aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorghassanpl <kronikarz@gmail.com>2016-08-06 20:46:15 +0200
committerghassanpl <kronikarz@gmail.com>2016-08-06 20:46:15 +0200
commit1950085893f16d653f16ec0a0c991678e8c3cf53 (patch)
treee6f4ec40f983f50e427e19a49e7519fa1a51448c
parent82a0fae678a0f4b761bd5369222c956ffe173d31 (diff)
parent306945fe147ea7742880635e77a5c2656f6e1fdc (diff)
downloadraylib-1950085893f16d653f16ec0a0c991678e8c3cf53.tar.gz
raylib-1950085893f16d653f16ec0a0c991678e8c3cf53.zip
Merge branch 'develop' of https://github.com/raysan5/raylib into develop
-rw-r--r--examples/audio_module_playing.lua14
-rw-r--r--examples/core_2d_camera.lua2
-rw-r--r--examples/core_3d_picking.lua8
-rw-r--r--examples/core_world_screen.lua2
-rw-r--r--examples/models_billboard.lua2
-rw-r--r--examples/models_box_collisions.lua2
-rw-r--r--examples/models_cubicmap.lua8
-rw-r--r--examples/models_heightmap.lua2
-rw-r--r--examples/rlua_execute_file.c66
-rw-r--r--examples/shaders_custom_uniform.lua2
-rw-r--r--examples/shaders_model_shader.lua2
-rw-r--r--examples/shaders_postprocessing.lua2
-rw-r--r--examples/shaders_standard_lighting.lua24
-rw-r--r--examples/text_rbmf_fonts.lua2
-rw-r--r--examples/text_writing_anim.lua2
-rw-r--r--examples/textures_particles_trail_blending.lua5
-rw-r--r--examples/textures_raw_data.lua2
-rw-r--r--src/audio.c2
-rw-r--r--src/raylib.h4
-rw-r--r--src/rlgl.h8
-rw-r--r--src/rlua.h4481
21 files changed, 2320 insertions, 2322 deletions
diff --git a/examples/audio_module_playing.lua b/examples/audio_module_playing.lua
index 38cf9afe..3c5ad641 100644
--- a/examples/audio_module_playing.lua
+++ b/examples/audio_module_playing.lua
@@ -11,16 +11,6 @@
MAX_CIRCLES = 64
---[[
-typedef struct { -- TODO: Find a Lua alternative: TABLES?
- Vector2 position
- float radius
- float alpha
- float speed
- Color color
-} CircleWave
---]]
-
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
@@ -78,7 +68,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
circles[i].radius = GetRandomValue(10, 40)
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
- circles[i].color = colors[GetRandomValue(0, 13)]
+ circles[i].color = colors[GetRandomValue(1, 14)]
circles[i].speed = GetRandomValue(1, 100)/20000.0
end
end
@@ -112,7 +102,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
-- Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
- DrawRectangle(20, screenHeight - 20 - 12, timePlayed, 12, MAROON)
+ DrawRectangle(20, screenHeight - 20 - 12, timePlayed//1, 12, MAROON)
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
EndDrawing()
diff --git a/examples/core_2d_camera.lua b/examples/core_2d_camera.lua
index a7c0515a..95302c26 100644
--- a/examples/core_2d_camera.lua
+++ b/examples/core_2d_camera.lua
@@ -91,7 +91,7 @@ while not WindowShouldClose() do -- Detect window close button or
ClearBackground(RAYWHITE)
- Begin2dMode(camera) -- ERROR: Lua Error: attempt to index a number value (?)
+ Begin2dMode(camera)
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY)
diff --git a/examples/core_3d_picking.lua b/examples/core_3d_picking.lua
index 2e1dc7c4..1adee67c 100644
--- a/examples/core_3d_picking.lua
+++ b/examples/core_3d_picking.lua
@@ -41,7 +41,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(camera) -- Update internal camera and our camera
+ camera = UpdateCamera(camera) -- Update internal camera and our camera
if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then
-- NOTE: This function is NOT WORKING properly!
@@ -49,8 +49,10 @@ while not WindowShouldClose() do -- Detect window close button or ESC
-- Check collision between ray and box
collision = CheckCollisionRayBox(ray,
- (BoundingBox)((Vector3)(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
- (Vector3)(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
+ BoundingBox(Vector3(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
+ Vector3(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
+
+ --print("collision check:", collision)
end
---------------------------------------------------------------------------------------
diff --git a/examples/core_world_screen.lua b/examples/core_world_screen.lua
index ebad41f8..51f2cdbf 100644
--- a/examples/core_world_screen.lua
+++ b/examples/core_world_screen.lua
@@ -56,7 +56,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
End3dMode()
- DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y, 20, BLACK)
+ DrawText("Enemy: 100 / 100", cubeScreenPosition.x//1 - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y//1, 20, BLACK)
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))//2, 25, 20, GRAY)
EndDrawing()
diff --git a/examples/models_billboard.lua b/examples/models_billboard.lua
index 25b00510..457198e6 100644
--- a/examples/models_billboard.lua
+++ b/examples/models_billboard.lua
@@ -34,7 +34,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(camera) -- Update internal camera and our camera
+ camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
diff --git a/examples/models_box_collisions.lua b/examples/models_box_collisions.lua
index d8b2e4b5..4a3107b9 100644
--- a/examples/models_box_collisions.lua
+++ b/examples/models_box_collisions.lua
@@ -60,7 +60,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
enemyBoxPos.z - enemyBoxSize.z/2),
Vector3(enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2,
- enemyBoxPos.z + enemyBoxSize.z/2))) then collision = true
+ enemyBoxPos.z + enemyBoxSize.z/2)))) then collision = true
end
-- Check collisions player vs enemy-sphere
diff --git a/examples/models_cubicmap.lua b/examples/models_cubicmap.lua
index 53cb2c12..bae3bac2 100644
--- a/examples/models_cubicmap.lua
+++ b/examples/models_cubicmap.lua
@@ -32,17 +32,17 @@ local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position
UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
-SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
-SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
+SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
+SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
-SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
+SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(camera) -- Update internal camera and our camera
+ camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
diff --git a/examples/models_heightmap.lua b/examples/models_heightmap.lua
index 6d7f6f3f..4240f8b7 100644
--- a/examples/models_heightmap.lua
+++ b/examples/models_heightmap.lua
@@ -37,7 +37,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(camera) -- Update internal camera and our camera
+ camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
diff --git a/examples/rlua_execute_file.c b/examples/rlua_execute_file.c
index 5c2d8654..6050cf14 100644
--- a/examples/rlua_execute_file.c
+++ b/examples/rlua_execute_file.c
@@ -29,8 +29,8 @@ int main()
//--------------------------------------------------------------------------------------
// ExecuteLuaFile("core_basic_window.lua"); // OK!
- // ExecuteLuaFile("core_input_keys.lua"); // OK!
- // ExecuteLuaFile("core_input_mouse.lua"); // OK!
+ // ExecuteLuaFile("core_input_keys.lua"); // OK!
