lotus-script 0.7.3

A library for creating LOTUS-Simulator scripts.
Documentation
#[cfg(feature = "internal")]
use lotus_script_sys::FfiObject;

pub use lotus_shared::graphics::*;

pub mod textures {
    use lotus_script_sys::FfiObject;
    use lotus_shared::{
        content::ContentId,
        graphics::Color,
        math::{IVec2, Rectangle, UVec2},
    };

    pub use lotus_shared::graphics::textures::*;

    /// A texture that can be manipulated and displayed on script texture slots.
    #[derive(Debug)]
    pub struct Texture(TextureHandle);

    impl Texture {
        /// Create a new texture.
        #[must_use]
        pub fn create<'a>(options: impl Into<TextureCreationOptions<'a>>) -> Self {
            let options = options.into();
            let options = FfiObject::new(&options);

            unsafe {
                Self(TextureHandle::new(lotus_script_sys::textures::create(
                    options.packed(),
                )))
            }
        }

        /// Add an action to the texture. You may want to call the helper methods
        /// instead of this.
        pub fn add_action(&mut self, action: TextureAction) {
            let action = FfiObject::new(&action);

            unsafe { lotus_script_sys::textures::add_action(self.0.id(), action.packed()) }
        }

        /// Draw a rectangle on the texture.
        pub fn draw_rect(&mut self, start: impl Into<UVec2>, end: impl Into<UVec2>, color: Color) {
            self.add_action(TextureAction::DrawRect {
                start: start.into(),
                end: end.into(),
                color,
            });
        }

        /// Clear the texture with a color.
        pub fn clear(&mut self, color: Color) {
            self.add_action(TextureAction::Clear(color));
        }

        /// Read the color of a pixel on the texture.
        #[inline]
        pub fn read_pixel(&self, x: u32, y: u32) -> Color {
            let packed = unsafe { lotus_script_sys::textures::get_pixel(self.0.id(), x, y) };
            packed.into()
        }

        /// Draw multiple pixels on the texture.
        pub fn draw_pixels<P>(&mut self, pixels: &[P])
        where
            P: Into<DrawPixel> + Copy,
        {
            let pixels = pixels.iter().map(|p| (*p).into()).collect();

            self.add_action(TextureAction::DrawPixels(pixels));
        }

        /// Draws another texture on top of this one.
        pub fn draw_texture(&mut self, other: &Texture, options: DrawTextureOpts) {
            self.add_action(TextureAction::DrawScriptTexture {
                handle: other.handle(),
                options,
            });
        }

        /// Call this once for every game-texture you want to apply this to. You can define the name in the content tool.
        pub fn apply_to(&mut self, name: &str) {
            let name = FfiObject::new(&name);
            unsafe { lotus_script_sys::textures::apply_to(self.0.id(), name.packed()) }
        }

        /// Only call this if you need your actions to be applied immediately.
        /// Cause of streaming assets, this method will return false if the actions are not yet applied.
        /// Just call this method again until it returns true.
        pub fn flush(&mut self) -> bool {
            unsafe { lotus_script_sys::textures::flush_actions(self.0.id()) == 1 }
        }

        /// Draws another texture on top of this one.
        pub fn draw_script_texture(&mut self, other: &Texture, options: DrawTextureOpts) {
            self.add_action(TextureAction::DrawScriptTexture {
                handle: other.handle(),
                options,
            });
        }

        /// Draws a text on the texture.
        #[expect(clippy::too_many_arguments)]
        pub fn draw_text(
            &mut self,
            font: ContentId,
            text: impl Into<String>,
            top_left: impl Into<IVec2>,
            letter_spacing: u32,
            full_color: impl Into<Option<Color>>,
            alpha_mode: AlphaMode,
            target_rect: impl Into<Option<Rectangle>>,
        ) {
            self.add_action(TextureAction::DrawText {
                font,
                text: text.into(),
                top_left: top_left.into(),
                letter_spacing,
                full_color: full_color.into(),
                alpha_mode,
                target_rect: target_rect.into(),
            });
        }

        /// Get the handle of the texture.
        pub fn handle(&self) -> TextureHandle {
            self.0
        }

        /// Forget the texture. This means it will not be disposed when the texture is dropped.
        /// Use this only if you want to keep the texture alive without keeping a reference to it.
        pub fn forget(mut self) {
            self.0 = TextureHandle::new(u32::MAX);
        }

        /// Expose the texture to the plugin API under the given name.
        pub fn expose(&self, name: &str) {
            let name = FfiObject::new(&name);
            unsafe { lotus_script_sys::textures::expose(self.0.id(), name.packed()) }
        }
    }

    impl Drop for Texture {
        fn drop(&mut self) {
            if self.0.id() != u32::MAX {
                unsafe { lotus_script_sys::textures::dispose(self.0.id()) }
            }
        }
    }

    pub enum DrawableTexture {
        // TODO: Support content textures.
        // Content(ContentId),
        Script(TextureHandle),
    }

    impl From<&Texture> for DrawableTexture {
        fn from(texture: &Texture) -> Self {
            Self::Script(texture.handle())
        }
    }

    impl From<TextureHandle> for DrawableTexture {
        fn from(handle: TextureHandle) -> Self {
            Self::Script(handle)
        }
    }
}

#[cfg(feature = "internal")]
pub fn fetch_drawable_texture_properties() -> Vec<DrawableTextureProperties> {
    let properties = unsafe { lotus_script_sys::textures::fetch_drawable_texture_properties() };
    FfiObject::from_packed(properties).deserialize()
}