use Lua to execute commands
(needs cleanup)
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@@ -15,8 +15,9 @@
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#include "LuaBinding.h"
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#include "LuaManager.h"
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// lua start
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//LUA_REGISTER_CLASS( Sprite, Actor )
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LUA_REGISTER_CLASS( Sprite )
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// lua end
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@@ -912,6 +913,11 @@ void Sprite::StretchTexCoords( float fX, float fY )
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SetCustomTextureCoords( fTexCoords );
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}
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void Sprite::SetPosition( float f ) { GetTexture()->SetPosition(f); }
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void Sprite::SetLooping( bool b ) { GetTexture()->SetLooping(b); }
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void Sprite::SetPlaybackRate( float f ) { GetTexture()->SetPlaybackRate(f); }
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/*
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void Sprite::HandleCommand( const Command &command )
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{
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BeginHandleArgs;
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@@ -925,10 +931,10 @@ void Sprite::HandleCommand( const Command &command )
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else if( sName=="scaletoclipped" ) ScaleToClipped( fArg(1),fArg(2) );
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else if( sName=="stretchtexcoords" ) StretchTexCoords( fArg(1),fArg(2) );
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/* Texture commands; these could be moved to RageTexture* (even though that's
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* not an Actor) if these are needed for other things that use textures.
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* We'd need to break the command helpers into a separate function; RageTexture
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* shouldn't depend on Actor. */
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// Texture commands; these could be moved to RageTexture* (even though that's
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// not an Actor) if these are needed for other things that use textures.
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// We'd need to break the command helpers into a separate function; RageTexture
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// shouldn't depend on Actor.
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else if( sName=="position" ) GetTexture()->SetPosition( fArg(1) );
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else if( sName=="loop" ) GetTexture()->SetLooping( bArg(1) );
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else if( sName=="rate" ) GetTexture()->SetPlaybackRate( fArg(1) );
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@@ -940,6 +946,7 @@ void Sprite::HandleCommand( const Command &command )
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EndHandleArgs;
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}
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*/
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void Sprite::GainFocus( float fRate, bool bRewindMovie, bool bLoop )
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{
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@@ -969,6 +976,12 @@ void Sprite::LoseFocus()
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Actor::LoseFocus();
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}
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void Sprite::PushSelf( lua_State *L )
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{
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Luna<Sprite,LuaSprite>::Push( L, this );
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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