+ // ExecuteLuaFile("core_input_mouse.lua"); // OK!
// ExecuteLuaFile("core_mouse_wheel.lua"); // OK!
// ExecuteLuaFile("core_input_gamepad.lua"); // OK!
// ExecuteLuaFile("core_random_values.lua"); // OK!
@@ -38,13 +38,13 @@ int main()
// ExecuteLuaFile("core_drop_files.lua"); // ERROR: GetDroppedFiles()
// ExecuteLuaFile("core_storage_values.lua"); // OK!
// ExecuteLuaFile("core_gestures_detection.lua"); // OK!
- // ExecuteLuaFile("core_3d_mode.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode()
- // ExecuteLuaFile("core_3d_picking.lua"); // ERROR: Lua Error: attempt to index a number value
- // ExecuteLuaFile("core_3d_camera_free.lua"); // ERROR: Lua Error: attempt to index a number value
- // ExecuteLuaFile("core_3d_camera_first_person.lua"); // ERROR: Lua Error: attempt to index a number value
- // ExecuteLuaFile("core_2d_camera.lua"); // ERROR: Lua Error: attempt to index a number value - Begin2dMode()
- // ExecuteLuaFile("core_world_screen.lua"); // ERROR: Lua Error: attempt to index a number value
- // ExecuteLuaFile("core_oculus_rift.lua"); // ERROR: Lua Error: attempt to index a number value
+ // ExecuteLuaFile("core_3d_mode.lua"); // OK!
+ // ExecuteLuaFile("core_3d_picking.lua"); // ISSUE: CheckCollisionRayBox() returns false despite touching box
+ // ExecuteLuaFile("core_3d_camera_free.lua"); // OK!
+ // ExecuteLuaFile("core_3d_camera_first_person.lua"); // OK!
+ // ExecuteLuaFile("core_2d_camera.lua"); // OK!
+ // ExecuteLuaFile("core_world_screen.lua"); // OK!
+ // ExecuteLuaFile("core_oculus_rift.lua"); // OK!
// ExecuteLuaFile("shapes_logo_raylib.lua"); // OK!
// ExecuteLuaFile("shapes_basic_shapes.lua"); // OK!
// ExecuteLuaFile("shapes_colors_palette.lua"); // OK!
@@ -54,31 +54,31 @@ int main()
// ExecuteLuaFile("textures_rectangle.lua"); // OK!
// ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK!
// ExecuteLuaFile("textures_to_image.lua"); // OK!
- // ExecuteLuaFile("textures_raw_data.lua"); // ERROR: Lua Error: attempt to index a number value
- // ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked
- // ExecuteLuaFile("textures_particles_trail_blending.lua"); // ERROR: Using struct
- // ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
- // ExecuteLuaFile("textures_image_drawing.lua"); // OK!
- // ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
- // ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
- // ExecuteLuaFile("text_rbmf_fonts.lua"); // ERROR: Lua Error: attempt to index a nil value
- // ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
- // ExecuteLuaFile("text_font_select.lua"); // OK!
- // ExecuteLuaFile("text_writing_anim.lua"); // ERROR: SubText()
- // ExecuteLuaFile("models_geometric_shapes.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode(camera)
- // ExecuteLuaFile("models_box_collisions.lua"); //
- // ExecuteLuaFile("models_billboard.lua"); //
- // ExecuteLuaFile("models_obj_loading.lua"); //
- // ExecuteLuaFile("models_heightmap.lua"); //
- // ExecuteLuaFile("models_cubicmap.lua"); //
- // ExecuteLuaFile("shaders_model_shader.lua"); //
- // ExecuteLuaFile("shaders_shapes_textures.lua"); //
- // ExecuteLuaFile("shaders_custom_uniform.lua"); //
- // ExecuteLuaFile("shaders_postprocessing.lua"); //
- // ExecuteLuaFile("shaders_standard_lighting.lua"); //
+ // ExecuteLuaFile("textures_raw_data.lua"); // ERROR: bad argument #2 to 'LoadImageEx' (number expected, got no value)
+ // ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked (not really an issue...)
+ // ExecuteLuaFile("textures_particles_trail_blending.lua"); // OK!
+ // ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
+ // ExecuteLuaFile("textures_image_drawing.lua"); // OK!
+ // ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
+ // ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
+ // ExecuteLuaFile("text_rbmf_fonts.lua"); // OK!
+ // ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
+ // ExecuteLuaFile("text_font_select.lua"); // OK!
+ // ExecuteLuaFile("text_writing_anim.lua"); // OK!
+ // ExecuteLuaFile("models_geometric_shapes.lua"); // OK!
+ // ExecuteLuaFile("models_box_collisions.lua"); // OK!
+ // ExecuteLuaFile("models_billboard.lua"); // OK!
+ // ExecuteLuaFile("models_obj_loading.lua"); // OK!
+ // ExecuteLuaFile("models_heightmap.lua"); // OK!
+ // ExecuteLuaFile("models_cubicmap.lua"); // OK!
+ // ExecuteLuaFile("shaders_model_shader.lua"); // OK!
+ // ExecuteLuaFile("shaders_shapes_textures.lua"); // OK!
+ // ExecuteLuaFile("shaders_custom_uniform.lua"); // ISSUE: SetShaderValue()
+ // ExecuteLuaFile("shaders_postprocessing.lua"); // OK!
+ // ExecuteLuaFile("shaders_standard_lighting.lua"); // ERROR: CreateLight() returns an opaque pointer (fields can not be accessed)
// ExecuteLuaFile("audio_sound_loading.lua"); // OK!
// ExecuteLuaFile("audio_music_stream.lua"); // OK!
- ExecuteLuaFile("audio_module_playing.lua"); // ERROR: Using struct
+ // ExecuteLuaFile("audio_module_playing.lua"); // OK!
ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
// De-Initialization
@@ -86,5 +86,5 @@ int main()
CloseLuaDevice(); // Close Lua device and free resources
//--------------------------------------------------------------------------------------
- return 0;
+ return 0;
} \ No newline at end of file
diff --git a/examples/shaders_custom_uniform.lua b/examples/shaders_custom_uniform.lua
index b4e4d483..fb93adc1 100644
--- a/examples/shaders_custom_uniform.lua
+++ b/examples/shaders_custom_uniform.lua
@@ -66,7 +66,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
-- Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
- UpdateCamera(camera) -- Update internal camera and our camera
+ camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
diff --git a/examples/shaders_model_shader.lua b/examples/shaders_model_shader.lua
index b31c8609..d1436a7e 100644
--- a/examples/shaders_model_shader.lua
+++ b/examples/shaders_model_shader.lua
@@ -50,7 +50,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-pe
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(camera) -- Update internal camera and our camera
+ camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
diff --git a/examples/shaders_postprocessing.lua b/examples/shaders_postprocessing.lua
index 0913fbbd..f20f31ec 100644
--- a/examples/shaders_postprocessing.lua
+++ b/examples/shaders_postprocessing.lua
@@ -52,7 +52,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(camera) -- Update internal camera and our camera
+ camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
diff --git a/examples/shaders_standard_lighting.lua b/examples/shaders_standard_lighting.lua
index 7c354d54..2f3700ff 100644
--- a/examples/shaders_standard_lighting.lua
+++ b/examples/shaders_standard_lighting.lua
@@ -27,9 +27,9 @@ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
-- Define the camera to look into our 3d world
local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
-local position = Vector3(0.0, 0.0, 0.0) -- Set model position
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
+local position = Vector3(0.0, 0.0, 0.0) -- Set model position
local material = LoadStandardMaterial()
@@ -37,30 +37,30 @@ material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load
material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
material.colDiffuse = WHITE
-material.colAmbient = (Color)(0, 0, 10, 255)
+material.colAmbient = Color(0, 0, 10, 255)
material.colSpecular = WHITE
material.glossiness = 50.0
dwarf.material = material -- Apply material to model
-local spotLight = CreateLight(LIGHT_SPOT, (Vector3)(3.0, 5.0, 2.0), (Color)(255, 255, 255, 255))
-spotLight.target = (Vector3)(0.0, 0.0, 0.0)
+local spotLight = CreateLight(LightType.SPOT, Vector3(3.0, 5.0, 2.0), Color(255, 255, 255, 255))
+spotLight.target = Vector3(0.0, 0.0, 0.0)
spotLight.intensity = 2.0
-spotLight.diffuse = (Color)(255, 100, 100, 255)
+spotLight.diffuse = Color(255, 100, 100, 255)
spotLight.coneAngle = 60.0
-local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3)(0.0, -3.0, -3.0), (Color)(255, 255, 255, 255))
-dirLight.target = (Vector3)(1.0, -2.0, -2.0)
+local dirLight = CreateLight(LightType.DIRECTIONAL, Vector3(0.0, -3.0, -3.0), Color(255, 255, 255, 255))
+dirLight.target = Vector3(1.0, -2.0, -2.0)
dirLight.intensity = 2.0
-dirLight.diffuse = (Color)(100, 255, 100, 255)
+dirLight.diffuse = Color(100, 255, 100, 255)
-local pointLight = CreateLight(LIGHT_POINT, (Vector3)(0.0, 4.0, 5.0), (Color)(255, 255, 255, 255))
+local pointLight = CreateLight(LightType.POINT, Vector3(0.0, 4.0, 5.0), Color(255, 255, 255, 255))
pointLight.intensity = 2.0
-pointLight.diffuse = (Color)(100, 100, 255, 255)
+pointLight.diffuse = Color(100, 100, 255, 255)
pointLight.radius = 3.0
-- Setup orbital camera
-SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
+SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
@@ -71,7 +71,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(camera) -- Update internal camera and our camera
+ camera = UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
diff --git a/examples/text_rbmf_fonts.lua b/examples/text_rbmf_fonts.lua
index 0e0e4142..31a733f1 100644
--- a/examples/text_rbmf_fonts.lua
+++ b/examples/text_rbmf_fonts.lua
@@ -47,7 +47,7 @@ local positions = {}
for i = 1, 8 do
positions[i] = Vector2(0, 0)
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2
- positions[i].y = 60 + fonts[i].size + 50*i
+ positions[i].y = 60 + fonts[i].size + 45*(i - 1)
end
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK }
diff --git a/examples/text_writing_anim.lua b/examples/text_writing_anim.lua
index 05195dc4..f4af9f58 100644
--- a/examples/text_writing_anim.lua
+++ b/examples/text_writing_anim.lua
@@ -38,7 +38,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
ClearBackground(RAYWHITE)
- DrawText(string.sub(message, 0, framesCounter/10), 210, 160, 20, MAROON)
+ DrawText(string.sub(message, 0, framesCounter//10), 210, 160, 20, MAROON)
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY)
diff --git a/examples/textures_particles_trail_blending.lua b/examples/textures_particles_trail_blending.lua
index 38036bcf..d2c2518e 100644
--- a/examples/textures_particles_trail_blending.lua
+++ b/examples/textures_particles_trail_blending.lua
@@ -11,7 +11,6 @@
MAX_PARTICLES = 200
--- Particle structure with basic data
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
@@ -56,7 +55,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
mouseTail[i].active = true
mouseTail[i].alpha = 1.0
mouseTail[i].position = GetMousePosition()
- i = MAX_PARTICLES
+ break
end
end
@@ -90,7 +89,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
if (mouseTail[i].active) then
DrawTexturePro(smoke, Rectangle(0, 0, smoke.width, smoke.height),
Rectangle(mouseTail[i].position.x, mouseTail[i].position.y,
- smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size),
+ smoke.width*mouseTail[i].size//1, smoke.height*mouseTail[i].size//1),
Vector2(smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2),
mouseTail[i].rotation, Fade(mouseTail[i].color, mouseTail[i].alpha)) end
end
diff --git a/examples/textures_raw_data.lua b/examples/textures_raw_data.lua
index 16c1c0ad..8a955adf 100644
--- a/examples/textures_raw_data.lua
+++ b/examples/textures_raw_data.lua
@@ -36,7 +36,7 @@ local pixels = {}
for y = 1, height do
for x = 1, width do
- if (((x/32+y/32)/1)%2 == 0) then pixels[y*height + x] = DARKBLUE
