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path: root/src/client/lua_api/scene/icamera.cpp
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#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include <memory>
#include <map>
#include <functional>
extern "C" {
  #include <lua.h>
  #include <lauxlib.h>
  #include <lualib.h>
}
#include <irrlicht.h>
#include "../gameparts.hpp"
#include "icamera.hpp"
#include "igeneric.hpp"

using namespace irr;
using namespace scene;
using namespace core;

extern IrrlichtDevice* device;

static LISceneNode* checkiscenecamera(lua_State* L, int index){
  void* ud = luaL_checkudata(L,index,"scene.iscenecamera");
  luaL_argcheck(L,ud != NULL, index, "'scene.iscenecamera' expected");
  return (LISceneNode*) ud;
}

/*
static LISceneNode* checkiscenecamera(lua_State* L){
  return checkiscenecamera(L,1);
}
*/

static LISceneNode* checkismayacamera(lua_State* L, int index){
    void* ud = luaL_checkudata(L,index,"scene.iscenemayacamera");
    luaL_argcheck(L,ud != NULL, index, "'scene.iscenemayacamera' expected");
    return (LISceneNode*) ud;
}
/*
static LISceneNode* checkismayacamera(lua_State* L){
    return checkismayacamera(L,1);
}
*/

static int newiscenemayacamera(lua_State* L){
	printf("createing maya camera!\n");
	ISceneManager* smgr = device->getSceneManager();
	ICameraSceneNode* cam = smgr->addCameraSceneNodeMaya();
	printf("cam is %p",cam);
	lua_newtable(L);//{}
	lua_pushlightuserdata(L,cam);
	lua_setfield(L,-2,"node");
	//LISceneNode* lcam = (LISceneNode*)lua_newuserdata(L, sizeof(LISceneNode));
	//int tref = luaL_ref(L,LUA_REGISTRYINDEX);

	//Set it's metatable
	luaL_getmetatable(L, "scene.iscenemayacamera");
	lua_setmetatable(L, -2);

	//Create the struct
	//lcam->n = cam;
	//lcam->funcmap = hashmap_new();
	//lcam->type = "iscenemayacamera";

	//Free up anything made in this function
	//free(label);

	//Put it on top and return it
	//lua_rawgeti(L,LUA_REGISTRYINDEX,tref);
	return 1;
}

// ifpscamera.new() 
static int newiscenefpscamera(lua_State* L){//
	ISceneManager* smgr = device->getSceneManager();
	ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS();
	lua_newtable(L);//{}
	lua_pushlightuserdata(L,cam);//{},ud_cam
	lua_setfield(L,-2,"node");
	//LISceneNode* lcam = (LISceneNode*)lua_newuserdata(L, sizeof(LISceneNode));//userdata_scenenode
  
	//Set it's metatable
	luaL_getmetatable(L, "scene.ifpscamera");//userdata_scenenode,scene.ifpscamera
	lua_setmetatable(L, -2);//userdata_scenenode
  
	//Create the struct
	//lcam->n = cam;
	//lcam->funcmap = hashmap_new();
	//lcam->type = "iscenefpscamera";
  
	return 1;
}

//iscenecamera.new(Vector position, Vector lookat, parrent)
static int newiscenecamera(lua_State* L){
	printf("Createing camera!\n");
	int nargs = lua_gettop(L);
	//The position of the camera
	int startx = luaL_optint(L,1,0);
	int starty = luaL_optint(L,2,0);
	int startz = luaL_optint(L,3,0);
	int endx = luaL_optint(L,4,startx+100);
	int endy = luaL_optint(L,5,starty+100);
	int endz = luaL_optint(L,6,startz+100);

	//Label and tooltip
	wchar_t* label;
	const char* labelopt = luaL_optstring(L,5,"Label");
	int bls = strlen(labelopt);
	label = (wchar_t*)malloc(sizeof(wchar_t)*(bls));
	mbstowcs(label,labelopt,bls);
	printf("Got the string option\n");

