Added mult_attrs_with_diffuse to BitmapText. Added some convenience macros to LuaBinding for generic get/set functions. Updated changelog.
This commit is contained in:
@@ -4,6 +4,25 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
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from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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________________________________________________________________________________
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2015/10/18
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----------
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* [BitmapText] Added set_mult_attrs_with_diffuse lua function. [kyzentun]
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2015/10/17
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----------
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* [Course] Fixed loading of courses that use WORST entries. [wolfman2000]
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* [SextetStream] SextetStream stuff is now in all platforms. [wolfman2000]
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2015/10/15
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----------
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* [BMS] Changed bms loading so that iidx bms files aren't loaded as kb7.
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[zardoru]
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2015/10/12
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----------
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* [ActorMultiVertex] Fixed bug that *sometimes* caused diffuse to be applied
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to verts wrong. [kyzentun]
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2015/10/11
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----------
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* [Song] Changed song loading to allow a song to have a blank MusicFile field
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@@ -628,11 +628,13 @@
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<Function name='PixelFont'/>
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<Function name='Stroke'/>
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<Function name='distort'/>
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<Function name='get_mult_attrs_with_diffuse'/>
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<Function name='jitter'/>
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<Function name='max_dimension_use_zoom'/>
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<Function name='maxheight'/>
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<Function name='maxwidth'/>
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<Function name='rainbowscroll'/>
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<Function name='set_mult_attrs_with_diffuse'/>
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<Function name='settext'/>
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<Function name='settextf'/>
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<Function name='strokecolor'/>
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@@ -1970,6 +1970,12 @@ save yourself some time, copy this for undocumented things:
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<Function name='undistort' return='void' arguments=''>
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Turns off distortion.
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</Function>
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<Function name='get_mult_attrs_with_diffuse' return='bool' arguments=''>
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Returns whether the diffuse colors in the attributes are multiplied by the general diffuse colors of the BitmapText.
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</Function>
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<Function name='set_mult_attrs_with_diffuse' return='' arguments='bool mult'>
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If mult_attrs_with_diffuse is set to true, then the diffuse colors in the attributes are multiplied by the general diffuse colors of the BitmapText.
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</Function>
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<Function name='jitter' return='void' arguments='bool bJitter'>
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If <code>bJitter</code> is <code>true</code>, move each character of the string around by a small random amount.
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</Function>
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+28
-14
@@ -49,6 +49,7 @@ BitmapText::BitmapText()
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m_bJitter = false;
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m_fDistortion= 0.0f;
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m_bUsingDistortion= false;
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m_mult_attrs_with_diffuse= false;
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m_iWrapWidthPixels = -1;
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m_fMaxWidth = 0;
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@@ -86,6 +87,7 @@ BitmapText & BitmapText::operator=(const BitmapText &cpy)
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CPY( m_bJitter );
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CPY( m_fDistortion );
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CPY( m_bUsingDistortion );
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CPY( m_mult_attrs_with_diffuse );
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CPY( m_iVertSpacing );
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CPY( m_MaxDimensionUsesZoom );
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CPY( m_aVertices );
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@@ -573,6 +575,17 @@ void BitmapText::UnSetDistortion()
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BuildChars();
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}
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void BitmapText::set_mult_attrs_with_diffuse(bool m)
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{
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m_mult_attrs_with_diffuse= m;
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BuildChars();
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}
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bool BitmapText::get_mult_attrs_with_diffuse()
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{
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return m_mult_attrs_with_diffuse;
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}
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void BitmapText::UpdateBaseZoom()
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{
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// don't divide by 0
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@@ -724,22 +737,21 @@ void BitmapText::DrawPrimitives()
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else
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iEnd = i + attr.length*4;
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iEnd = min( iEnd, m_aVertices.size() );
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vector<RageColor> temp_attr_diffuse(NUM_DIFFUSE_COLORS, m_internalDiffuse);
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for(size_t c= 0; c < NUM_DIFFUSE_COLORS; ++c)
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{
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temp_attr_diffuse[c]*= attr.diffuse[c];
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if(m_mult_attrs_with_diffuse)
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{
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temp_attr_diffuse[c]*= m_pTempState->diffuse[c];
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}
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}
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for( ; i < iEnd; i += 4 )
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{
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if( m_internalDiffuse != RageColor(1, 1, 1, 1) )