+ if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[y*height + x] = DARKBLUE
else pixels[y*height + x] = SKYBLUE end
end
end
diff --git a/src/audio.c b/src/audio.c
index 0896e4ca..32911865 100644
--- a/src/audio.c
+++ b/src/audio.c
@@ -183,6 +183,8 @@ void CloseAudioDevice(void)
alcMakeContextCurrent(NULL);
alcDestroyContext(context);
alcCloseDevice(device);
+
+ TraceLog(INFO, "Audio device closed successfully");
}
// Check if device has been initialized successfully
diff --git a/src/raylib.h b/src/raylib.h
index 1489546a..bbf83ccd 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -909,10 +909,8 @@ void DestroyLight(Light light); // Destroy a
//------------------------------------------------------------------------------------
void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
-void UpdateVrTracking(void); // Update VR tracking (position and orientation)
-void BeginVrDrawing(void); // Begin VR drawing configuration
-void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
+void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
diff --git a/src/rlgl.h b/src/rlgl.h
index 425871a9..bcb7c24f 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -332,6 +332,10 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
+// VR functions exposed to core module but not to raylib users
+void BeginVrDrawing(void); // Begin VR drawing configuration
+void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
+
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
@@ -368,10 +372,8 @@ float *MatrixToFloat(Matrix mat);
void InitVrDevice(int vrDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
-void UpdateVrTracking(void); // Update VR tracking (position and orientation)
-void BeginVrDrawing(void); // Begin VR drawing configuration
-void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
+void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
// Oculus Rift API for direct access the device (no simulator)
diff --git a/src/rlua.h b/src/rlua.h
index 77a51ed5..08ffbca0 100644
--- a/src/rlua.h
+++ b/src/rlua.h
@@ -188,47 +188,47 @@ static Model LuaGetArgument_Model(lua_State* L, int index);
//----------------------------------------------------------------------------------
static void LuaStartEnum(void)
{
- lua_newtable(L);
+ lua_newtable(L);
}
static void LuaSetEnum(const char *name, int value)
{
- lua_pushinteger(L, value);
- lua_setfield(L, -2, name);
+ lua_pushinteger(L, value);
+ lua_setfield(L, -2, name);
}
static void LuaSetEnumColor(const char *name, Color color)
{
- LuaPush_Color(L, color);
- lua_setfield(L, -2, name);
+ LuaPush_Color(L, color);
+ lua_setfield(L, -2, name);
}
static void LuaEndEnum(const char *name)
{
- lua_setglobal(L, name);
+ lua_setglobal(L, name);
}
static void LuaPushOpaque(lua_State* L, void *ptr, size_t size)
{
- void *ud = lua_newuserdata(L, size);
- memcpy(ud, ptr, size);
+ void *ud = lua_newuserdata(L, size);
+ memcpy(ud, ptr, size);
}
static void LuaPushOpaqueWithMetatable(lua_State* L, void *ptr, size_t size, const char *metatable_name)
{
- void *ud = lua_newuserdata(L, size);
- memcpy(ud, ptr, size);
- luaL_setmetatable(L, metatable_name);
+ void *ud = lua_newuserdata(L, size);
+ memcpy(ud, ptr, size);
+ luaL_setmetatable(L, metatable_name);
}
static void* LuaGetArgumentOpaqueType(lua_State* L, int index)
{
- return lua_touserdata(L, index);
+ return lua_touserdata(L, index);
}
static void* LuaGetArgumentOpaqueTypeWithMetatable(lua_State* L, int index, const char *metatable_name)
{
- return luaL_checkudata(L, index, metatable_name);
+ return luaL_checkudata(L, index, metatable_name);
}
//----------------------------------------------------------------------------------
@@ -236,87 +236,87 @@ static void* LuaGetArgumentOpaqueTypeWithMetatable(lua_State* L, int index, cons
//----------------------------------------------------------------------------------
static int LuaIndexImage(lua_State* L)
{
- Image img = LuaGetArgument_Image(L, 1);
- const char *key = luaL_checkstring(L, 2);
- if (!strcmp(key, "width"))
- lua_pushinteger(L, img.width);
- else if (!strcmp(key, "height"))
- lua_pushinteger(L, img.height);
- else if (!strcmp(key, "mipmaps"))
- lua_pushinteger(L, img.mipmaps);
- else if (!strcmp(key, "format"))
- lua_pushinteger(L, img.format);
- else
- return 0;
- return 1;
+ Image img = LuaGetArgument_Image(L, 1);
+ const char *key = luaL_checkstring(L, 2);
+ if (!strcmp(key, "width"))
+ lua_pushinteger(L, img.width);
+ else if (!strcmp(key, "height"))
+ lua_pushinteger(L, img.height);
+ else if (!strcmp(key, "mipmaps"))
+ lua_pushinteger(L, img.mipmaps);
+ else if (!strcmp(key, "format"))
+ lua_pushinteger(L, img.format);
+ else
+ return 0;
+ return 1;
}
static int LuaIndexTexture2D(lua_State* L)
{
- Texture2D img = LuaGetArgument_Texture2D(L, 1);
- const char *key = luaL_checkstring(L, 2);
- if (!strcmp(key, "width"))
- lua_pushinteger(L, img.width);
- else if (!strcmp(key, "height"))
- lua_pushinteger(L, img.height);
- else if (!strcmp(key, "mipmaps"))
- lua_pushinteger(L, img.mipmaps);
- else if (!strcmp(key, "format"))
- lua_pushinteger(L, img.format);
- else
- return 0;
- return 1;
+ Texture2D img = LuaGetArgument_Texture2D(L, 1);
+ const char *key = luaL_checkstring(L, 2);
+ if (!strcmp(key, "width"))
+ lua_pushinteger(L, img.width);
+ else if (!strcmp(key, "height"))
+ lua_pushinteger(L, img.height);
+ else if (!strcmp(key, "mipmaps"))
+ lua_pushinteger(L, img.mipmaps);
+ else if (!strcmp(key, "format"))
+ lua_pushinteger(L, img.format);
+ else
+ return 0;
+ return 1;
}
static int LuaIndexRenderTexture2D(lua_State* L)
{
- RenderTexture2D img = LuaGetArgument_RenderTexture2D(L, 1);
- const char *key = luaL_checkstring(L, 2);
- if (!strcmp(key, "texture"))
- LuaPush_Texture2D(L, img.texture);
- else if (!strcmp(key, "depth"))
- LuaPush_Texture2D(L, img.depth);
- else
- return 0;
- return 1;
+ RenderTexture2D img = LuaGetArgument_RenderTexture2D(L, 1);
+ const char *key = luaL_checkstring(L, 2);
+ if (!strcmp(key, "texture"))
+ LuaPush_Texture2D(L, img.texture);
+ else if (!strcmp(key, "depth"))
+ LuaPush_Texture2D(L, img.depth);
+ else
+ return 0;
+ return 1;
}
static int LuaIndexSpriteFont(lua_State* L)
{
- SpriteFont img = LuaGetArgument_SpriteFont(L, 1);
- const char *key = luaL_checkstring(L, 2);
- if (!strcmp(key, "size"))
- lua_pushinteger(L, img.size);
- else if (!strcmp(key, "texture"))
- LuaPush_Texture2D(L, img.texture);
