add somme controle for lua element
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f434da041a
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@ -42,6 +42,7 @@ namespace ewol {
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uint16_t m_uniqueId;
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uint16_t m_group;
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int32_t m_type;
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int32_t m_power;
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bool m_visible;
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coord2D_ts m_position;
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coord2D_ts m_speed;
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@ -79,6 +80,8 @@ namespace ewol {
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void AngleSet(etkFloat_t state) { m_angle = state; };
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etkFloat_t GravityGet(void) { return m_gravity; };
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void GravitySet(etkFloat_t state) { m_gravity = state; };
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int32_t PowerGet(void) { return m_power; };
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void PowerSet(int32_t state) { m_power = state; };
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int32_t GetType(void) { return m_type; };
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int32_t GroupGet(void) { return m_group; };
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@ -39,22 +39,6 @@ static etk::VectorType<ewol::Sprite*> * tmpEffects = NULL;
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static ewol::SceneElement * tmpScene = NULL;
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const char *metaname = "mine.type_t"; // associated with userdata of type type_t*
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typedef struct {
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int a ;
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int b ;
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}type_t;
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int lib_a_f_4(type_t *t)
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{
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return t->a * t->b ;
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}
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LUAMOD_API int lua_GetPos(lua_State *L)
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{
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if (NULL==tmpObj) {
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@ -76,8 +60,8 @@ LUAMOD_API int lua_SetPos(lua_State *L)
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EWOL_ERROR("NULL obj...");
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return 0;
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}
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float x = luaL_checkint(L, 1);
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float y = luaL_checkint(L, 2);
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float x = luaL_checknumber(L, 1);
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float y = luaL_checknumber(L, 2);
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coord2D_ts tmpPos;
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tmpPos.x = x;
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tmpPos.y = y;
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@ -107,8 +91,8 @@ LUAMOD_API int lua_SetSpeed(lua_State *L)
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EWOL_ERROR("NULL obj...");
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return 0;
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}
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float x = luaL_checkint(L, 1);
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float y = luaL_checkint(L, 2);
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float x = luaL_checknumber(L, 1);
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float y = luaL_checknumber(L, 2);
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coord2D_ts tmpPos;
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tmpPos.x = x;
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tmpPos.y = y;
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@ -117,6 +101,57 @@ LUAMOD_API int lua_SetSpeed(lua_State *L)
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return 0;
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}
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LUAMOD_API int lua_GetPower(lua_State *L)
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{
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if (NULL==tmpObj) {
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EWOL_ERROR("NULL obj...");
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lua_pushnumber(L, 0 );
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return 1;
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}
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int32_t value = tmpObj->PowerGet();
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lua_pushinteger(L, value );
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// return number of parameters
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return 1;
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}
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LUAMOD_API int lua_SetPower(lua_State *L)
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{
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if (NULL==tmpObj) {
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EWOL_ERROR("NULL obj...");
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lua_pushnumber(L, 0 );
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return 1;
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}
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int32_t value = luaL_checkint(L, 1);
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tmpObj->PowerSet(value);
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// return number of parameters
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return 1;
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}
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LUAMOD_API int lua_GetAngle(lua_State *L)
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{
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if (NULL==tmpObj) {
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EWOL_ERROR("NULL obj...");
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lua_pushnumber(L, 0 );
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return 1;
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}
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etkFloat_t value = tmpObj->AngleGet();
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lua_pushnumber(L, value );
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// return number of parameters
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return 1;
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}
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LUAMOD_API int lua_SetAngle(lua_State *L)
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{
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if (NULL==tmpObj) {
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EWOL_ERROR("NULL obj...");
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lua_pushnumber(L, 0 );
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return 1;
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}
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etkFloat_t value = luaL_checknumber(L, 1);
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tmpObj->AngleSet(value);
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// return number of parameters
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return 1;
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}
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LUAMOD_API int lua_SpriteLoad(lua_State *L)
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{
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@ -134,8 +169,6 @@ LUAMOD_API int lua_SpriteLoad(lua_State *L)
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int32_t spriteID = tmpObj->LoadSprite( tmpScene->animated, filename, size);
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if (spriteID < 0) {
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EWOL_ERROR("Error to load the sprite : " << filename);
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} else {
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EWOL_INFO("Load the sprite : " << filename << " ==> " << spriteID);
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}
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lua_pushnumber(L, (lua_Number)spriteID );
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// return number of parameters
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@ -144,6 +177,7 @@ LUAMOD_API int lua_SpriteLoad(lua_State *L)
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LUAMOD_API int lua_SpriteUnLoad(lua_State *L)
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{
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// TODO : when supported ...