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{
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m_aVertices[i+0].c = attr.diffuse[0] * m_internalDiffuse;
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m_aVertices[i+1].c = attr.diffuse[2] * m_internalDiffuse;
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m_aVertices[i+2].c = attr.diffuse[3] * m_internalDiffuse;
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m_aVertices[i+3].c = attr.diffuse[1] * m_internalDiffuse;
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}
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else
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{
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m_aVertices[i+0].c = attr.diffuse[0]; // top left
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m_aVertices[i+1].c = attr.diffuse[2]; // bottom left
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m_aVertices[i+2].c = attr.diffuse[3]; // bottom right
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m_aVertices[i+3].c = attr.diffuse[1]; // top right
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}
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m_aVertices[i+0].c = temp_attr_diffuse[0]; // top left
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m_aVertices[i+1].c = temp_attr_diffuse[2]; // bottom left
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m_aVertices[i+2].c = temp_attr_diffuse[3]; // bottom right
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m_aVertices[i+3].c = temp_attr_diffuse[1]; // top right
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}
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}
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}
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@@ -965,6 +977,7 @@ public:
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static int jitter( T* p, lua_State *L ) { p->SetJitter( BArg(1) ); COMMON_RETURN_SELF; }
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static int distort( T* p, lua_State *L) { p->SetDistortion( FArg(1) ); COMMON_RETURN_SELF; }
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static int undistort( T* p, lua_State *L) { p->UnSetDistortion(); COMMON_RETURN_SELF; }
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GETTER_SETTER_BOOL_METHOD(mult_attrs_with_diffuse);
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static int GetText( T* p, lua_State *L ) { lua_pushstring( L, p->GetText() ); return 1; }
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static int AddAttribute( T* p, lua_State *L )
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{
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@@ -993,6 +1006,7 @@ public:
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ADD_METHOD( jitter );
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ADD_METHOD( distort );
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ADD_METHOD( undistort );
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ADD_GET_SET_METHODS(mult_attrs_with_diffuse);
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ADD_METHOD( GetText );
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ADD_METHOD( AddAttribute );
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ADD_METHOD( ClearAttributes );
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@@ -73,6 +73,8 @@ public:
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void SetJitter( bool b ) { m_bJitter = b; }
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void SetDistortion( float f );
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void UnSetDistortion();
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void set_mult_attrs_with_diffuse(bool m);
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bool get_mult_attrs_with_diffuse();
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void SetHorizAlign( float f );
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@@ -120,6 +122,7 @@ protected:
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bool m_bRainbowScroll;
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bool m_bJitter;
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bool m_bUsingDistortion;
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bool m_mult_attrs_with_diffuse;
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float m_fDistortion;
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int m_iVertSpacing;
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@@ -163,6 +163,54 @@ public:
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#define COMMON_RETURN_SELF p->PushSelf(L); return 1;
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#define GET_SET_BOOL_METHOD(method_name, bool_name) \
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static int get_##method_name(T* p, lua_State* L) \
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{ \
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lua_pushboolean(L, p->bool_name); \
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return 1; \
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} \
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static int set_##method_name(T* p, lua_State* L) \
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{ \
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p->bool_name= lua_toboolean(L, 1); \
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COMMON_RETURN_SELF; \
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}
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#define GETTER_SETTER_BOOL_METHOD(bool_name) \
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static int get_##bool_name(T* p, lua_State* L) \
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{ \
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lua_pushboolean(L, p->get_##bool_name()); \
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return 1; \
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} \
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static int set_##bool_name(T* p, lua_State* L) \
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{ \
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p->set_##bool_name(lua_toboolean(L, 1)); \
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COMMON_RETURN_SELF; \
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}
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#define GET_SET_FLOAT_METHOD(method_name, float_name) \
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static int get_##method_name(T* p, lua_State* L) \
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{ \
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lua_pushnumber(L, p->float_name); \
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return 1; \
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} \
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static int set_##method_name(T* p, lua_State* L) \
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{ \
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p->float_name= FArg(1); \
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COMMON_RETURN_SELF; \
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}
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#define GETTER_SETTER_FLOAT_METHOD(float_name) \
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static int get_##float_name(T* p, lua_State* L) \
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{ \
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lua_pushnumber(L, p->get_##float_name()); \
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return 1; \
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} \
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static int set_##float_name(T* p, lua_State* L) \
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{ \
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p->set_##float_name(FArg(1)); \
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COMMON_RETURN_SELF; \
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}
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#define ADD_METHOD( method_name ) \
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AddMethod( #method_name, method_name )
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#define ADD_GET_SET_METHODS(method_name) \
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