#include "lua-int.hpp" #include "render.hpp" namespace { struct render_object_pixel : public render_object { render_object_pixel(int32_t _x, int32_t _y, premultiplied_color _color) throw() : x(_x), y(_y), color(_color) {} ~render_object_pixel() throw() {} void operator()(struct screen& scr) throw() { int32_t _x = x + scr.originx; int32_t _y = y + scr.originy; if(_x < 0 || static_cast(_x) >= scr.width) return; if(_y < 0 || static_cast(_y) >= scr.height) return; color.apply(scr.rowptr(_y)[_x]); } private: int32_t x; int32_t y; premultiplied_color color; }; function_ptr_luafun gui_pixel("gui.pixel", [](lua_State* LS, const std::string& fname) -> int { if(!lua_render_ctx) return 0; uint16_t color = 0x7FFFU; uint8_t alpha = 32; int32_t x = get_numeric_argument(LS, 1, fname.c_str()); int32_t y = get_numeric_argument(LS, 2, fname.c_str()); get_numeric_argument(LS, 3, color, fname.c_str()); get_numeric_argument(LS, 4, alpha, fname.c_str()); premultiplied_color pcolor(color, alpha); lua_render_ctx->queue->add(*new render_object_pixel(x, y, pcolor)); return 0; }); }