	//If the element has a parrent
	if(nargs >= 6){
	printf("got the parrent\n");
	}


	//Create the camera
	ISceneManager* smgr = device->getSceneManager();
	//IGUIEnvironment* env = device->getGUIEnvironment();
	//printf("Createing button with data %d %d %d %d, %p, %d, %s, %s\n", startx,starty,endx,endy,guielements[parent],gui_elenum,button_label,button_tooltip);
	//Create the label
	//IGUIStaticText* llabel = (IGUIStaticText*) env->addStaticText(label,core::rect<s32>(startx,starty,endx,endy),false,false, guielements[parent], gui_elenum++, false);
	ICameraSceneNode* cam = smgr->addCameraSceneNode(0, vector3df(startx,starty,startz), vector3df(endx,endy,endz));
	printf("Registered the camera!\n");

	//Register it's callback
	//registerguicallback(llabel,EGET_ELEMENT_HOVERED,iguilabelevent);

	//Create it's lua representation
	LISceneNode* lcam = (LISceneNode*)lua_newuserdata(L, sizeof(LISceneNode));
	int tref = luaL_ref(L,LUA_REGISTRYINDEX);
	//iguielements[lcam] = tref;
	//lua_rawgeti(L,LUA_REGISTRYINDEX,tref);//Put it back on the stack since luaL_ref pops the object.

	//Set it's metatable
	luaL_getmetatable(L, "scene.iscenecamera");
	lua_setmetatable(L, -2);

	//Create the struct
	lcam->n = cam;
	lcam->funcmap = hashmap_new();
	lcam->type = "iscenecamera";

	//Free up anything made in this function
	//free(label);

	//Put it on top and return it
	lua_rawgeti(L,LUA_REGISTRYINDEX,tref);
	return 1;
}

static const luaL_reg icamera_m[] = {
	{"getpos",	iscenegetpos},
	{"setpos",	iscenesetpos},
	{"getangle",	iscenegetangle},
	{"setangle",	iscenesetangle},
	{0, 0},
};

static const luaL_reg imayacamera_m[] = {
    {0,0},
};

static const luaL_reg ifpscamera_m[] = {
    {0,0},
};

void icamera_register(lua_State* L){

	luaL_newmetatable(L, "scene.icamera");//scene.icamera
	lua_newtable(L);//scene.icamera, {}
	luaL_register(L,NULL,icamera_m);//scene.icamera, {}
	lua_setfield(L,-2,"__index");//scene.icamera
	lua_pop(L,1);//

	luaL_newmetatable(L, "scene.imayacamera");//scene.imayacamera
	lua_newtable(L);//scene.imayascamera,{}
	luaL_register(L,NULL,imayacamera_m);//scene.imayascamera,{}
	luaL_register(L,NULL,icamera_m);//scene.imayascamera,{}
	lua_setfield(L,-2,"__index");//scene.imayascamera
	lua_pop(L,1);//

	luaL_newmetatable(L,"scene.ifpscamera");//scene.ifpscamera
	lua_newtable(L);//scene.ifpscamera, {}
	luaL_register(L,NULL,ifpscamera_m);//scene.ifpscamera,{}
	luaL_register(L,NULL,icamera_m);//scene.ifpscamera,{}
	lua_setfield(L,-2,"__index");//scene.ifpscamera
	lua_pop(L,1);//

	lua_getglobal(L,"scene");//{}
	lua_pushcfunction(L,newiscenecamera);//{},newiscenecamera()
	lua_setfield(L,-2,"newcamera");//{}
	lua_pushcfunction(L,newiscenefpscamera);//{},newiscenefpscamera()
	lua_setfield(L,-2,"newfpscamera");//{}
	lua_pushcfunction(L,newiscenemayacamera);//{},newiscenemayacamera()
	lua_setfield(L,-2,"newmayacamera");//{}
	printf("\"scene\" was set!\n");	
	lua_pop(L,1);//
}