- else if (!strcmp(key, "numChars"))
- lua_pushinteger(L, img.numChars);
- else
- return 0;
- return 1;
+ SpriteFont img = LuaGetArgument_SpriteFont(L, 1);
+ const char *key = luaL_checkstring(L, 2);
+ if (!strcmp(key, "size"))
+ lua_pushinteger(L, img.size);
+ else if (!strcmp(key, "texture"))
+ LuaPush_Texture2D(L, img.texture);
+ else if (!strcmp(key, "numChars"))
+ lua_pushinteger(L, img.numChars);
+ else
+ return 0;
+ return 1;
}
static void LuaBuildOpaqueMetatables(void)
{
- luaL_newmetatable(L, "Image");
- lua_pushcfunction(L, &LuaIndexImage);
- lua_setfield(L, -2, "__index");
- lua_pop(L, 1);
+ luaL_newmetatable(L, "Image");
+ lua_pushcfunction(L, &LuaIndexImage);
+ lua_setfield(L, -2, "__index");
+ lua_pop(L, 1);
- luaL_newmetatable(L, "Texture2D");
- lua_pushcfunction(L, &LuaIndexTexture2D);
- lua_setfield(L, -2, "__index");
- lua_pop(L, 1);
+ luaL_newmetatable(L, "Texture2D");
+ lua_pushcfunction(L, &LuaIndexTexture2D);
+ lua_setfield(L, -2, "__index");
+ lua_pop(L, 1);
luaL_newmetatable(L, "RenderTexture2D");
- lua_pushcfunction(L, &LuaIndexRenderTexture2D);
- lua_setfield(L, -2, "__index");
- lua_pop(L, 1);
+ lua_pushcfunction(L, &LuaIndexRenderTexture2D);
+ lua_setfield(L, -2, "__index");
+ lua_pop(L, 1);
- luaL_newmetatable(L, "SpriteFont");
- lua_pushcfunction(L, &LuaIndexSpriteFont);
- lua_setfield(L, -2, "__index");
- lua_pop(L, 1);
+ luaL_newmetatable(L, "SpriteFont");
+ lua_pushcfunction(L, &LuaIndexSpriteFont);
+ lua_setfield(L, -2, "__index");
+ lua_pop(L, 1);
}
//----------------------------------------------------------------------------------
@@ -325,180 +325,180 @@ static void LuaBuildOpaqueMetatables(void)
static Vector2 LuaGetArgument_Vector2(lua_State* L, int index)
{
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector2");
- float x = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector2");
- float y = (float)lua_tonumber(L, -1);
- lua_pop(L, 2);
- return (Vector2) { x, y };
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector2");
+ float x = (float)lua_tonumber(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector2");
+ float y = (float)lua_tonumber(L, -1);
+ lua_pop(L, 2);
+ return (Vector2) { x, y };
}
static Vector3 LuaGetArgument_Vector3(lua_State* L, int index)
{
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector3");
- float x = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector3");
- float y = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Vector3");
- float z = (float)lua_tonumber(L, -1);
- lua_pop(L, 3);
- return (Vector3) { x, y, z };
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector3");
+ float x = (float)lua_tonumber(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector3");
+ float y = (float)lua_tonumber(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Vector3");
+ float z = (float)lua_tonumber(L, -1);
+ lua_pop(L, 3);
+ return (Vector3) { x, y, z };
}
static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index)
{
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Quaternion");
- float x = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Quaternion");
- float y = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Quaternion");
- float z = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "w") == LUA_TNUMBER, index, "Expected Quaternion");
- float w = (float)lua_tonumber(L, -1);
- lua_pop(L, 4);
- return (Quaternion) { x, y, z, w };
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Quaternion");
+ float x = (float)lua_tonumber(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Quaternion");
+ float y = (float)lua_tonumber(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Quaternion");
+ float z = (float)lua_tonumber(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "w") == LUA_TNUMBER, index, "Expected Quaternion");
+ float w = (float)lua_tonumber(L, -1);
+ lua_pop(L, 4);
+ return (Quaternion) { x, y, z, w };
}
static Color LuaGetArgument_Color(lua_State* L, int index)
{
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "r") == LUA_TNUMBER, index, "Expected Color");
- unsigned char r = (unsigned char)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "g") == LUA_TNUMBER, index, "Expected Color");
- unsigned char g = (unsigned char)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "b") == LUA_TNUMBER, index, "Expected Color");
- unsigned char b = (unsigned char)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "a") == LUA_TNUMBER, index, "Expected Color");
- unsigned char a = (unsigned char)lua_tointeger(L, -1);
- lua_pop(L, 4);
- return (Color) { r, g, b, a };
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ luaL_argcheck(L, lua_getfield(L, index, "r") == LUA_TNUMBER, index, "Expected Color");
+ unsigned char r = (unsigned char)lua_tointeger(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "g") == LUA_TNUMBER, index, "Expected Color");
+ unsigned char g = (unsigned char)lua_tointeger(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "b") == LUA_TNUMBER, index, "Expected Color");
+ unsigned char b = (unsigned char)lua_tointeger(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "a") == LUA_TNUMBER, index, "Expected Color");
+ unsigned char a = (unsigned char)lua_tointeger(L, -1);
+ lua_pop(L, 4);
+ return (Color) { r, g, b, a };
}
static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index)
{
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Rectangle");
- int x = (int)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Rectangle");
- int y = (int)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "width") == LUA_TNUMBER, index, "Expected Rectangle");
- int w = (int)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "height") == LUA_TNUMBER, index, "Expected Rectangle");
- int h = (int)lua_tointeger(L, -1);
- lua_pop(L, 4);
- return (Rectangle) { x, y, w, h };
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Rectangle");
+ int x = (int)lua_tointeger(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Rectangle");
+ int y = (int)lua_tointeger(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "width") == LUA_TNUMBER, index, "Expected Rectangle");
+ int w = (int)lua_tointeger(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "height") == LUA_TNUMBER, index, "Expected Rectangle");
+ int h = (int)lua_tointeger(L, -1);
+ lua_pop(L, 4);
+ return (Rectangle) { x, y, w, h };
}
static Camera LuaGetArgument_Camera(lua_State* L, int index)
