECK_POS_COORD("x");
p.X = readParam<s16>(L, -1);
lua_pop(L, 1);
lua_getfield(L, index, "y");
CHECK_POS_COORD("y");
p.Y = readParam<s16>(L, -1);
lua_pop(L, 1);
return p;
}

template <> v2f LuaHelper::readParam(lua_State *L, int index)
{
v2f p;
CHECK_POS_TAB(index);
lua_getfield(L, index, "x");
CHECK_POS_COORD("x");
p.X = readParam<float>(L, -1);
lua_pop(L, 1);
lua_getfield(L, index, "y");
CHECK_POS_COORD("y");
p.Y = readParam<float>(L, -1);
lua_pop(L, 1);
return p;
}

template <> std::string LuaHelper::readParam(lua_State *L, int index)
{
std::string result;
@@ -40,7 +40,7 @@ int LuaPerlinNoise::l_get_2d(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoise *o = checkobject(L, 1);
v2f p = check_v2f(L, 2);
v2f p = readParam<v2f>(L, 2);
lua_Number val = NoisePerlin2D(&o->np, p.X, p.Y, 0);
lua_pushnumber(L, val);
return 1;
@@ -166,7 +166,7 @@ int LuaPerlinNoiseMap::l_get_2d_map(lua_State *L)
size_t i = 0;

LuaPerlinNoiseMap *o = checkobject(L, 1);
v2f p = check_v2f(L, 2);
v2f p = readParam<v2f>(L, 2);

Noise *n = o->noise;
n->perlinMap2D(p.X, p.Y);
@@ -189,8 +189,8 @@ int LuaPerlinNoiseMap::l_get_2d_map_flat(lua_State *L)
NO_MAP_LOCK_REQUIRED;

LuaPerlinNoiseMap *o = checkobject(L, 1);
v2f p = check_v2f(L, 2);
bool use_buffer = lua_istable(L, 3);
v2f p = readParam<v2f>(L, 2);
bool use_buffer = lua_istable(L, 3);

Noise *n = o->noise;
n->perlinMap2D(p.X, p.Y);
@@ -275,7 +275,7 @@ int LuaPerlinNoiseMap::l_calc_2d_map(lua_State *L)
NO_MAP_LOCK_REQUIRED;

LuaPerlinNoiseMap *o = checkobject(L, 1);
v2f p = check_v2f(L, 2);
v2f p = readParam<v2f>(L, 2);

Noise *n = o->noise;
n->perlinMap2D(p.X, p.Y);
@@ -458,7 +458,7 @@ int ObjectRef::l_set_animation(lua_State *L)
// Do it
v2f frames = v2f(1, 1);
if (!lua_isnil(L, 2))
frames = read_v2f(L, 2);
frames = readParam<v2f>(L, 2);
float frame_speed = 15;
if (!lua_isnil(L, 3))
frame_speed = lua_tonumber(L, 3);
@@ -955,7 +955,7 @@ int ObjectRef::l_set_sprite(lua_State *L)
// Do it
v2s16 p(0,0);
if (!lua_isnil(L, 2))
p = read_v2s16(L, 2);
p = readParam<v2s16>(L, 2);
int num_frames = 1;
if (!lua_isnil(L, 3))
num_frames = lua_tonumber(L, 3);

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