Inferno Game Engine
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/*
* Copyright (C) 2022 Riyyi
*
* SPDX-License-Identifier: MIT
*/
#include "glm/ext/matrix_transform.hpp" // glm::radians
#include "glm/ext/vector_float2.hpp" // glm::vec2
#include "glm/ext/vector_float3.hpp" // glm::vec3
#include "glm/ext/vector_float4.hpp" // glm::vec4
#include "inferno/component/cameracomponent.h"
#include "inferno/component/spritecomponent.h"
#include "inferno/component/tagcomponent.h"
#include "inferno/component/transformcomponent.h"
#include "inferno/io/input.h"
#include "inferno/keycodes.h"
#include "inferno/script/registration.h"
namespace Inferno {
void Registration::fill(sol::state_view& state)
{
glm(state);
component(state);
input(state);
}
void Registration::glm(sol::state_view& state)
{
auto glm = state["glm"].get_or_create<sol::table>();
auto vec2 = glm.new_usertype<glm::vec2>(
"vec2",
sol::call_constructor, sol::constructors<glm::vec2(), glm::vec2(glm::vec2), glm::vec2(float), glm::vec2(float, float)>(),
"x", &glm::vec2::x, "y", &glm::vec2::y,
"r", &glm::vec2::r, "g", &glm::vec2::g,
"s", &glm::vec2::s, "t", &glm::vec2::t,
"__add", addition<glm::vec2, float>(),
"__sub", subtraction<glm::vec2, float>(),
"__mul", multiplication<glm::vec2, float>(),
"__div", division<glm::vec2, float>(),
"__tostring", string<glm::vec2>);
auto vec3 = glm.new_usertype<glm::vec3>(
"vec3",
sol::call_constructor, sol::constructors<glm::vec3(), glm::vec3(glm::vec3), glm::vec3(float), glm::vec3(float, float, float)>(),
"x", &glm::vec3::x, "y", &glm::vec3::y, "z", &glm::vec3::z,
"r", &glm::vec3::r, "g", &glm::vec3::g, "b", &glm::vec3::b,
"s", &glm::vec3::s, "t", &glm::vec3::t, "p", &glm::vec3::p,
"__add", addition<glm::vec3, float>(),
"__sub", subtraction<glm::vec3, float>(),
"__mul", multiplication<glm::vec3, float>(),
"__div", division<glm::vec3, float>(),
"__tostring", string<glm::vec3>);
auto vec4 = glm.new_usertype<glm::vec4>(
"vec4",
sol::call_constructor, sol::constructors<glm::vec4(), glm::vec4(glm::vec4), glm::vec4(float), glm::vec4(float, float, float, float)>(),
"x", &glm::vec4::x, "y", &glm::vec4::y, "z", &glm::vec4::z, "w", &glm::vec4::w,
"r", &glm::vec4::r, "g", &glm::vec4::g, "b", &glm::vec4::b, "a", &glm::vec4::a,
"s", &glm::vec4::s, "t", &glm::vec4::t, "p", &glm::vec4::p, "q", &glm::vec4::q,
"__add", addition<glm::vec4, float>(),
"__sub", subtraction<glm::vec4, float>(),
"__mul", multiplication<glm::vec4, float>(),
"__div", division<glm::vec4, float>(),
"__tostring", string<glm::vec4>);
glm.set_function("radians", sol::overload(
[](float v) { return glm::radians(v); },
[](const glm::vec2& v) { return glm::radians(v); },
[](const glm::vec3& v) { return glm::radians(v); },
[](const glm::vec4& v) { return glm::radians(v); }));
glm.set_function("normalize", sol::overload(
[](const glm::vec2& v) { return glm::normalize(v); },
[](const glm::vec3& v) { return glm::normalize(v); },
[](const glm::vec4& v) { return glm::normalize(v); }));
glm.set_function("cross", [](const glm::vec3& x, const glm::vec3& y) { return glm::cross(x, y); });
}
void Registration::component(sol::state_view& state)
{
auto tagComponent = state.new_usertype<TagComponent>("TagComponent", sol::no_constructor);
tagComponent["tag"] = &TagComponent::tag;
auto transformComponent = state.new_usertype<TransformComponent>("TransformComponent", sol::no_constructor);
transformComponent["translate"] = &TransformComponent::translate;
transformComponent["rotate"] = &TransformComponent::rotate;
transformComponent["scale"] = &TransformComponent::scale;
transformComponent["transform"] = &TransformComponent::transform;
transformComponent["__tostring"] = &string<TransformComponent>;
auto cameraType = state.new_enum("CameraType",
"Orthographic", CameraType::Orthographic,
"Perspective", CameraType::Perspective);
auto cameraComponent = state.new_usertype<CameraComponent>("CameraComponent", sol::no_constructor);
cameraComponent["type"] = &CameraComponent::type;
cameraComponent["zoomLevel"] = &CameraComponent::zoomLevel;
cameraComponent["rotateAxis"] = &CameraComponent::rotateAxis;
cameraComponent["fov"] = &CameraComponent::fov;
cameraComponent["pitch"] = &CameraComponent::pitch;
cameraComponent["yaw"] = &CameraComponent::yaw;
cameraComponent["up"] = &CameraComponent::up;
cameraComponent["projection"] = &CameraComponent::projection;
auto spriteComponent = state.new_usertype<SpriteComponent>("SpriteComponent", sol::no_constructor);
spriteComponent["color"] = &SpriteComponent::color;
spriteComponent["texture"] = &SpriteComponent::texture;
}
void Registration::input(sol::state_view& state)
{
state.set_function("keyCode", &keyCode);
auto input = state.new_usertype<Input>("Input", sol::no_constructor);
input["isKeyPressed"] = &Input::isKeyPressed;
input["getXOffset"] = &Input::getXOffset;
input["getYOffset"] = &Input::getYOffset;
}
} // namespace Inferno