{
- Camera result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Camera");
- result.position = LuaGetArgument_Vector3(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera");
- result.target = LuaGetArgument_Vector3(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "up") == LUA_TTABLE, index, "Expected Camera");
- result.up = LuaGetArgument_Vector3(L, -1);
+ Camera result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Camera");
+ result.position = LuaGetArgument_Vector3(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera");
+ result.target = LuaGetArgument_Vector3(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "up") == LUA_TTABLE, index, "Expected Camera");
+ result.up = LuaGetArgument_Vector3(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "fovy") == LUA_TNUMBER, index, "Expected Camera");
- result.fovy = LuaGetArgument_float(L, -1);
- lua_pop(L, 4);
- return result;
+ result.fovy = LuaGetArgument_float(L, -1);
+ lua_pop(L, 4);
+ return result;
}
static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index)
{
- Camera2D result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "offset") == LUA_TTABLE, index, "Expected Camera2D");
- result.offset = LuaGetArgument_Vector2(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera2D");
- result.target = LuaGetArgument_Vector2(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TNUMBER, index, "Expected Camera2D");
- result.rotation = LuaGetArgument_float(L, -1);
+ Camera2D result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ luaL_argcheck(L, lua_getfield(L, index, "offset") == LUA_TTABLE, index, "Expected Camera2D");
+ result.offset = LuaGetArgument_Vector2(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera2D");
+ result.target = LuaGetArgument_Vector2(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TNUMBER, index, "Expected Camera2D");
+ result.rotation = LuaGetArgument_float(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TNUMBER, index, "Expected Camera2D");
- result.zoom = LuaGetArgument_float(L, -1);
- lua_pop(L, 4);
- return result;
+ result.zoom = LuaGetArgument_float(L, -1);
+ lua_pop(L, 4);
+ return result;
}
static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index)
{
- BoundingBox result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "min") == LUA_TTABLE, index, "Expected BoundingBox");
- result.min = LuaGetArgument_Vector3(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "max") == LUA_TTABLE, index, "Expected BoundingBox");
- result.max = LuaGetArgument_Vector3(L, -1);
- lua_pop(L, 2);
- return result;
+ BoundingBox result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ luaL_argcheck(L, lua_getfield(L, index, "min") == LUA_TTABLE, index, "Expected BoundingBox");
+ result.min = LuaGetArgument_Vector3(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "max") == LUA_TTABLE, index, "Expected BoundingBox");
+ result.max = LuaGetArgument_Vector3(L, -1);
+ lua_pop(L, 2);
+ return result;
}
static Ray LuaGetArgument_Ray(lua_State* L, int index)
{
- Ray result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Ray");
- result.position = LuaGetArgument_Vector3(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "direction") == LUA_TTABLE, index, "Expected Ray");
- result.direction = LuaGetArgument_Vector3(L, -1);
- lua_pop(L, 2);
- return result;
+ Ray result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Ray");
+ result.position = LuaGetArgument_Vector3(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "direction") == LUA_TTABLE, index, "Expected Ray");
+ result.direction = LuaGetArgument_Vector3(L, -1);
+ lua_pop(L, 2);
+ return result;
}
static Matrix LuaGetArgument_Matrix(lua_State* L, int index)
{
- Matrix result = { 0 };
- float* ptr = &result.m0;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ Matrix result = { 0 };
+ float* ptr = &result.m0;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- for (int i = 0; i < 16; i++)
- {
- lua_geti(L, index, i+1);
- ptr[i] = luaL_checknumber(L, -1);
- }
- lua_pop(L, 16);
- return result;
+ for (int i = 0; i < 16; i++)
+ {
+ lua_geti(L, index, i+1);
+ ptr[i] = luaL_checknumber(L, -1);
+ }
+ lua_pop(L, 16);
+ return result;
}
static Material LuaGetArgument_Material(lua_State* L, int index)
{
Material result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "shader") == LUA_TUSERDATA, index, "Expected Material");
- result.shader = LuaGetArgument_Shader(L, -1);
+ result.shader = LuaGetArgument_Shader(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "texDiffuse") == LUA_TUSERDATA, index, "Expected Material");
- result.texDiffuse = LuaGetArgument_Texture2D(L, -1);
+ result.texDiffuse = LuaGetArgument_Texture2D(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "texNormal") == LUA_TUSERDATA, index, "Expected Material");
- result.texNormal = LuaGetArgument_Texture2D(L, -1);
+ result.texNormal = LuaGetArgument_Texture2D(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "texSpecular") == LUA_TUSERDATA, index, "Expected Material");
- result.texSpecular = LuaGetArgument_Texture2D(L, -1);
+ result.texSpecular = LuaGetArgument_Texture2D(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "colDiffuse") == LUA_TTABLE, index, "Expected Material");
- result.colDiffuse = LuaGetArgument_Color(L, -1);
+ result.colDiffuse = LuaGetArgument_Color(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TTABLE, index, "Expected Material");
- result.colAmbient = LuaGetArgument_Color(L, -1);
+ result.colAmbient = LuaGetArgument_Color(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TTABLE, index, "Expected Material");
- result.colSpecular = LuaGetArgument_Color(L, -1);
+ result.colSpecular = LuaGetArgument_Color(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TNUMBER, index, "Expected Material");
- result.glossiness = LuaGetArgument_float(L, -1);
+ result.glossiness = LuaGetArgument_float(L, -1);
lua_pop(L, 8);
return result;
}
static Model LuaGetArgument_Model(lua_State* L, int index)
{
- Model result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "mesh") == LUA_TUSERDATA, index, "Expected Model");
- result.mesh = LuaGetArgument_Mesh(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "transform") == LUA_TTABLE, index, "Expected Model");
- result.transform = LuaGetArgument_Matrix(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "material") == LUA_TTABLE, index, "Expected Model");