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/*
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//LUA : SpriteUnLoad(int);
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if (NULL==tmpScene) {
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@ -182,36 +216,110 @@ LUAMOD_API int lua_SpriteDraw(lua_State *L)
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}
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LUAMOD_API int lua_lib_a_f_4(lua_State *L) {
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type_t *t = (type_t *)luaL_checkudata(L, 1, metaname); // check argument type
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lua_pushnumber(L, (lua_Number)lib_a_f_4(t));
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LUAMOD_API int lua_ElementAdd(lua_State *L)
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{
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//LUA : int ElementAdd("Bullet", group)
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if (NULL==tmpScene) {
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EWOL_ERROR("NULL obj...");
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lua_pushinteger(L, 0 );
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return 1;
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}
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etk::UString elementName = luaL_checkstring(L, 1);
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int32_t group = luaL_checkint(L, 2);
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// TODO : Remove this when find an other way do do it ...
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ewol::GameElementLua * ttmpObj = tmpObj;
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etk::VectorType<ewol::Sprite*> * ttmpSprite = tmpSprite;
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etk::VectorType<ewol::Sprite*> * ttmpEffects = tmpEffects;
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ewol::SceneElement * ttmpScene = tmpScene;
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uint32_t elementId = tmpScene->AddElementNamed(group, elementName);
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tmpObj = ttmpObj;
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tmpSprite = ttmpSprite;
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tmpEffects = ttmpEffects;
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tmpScene = ttmpScene;
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if (0==elementId) {
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EWOL_ERROR("Error creating element : " << elementName);
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}
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lua_pushinteger(L, elementId );
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// return number of parameters
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return 1;
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}
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LUAMOD_API int lua_new_t(lua_State *L) { // get Lua to allocate an initialize a type_t*
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int a = luaL_checkint(L, 1);
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int b = luaL_checkint(L, 2);
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type_t *t = (type_t *)lua_newuserdata(L, sizeof(*t));
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luaL_getmetatable(L, metaname);
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lua_setmetatable(L, -2);
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t->a = a;
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t->b = b;
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LUAMOD_API int lua_ElementSetPos(lua_State *L)
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{
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//LUA : ElementSetPos(newElementId, posX, posY);
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if (NULL==tmpScene) {
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EWOL_ERROR("ploppp ");
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return 0;
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}
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int32_t idElement = luaL_checkint(L, 1);
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ewol::GameElement* tmpElem = tmpScene->GetElement(idElement);
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if (NULL != tmpElem) {
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coord2D_ts tmpPos;
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tmpPos.x = luaL_checknumber(L, 2);
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tmpPos.y = luaL_checknumber(L, 3);
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tmpElem->PositionSet(tmpPos);
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} else {
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EWOL_ERROR("Get element unique ID : " << idElement);
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}
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// return number of parameters
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return 0;
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}
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LUAMOD_API int lua_ElementSetPower(lua_State *L)
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{
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//LUA : ElementSetPower(newElementId, 1);
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if (NULL==tmpScene) {
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return 0;
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}
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int32_t idElement = luaL_checkint(L, 1);
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ewol::GameElement* tmpElem = tmpScene->GetElement(idElement);
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if (NULL != tmpElem) {
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int32_t power = luaL_checkint(L, 2);
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tmpElem->PowerSet(power);
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}
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// return number of parameters
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return 0;
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}
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LUAMOD_API int lua_ElementSetAngle(lua_State *L)
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{
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//LUA : ElementSetAngle(newElementId, m_angle);
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if (NULL==tmpScene) {
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return 0;
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}
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int32_t idElement = luaL_checkint(L, 1);
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ewol::GameElement* tmpElem = tmpScene->GetElement(idElement);
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if (NULL != tmpElem) {
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float angle = luaL_checknumber(L, 2);
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tmpElem->AngleSet(angle);
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}
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// return number of parameters
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return 1;
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}
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static const luaL_Reg functionsTable[] = {
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{ "lib_a_f_4", lua_lib_a_f_4 },
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{ "new_t", lua_new_t },
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{ "GetPos", lua_GetPos },
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{ "SetPos", lua_SetPos },
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{ "GetSpeed", lua_GetSpeed },
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{ "SetSpeed", lua_SetSpeed },
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{ "SpriteLoad", lua_SpriteLoad },
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{ "SpriteUnLoad", lua_SpriteUnLoad },
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{ "SpriteDraw", lua_SpriteDraw },
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// local element section
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{ "GetPos", lua_GetPos },
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{ "SetPos", lua_SetPos },
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{ "GetSpeed", lua_GetSpeed },
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{ "SetSpeed", lua_SetSpeed },
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{ "GetAngle", lua_GetAngle },
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{ "SetAngle", lua_GetAngle },
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{ "GetPower", lua_GetPower },
