/*
 Copyright (C) 2022 Erik Ogenvik

 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU General Public License as published by
 the Free Software Foundation; either version 2 of the License, or
 (at your option) any later version.

 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 GNU General Public License for more details.

 You should have received a copy of the GNU General Public License
 along with this program; if not, write to the Free Software
 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 */
#include "RegisterLua.h"
#include "components/ogre/terrain/TerrainLayerDefinitionManager.h"
#include "components/ogre/terrain/TerrainLayerDefinition.h"

using namespace Ember::OgreView::Terrain;
using namespace Ember::Lua;

template<>
void registerLua<TerrainLayerDefinitionManager>(sol::table& space) {
	auto terrainLayerDefinition = space.new_usertype<TerrainLayerDefinition>("TerrainLayerDefinition");
	terrainLayerDefinition["mAreaId"] = &TerrainLayerDefinition::mAreaId;
	terrainLayerDefinition["mName"] = &TerrainLayerDefinition::mName;
	terrainLayerDefinition["mDiffuseTextureName"] = &TerrainLayerDefinition::mDiffuseTextureName;
	terrainLayerDefinition["mNormalMapTextureName"] = &TerrainLayerDefinition::mNormalMapTextureName;
	terrainLayerDefinition["mShaderName"] = &TerrainLayerDefinition::mShaderName;
	terrainLayerDefinition["mTileSize"] = &TerrainLayerDefinition::mTileSize;

	auto terrainLayerDefinitionManager = space.new_usertype<TerrainLayerDefinitionManager>("TerrainLayerDefinitionManager", sol::no_constructor);
	terrainLayerDefinitionManager["getSingleton"] = &TerrainLayerDefinitionManager::getSingleton;
	terrainLayerDefinitionManager["getDefinitions"] = &TerrainLayerDefinitionManager::getDefinitions;
	terrainLayerDefinitionManager["getDefinitionForArea"] = &TerrainLayerDefinitionManager::getDefinitionForArea;
	terrainLayerDefinitionManager["getDefinitionForShader"] = &TerrainLayerDefinitionManager::getDefinitionForShader;
}