- result.material = LuaGetArgument_Material(L, -1);
- lua_pop(L, 3);
- return result;
+ Model result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+ luaL_argcheck(L, lua_getfield(L, index, "mesh") == LUA_TUSERDATA, index, "Expected Model");
+ result.mesh = LuaGetArgument_Mesh(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "transform") == LUA_TTABLE, index, "Expected Model");
+ result.transform = LuaGetArgument_Matrix(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "material") == LUA_TTABLE, index, "Expected Model");
+ result.material = LuaGetArgument_Material(L, -1);
+ lua_pop(L, 3);
+ return result;
}
//----------------------------------------------------------------------------------
@@ -506,149 +506,149 @@ static Model LuaGetArgument_Model(lua_State* L, int index)
//----------------------------------------------------------------------------------
static void LuaPush_Color(lua_State* L, Color color)
{
- lua_createtable(L, 0, 4);
- lua_pushinteger(L, color.r);
- lua_setfield(L, -2, "r");
- lua_pushinteger(L, color.g);
- lua_setfield(L, -2, "g");
- lua_pushinteger(L, color.b);
- lua_setfield(L, -2, "b");
- lua_pushinteger(L, color.a);
- lua_setfield(L, -2, "a");
+ lua_createtable(L, 0, 4);
+ lua_pushinteger(L, color.r);
+ lua_setfield(L, -2, "r");
+ lua_pushinteger(L, color.g);
+ lua_setfield(L, -2, "g");
+ lua_pushinteger(L, color.b);
+ lua_setfield(L, -2, "b");
+ lua_pushinteger(L, color.a);
+ lua_setfield(L, -2, "a");
}
static void LuaPush_Vector2(lua_State* L, Vector2 vec)
{
- lua_createtable(L, 0, 2);
- lua_pushnumber(L, vec.x);
- lua_setfield(L, -2, "x");
- lua_pushnumber(L, vec.y);
- lua_setfield(L, -2, "y");
+ lua_createtable(L, 0, 2);
+ lua_pushnumber(L, vec.x);
+ lua_setfield(L, -2, "x");
+ lua_pushnumber(L, vec.y);
+ lua_setfield(L, -2, "y");
}
static void LuaPush_Vector3(lua_State* L, Vector3 vec)
{
- lua_createtable(L, 0, 3);
- lua_pushnumber(L, vec.x);
- lua_setfield(L, -2, "x");
- lua_pushnumber(L, vec.y);
- lua_setfield(L, -2, "y");
- lua_pushnumber(L, vec.z);
- lua_setfield(L, -2, "z");
+ lua_createtable(L, 0, 3);
+ lua_pushnumber(L, vec.x);
+ lua_setfield(L, -2, "x");
+ lua_pushnumber(L, vec.y);
+ lua_setfield(L, -2, "y");
+ lua_pushnumber(L, vec.z);
+ lua_setfield(L, -2, "z");
}
static void LuaPush_Quaternion(lua_State* L, Quaternion vec)
{
- lua_createtable(L, 0, 4);
- lua_pushnumber(L, vec.x);
- lua_setfield(L, -2, "x");
- lua_pushnumber(L, vec.y);
- lua_setfield(L, -2, "y");
- lua_pushnumber(L, vec.z);
- lua_setfield(L, -2, "z");
- lua_pushnumber(L, vec.w);
- lua_setfield(L, -2, "w");
+ lua_createtable(L, 0, 4);
+ lua_pushnumber(L, vec.x);
+ lua_setfield(L, -2, "x");
+ lua_pushnumber(L, vec.y);
+ lua_setfield(L, -2, "y");
+ lua_pushnumber(L, vec.z);
+ lua_setfield(L, -2, "z");
+ lua_pushnumber(L, vec.w);
+ lua_setfield(L, -2, "w");
}
static void LuaPush_Matrix(lua_State* L, Matrix *matrix)
{
- int i;
- lua_createtable(L, 16, 0);
- float* num = (&matrix->m0);
- for (i = 0; i < 16; i++)
- {
- lua_pushnumber(L, num[i]);
- lua_rawseti(L, -2, i + 1);
- }
+ int i;
+ lua_createtable(L, 16, 0);
+ float* num = (&matrix->m0);
+ for (i = 0; i < 16; i++)
+ {
+ lua_pushnumber(L, num[i]);
+ lua_rawseti(L, -2, i + 1);
+ }
}
static void LuaPush_Rectangle(lua_State* L, Rectangle rect)
{
- lua_createtable(L, 0, 4);
- lua_pushinteger(L, rect.x);
- lua_setfield(L, -2, "x");
- lua_pushinteger(L, rect.y);
- lua_setfield(L, -2, "y");
- lua_pushinteger(L, rect.width);
- lua_setfield(L, -2, "width");
- lua_pushinteger(L, rect.height);
- lua_setfield(L, -2, "height");
+ lua_createtable(L, 0, 4);
+ lua_pushinteger(L, rect.x);
+ lua_setfield(L, -2, "x");
+ lua_pushinteger(L, rect.y);
+ lua_setfield(L, -2, "y");
+ lua_pushinteger(L, rect.width);
+ lua_setfield(L, -2, "width");
+ lua_pushinteger(L, rect.height);
+ lua_setfield(L, -2, "height");
}
static void LuaPush_Ray(lua_State* L, Ray ray)
{
- lua_createtable(L, 0, 2);
- LuaPush_Vector3(L, ray.position);
- lua_setfield(L, -2, "position");
- LuaPush_Vector3(L, ray.direction);
- lua_setfield(L, -2, "direction");
+ lua_createtable(L, 0, 2);
+ LuaPush_Vector3(L, ray.position);
+ lua_setfield(L, -2, "position");
+ LuaPush_Vector3(L, ray.direction);
+ lua_setfield(L, -2, "direction");
}
static void LuaPush_BoundingBox(lua_State* L, BoundingBox bb)
{
- lua_createtable(L, 0, 2);
- LuaPush_Vector3(L, bb.min);
- lua_setfield(L, -2, "min");
- LuaPush_Vector3(L, bb.max);
- lua_setfield(L, -2, "max");
+ lua_createtable(L, 0, 2);
+ LuaPush_Vector3(L, bb.min);
+ lua_setfield(L, -2, "min");
+ LuaPush_Vector3(L, bb.max);
+ lua_setfield(L, -2, "max");
}
static void LuaPush_Camera(lua_State* L, Camera cam)
{
- lua_createtable(L, 0, 4);
- LuaPush_Vector3(L, cam.position);
- lua_setfield(L, -2, "position");
- LuaPush_Vector3(L, cam.target);
- lua_setfield(L, -2, "target");
- LuaPush_Vector3(L, cam.up);
- lua_setfield(L, -2, "up");
+ lua_createtable(L, 0, 4);
+ LuaPush_Vector3(L, cam.position);
+ lua_setfield(L, -2, "position");
+ LuaPush_Vector3(L, cam.target);
+ lua_setfield(L, -2, "target");
+ LuaPush_Vector3(L, cam.up);
+ lua_setfield(L, -2, "up");
lua_pushnumber(L, cam.fovy);
- lua_setfield(L, -2, "fovy");
+ lua_setfield(L, -2, "fovy");
}
static void LuaPush_Camera2D(lua_State* L, Camera2D cam)
{
- lua_createtable(L, 0, 4);
- LuaPush_Vector2(L, cam.offset);
- lua_setfield(L, -2, "offset");
- LuaPush_Vector2(L, cam.target);
- lua_setfield(L, -2, "target");
- lua_pushnumber(L, cam.rotation);
- lua_setfield(L, -2, "rotation");
+ lua_createtable(L, 0, 4);
+ LuaPush_Vector2(L, cam.offset);
+ lua_setfield(L, -2, "offset");
+ LuaPush_Vector2(L, cam.target);
+ lua_setfield(L, -2, "target");
+ lua_pushnumber(L, cam.rotation);
+ lua_setfield(L, -2, "rotation");
lua_pushnumber(L, cam.zoom);
- lua_setfield(L, -2, "zoom");
+ lua_setfield(L, -2, "zoom");
}
static void LuaPush_Material(lua_State* L, Material mat)
{
- lua_createtable(L, 0, 8);
- LuaPush_Shader(L, mat.shader);
- lua_setfield(L, -2, "shader");
- LuaPush_Texture2D(L, mat.texDiffuse);
- lua_setfield(L, -2, "texDiffuse");
- LuaPush_Texture2D(L, mat.texNormal);
- lua_setfield(L, -2, "texNormal");
+ lua_createtable(L, 0, 8);
+ LuaPush_Shader(L, mat.shader);
+ lua_setfield(L, -2, "shader");
+ LuaPush_Texture2D(L, mat.texDiffuse);
+ lua_setfield(L, -2, "texDiffuse");
+ LuaPush_Texture2D(L, mat.texNormal);
+ lua_setfield(L, -2, "texNormal");
LuaPush_Texture2D(L, mat.texSpecular);
- lua_setfield(L, -2, "texSpecular");