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{ "SetPower", lua_GetPower },
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// other element section
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{ "ElementAdd", lua_ElementAdd },
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{ "ElementSetPos", lua_ElementSetPos },
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{ "ElementSetPower", lua_ElementSetPower },
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{ "ElementSetAngle", lua_ElementSetAngle },
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// Sprite section
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{ "SpriteLoad", lua_SpriteLoad },
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{ "SpriteUnLoad", lua_SpriteUnLoad },
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{ "SpriteDraw", lua_SpriteDraw },
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{ NULL, NULL }
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};
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@ -220,10 +328,7 @@ static const luaL_Reg functionsTable[] = {
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//http://stackoverflow.com/questions/2521244/how-to-wrap-a-c-function-whose-parameters-are-pointer-to-structs-so-that-it-can
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LUAMOD_API int luaopen_myLib(lua_State *L) {
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luaL_register(L, "GameElement", functionsTable);
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luaL_newmetatable(L, metaname);
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lua_pop(L, 1);
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//luaL_newlib(L, functionsTable);
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//lua_pop(L, 1);
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return 1;
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}
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@ -307,6 +412,7 @@ ewol::GameElementLua::GameElementLua(ewol::SceneElement & sceneElement, etk::USt
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ewol::GameElementLua::~GameElementLua(void)
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{
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tmpObj = this;
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tmpScene = &m_sceneElement;
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if (NULL != m_luaState) {
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// call the init function
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lua_getglobal(m_luaState, "UnInit");
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@ -319,11 +425,11 @@ ewol::GameElementLua::~GameElementLua(void)
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EWOL_ERROR("LUA: error running function 'UnInit':" << lua_tostring(m_luaState, -1));
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}
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}
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EWOL_DEBUG("RemoveLua Element");
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lua_close(m_luaState);
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m_luaState = NULL;
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}
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tmpObj = NULL;
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tmpScene = NULL;
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}
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@ -81,7 +81,7 @@ uint32_t ewol::SceneElement::AddElementNamed(int32_t group, etk::UString &elemen
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EWOL_ERROR("Can not find Game element : " << elementName << " ==> " << tmpName);
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return 0;
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}
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EWOL_INFO("We find Game element : " << elementName << " ==> " << tmpName);
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EWOL_VERBOSE("We find Game element : " << elementName << " ==> " << tmpName);
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ewol::GameElementLua * tmpElement = new ewol::GameElementLua(*this, tmpName, group);
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if (NULL == tmpElement) {
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EWOL_ERROR("Can not Allocat : " << elementName);
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@ -108,27 +108,6 @@ ewol::GameElement* ewol::SceneElement::GetElement(uint32_t idElement)
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return NULL;
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}
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bool ewol::SceneElement::GetElementProperty(gameElementGenericProperty_ts &element, uint32_t idElement)
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{
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if (0 == idElement) {
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return false;
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}
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uint16_t realUniqueId = (uint16_t)((idElement >> 16 ) & 0x0000FFFF);
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uint16_t posInList = (uint16_t)(idElement & 0x0000FFFF);
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for (int32_t iii=0; iii<numberOfGroup; iii++) {
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if( posInList < listAnimatedElements[iii].Size()
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&& NULL != listAnimatedElements[iii][posInList]
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&& realUniqueId == listAnimatedElements[iii][posInList]->GetUniqueId()) {
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element.id = idElement;
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element.group = iii;
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listAnimatedElements[iii][posInList]->GetElementProperty(element);
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return true;
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}
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}
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return false;
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}
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uint32_t ewol::SceneElement::GetNearestEnemy(coord2D_ts position, int32_t groupId)
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{
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@ -61,7 +61,6 @@ namespace ewol {
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uint32_t AddElement(int32_t group, ewol::GameElement* newElement);
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uint32_t AddElementNamed(int32_t group, etk::UString &elementName);
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ewol::GameElement* GetElement(uint32_t idElement);
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bool GetElementProperty(gameElementGenericProperty_ts& element, uint32_t idElement);
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uint32_t GetNearestEnemy(coord2D_ts position, int32_t groupId);
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bool HaveImpact(int32_t group, int32_t type, coord2D_ts position, etkFloat_t size);
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void Explosion(int32_t group, int32_t type, coord2D_ts position, etkFloat_t pxAtenuation, etkFloat_t power);
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@ -34,13 +34,15 @@
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ewol::Sprite::Sprite(etk::UString spriteName)
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{
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EWOL_VERBOSE("Create Sprite : \"" << spriteName << "\"");
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m_textureId = ewol::texture::Load(spriteName);
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m_name = spriteName;
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EWOL_VERBOSE("Create Sprite : \"" << m_name << "\"");
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m_textureId = ewol::texture::Load(m_name);
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}
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ewol::Sprite::Sprite(etk::UString spriteName, etkFloat_t sizeX, etkFloat_t sizeY)
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{
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EWOL_VERBOSE("Create Sprite : \"" << spriteName << "\"");
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m_textureId = ewol::texture::Load(spriteName, sizeX);
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m_name = spriteName;
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EWOL_VERBOSE("Create Sprite : \"" << m_name << "\"");
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m_textureId = ewol::texture::Load(m_name, sizeX);
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}
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