+ lua_setfield(L, -2, "texSpecular");
LuaPush_Color(L, mat.colDiffuse);
- lua_setfield(L, -2, "colDiffuse");
+ lua_setfield(L, -2, "colDiffuse");
LuaPush_Color(L, mat.colAmbient);
- lua_setfield(L, -2, "colAmbient");
+ lua_setfield(L, -2, "colAmbient");
LuaPush_Color(L, mat.colSpecular);
- lua_setfield(L, -2, "colSpecular");
+ lua_setfield(L, -2, "colSpecular");
lua_pushnumber(L, mat.glossiness);
- lua_setfield(L, -2, "glossiness");
+ lua_setfield(L, -2, "glossiness");
}
static void LuaPush_Model(lua_State* L, Model mdl)
{
- lua_createtable(L, 0, 4);
- LuaPush_Mesh(L, mdl.mesh);
- lua_setfield(L, -2, "mesh");
- LuaPush_Matrix(L, &mdl.transform);
- lua_setfield(L, -2, "transform");
- LuaPush_Material(L, mdl.material);
- lua_setfield(L, -2, "material");
+ lua_createtable(L, 0, 4);
+ LuaPush_Mesh(L, mdl.mesh);
+ lua_setfield(L, -2, "mesh");
+ LuaPush_Matrix(L, &mdl.transform);
+ lua_setfield(L, -2, "transform");
+ LuaPush_Material(L, mdl.material);
+ lua_setfield(L, -2, "material");
}
//----------------------------------------------------------------------------------
@@ -656,95 +656,95 @@ static void LuaPush_Model(lua_State* L, Model mdl)
//----------------------------------------------------------------------------------
static int lua_Color(lua_State* L)
{
- LuaPush_Color(L, (Color) { (unsigned char)luaL_checkinteger(L, 1), (unsigned char)luaL_checkinteger(L, 2), (unsigned char)luaL_checkinteger(L, 3), (unsigned char)luaL_checkinteger(L, 4) });
- return 1;
+ LuaPush_Color(L, (Color) { (unsigned char)luaL_checkinteger(L, 1), (unsigned char)luaL_checkinteger(L, 2), (unsigned char)luaL_checkinteger(L, 3), (unsigned char)luaL_checkinteger(L, 4) });
+ return 1;
}
static int lua_Vector2(lua_State* L)
{
- LuaPush_Vector2(L, (Vector2) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2) });
- return 1;
+ LuaPush_Vector2(L, (Vector2) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2) });
+ return 1;
}
static int lua_Vector3(lua_State* L)
{
- LuaPush_Vector3(L, (Vector3) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3) });
- return 1;
+ LuaPush_Vector3(L, (Vector3) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3) });
+ return 1;
}
static int lua_Quaternion(lua_State* L)
{
- LuaPush_Quaternion(L, (Quaternion) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4) });
- return 1;
+ LuaPush_Quaternion(L, (Quaternion) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4) });
+ return 1;
}
/*
static int lua_Matrix(lua_State* L)
{
- LuaPush_Matrix(L, (Matrix) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4),
+ LuaPush_Matrix(L, (Matrix) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4),
(float)luaL_checknumber(L, 5), (float)luaL_checknumber(L, 6), (float)luaL_checknumber(L, 7), (float)luaL_checknumber(L, 8),
(float)luaL_checknumber(L, 9), (float)luaL_checknumber(L, 10), (float)luaL_checknumber(L, 11), (float)luaL_checknumber(L, 12),
(float)luaL_checknumber(L, 13), (float)luaL_checknumber(L, 14), (float)luaL_checknumber(L, 15), (float)luaL_checknumber(L, 16) });
- return 1;
+ return 1;
}
*/
static int lua_Rectangle(lua_State* L)
{
- LuaPush_Rectangle(L, (Rectangle) { (int)luaL_checkinteger(L, 1), (int)luaL_checkinteger(L, 2), (int)luaL_checkinteger(L, 3), (int)luaL_checkinteger(L, 4) });
- return 1;
+ LuaPush_Rectangle(L, (Rectangle) { (int)luaL_checkinteger(L, 1), (int)luaL_checkinteger(L, 2), (int)luaL_checkinteger(L, 3), (int)luaL_checkinteger(L, 4) });
+ return 1;
}
static int lua_Ray(lua_State* L)
{
- Vector2 pos = LuaGetArgument_Vector2(L, 1);
- Vector2 dir = LuaGetArgument_Vector2(L, 2);
- LuaPush_Ray(L, (Ray) { { pos.x, pos.y }, { dir.x, dir.y } });
- return 1;
+ Vector2 pos = LuaGetArgument_Vector2(L, 1);
+ Vector2 dir = LuaGetArgument_Vector2(L, 2);
+ LuaPush_Ray(L, (Ray) { { pos.x, pos.y }, { dir.x, dir.y } });
+ return 1;
}
static int lua_BoundingBox(lua_State* L)
{
- Vector3 min = LuaGetArgument_Vector3(L, 1);
- Vector3 max = LuaGetArgument_Vector3(L, 2);
- LuaPush_BoundingBox(L, (BoundingBox) { { min.x, min.y }, { max.x, max.y } });
- return 1;
+ Vector3 min = LuaGetArgument_Vector3(L, 1);
+ Vector3 max = LuaGetArgument_Vector3(L, 2);
+ LuaPush_BoundingBox(L, (BoundingBox) { { min.x, min.y }, { max.x, max.y } });
+ return 1;
}
static int lua_Camera(lua_State* L)
{
- Vector3 pos = LuaGetArgument_Vector3(L, 1);
- Vector3 tar = LuaGetArgument_Vector3(L, 2);
- Vector3 up = LuaGetArgument_Vector3(L, 3);
+ Vector3 pos = LuaGetArgument_Vector3(L, 1);
+ Vector3 tar = LuaGetArgument_Vector3(L, 2);
+ Vector3 up = LuaGetArgument_Vector3(L, 3);
//float fovy = LuaGetArgument_float(L, 4); // ???
- LuaPush_Camera(L, (Camera) { { pos.x, pos.y, pos.z }, { tar.x, tar.y, tar.z }, { up.x, up.y, up.z }, (float)luaL_checknumber(L, 4) });
- return 1;
+ LuaPush_Camera(L, (Camera) { { pos.x, pos.y, pos.z }, { tar.x, tar.y, tar.z }, { up.x, up.y, up.z }, (float)luaL_checknumber(L, 4) });
+ return 1;
}
static int lua_Camera2D(lua_State* L)
{
- Vector2 off = LuaGetArgument_Vector2(L, 1);
- Vector2 tar = LuaGetArgument_Vector2(L, 2);
- float rot = LuaGetArgument_float(L, 3);
+ Vector2 off = LuaGetArgument_Vector2(L, 1);
+ Vector2 tar = LuaGetArgument_Vector2(L, 2);
+ float rot = LuaGetArgument_float(L, 3);
float zoom = LuaGetArgument_float(L, 4);
- LuaPush_Camera2D(L, (Camera2D) { { off.x, off.y }, { tar.x, tar.y }, rot, zoom });
- return 1;
+ LuaPush_Camera2D(L, (Camera2D) { { off.x, off.y }, { tar.x, tar.y }, rot, zoom });
+ return 1;
}
/*
// NOTE: does it make sense to have this constructor? Probably not...
static int lua_Material(lua_State* L)
{
- Shader sdr = LuaGetArgument_Shader(L, 1);
- Texture2D td = LuaGetArgument_Texture2D(L, 2);
- Texture2D tn = LuaGetArgument_Texture2D(L, 3);
- Texture2D ts = LuaGetArgument_Texture2D(L, 4);
- Color cd = LuaGetArgument_Color(L, 5);
- Color ca = LuaGetArgument_Color(L, 6);
- Color cs = LuaGetArgument_Color(L, 7);
+ Shader sdr = LuaGetArgument_Shader(L, 1);
+ Texture2D td = LuaGetArgument_Texture2D(L, 2);
+ Texture2D tn = LuaGetArgument_Texture2D(L, 3);
+ Texture2D ts = LuaGetArgument_Texture2D(L, 4);
+ Color cd = LuaGetArgument_Color(L, 5);
+ Color ca = LuaGetArgument_Color(L, 6);
+ Color cs = LuaGetArgument_Color(L, 7);
float gloss = LuaGetArgument_float(L, 8);
- LuaPush_Material(L, (Material) { sdr, td, tn, ts cd, ca, cs, gloss });
- return 1;
+ LuaPush_Material(L, (Material) { sdr, td, tn, ts cd, ca, cs, gloss });
+ return 1;
}
*/
@@ -757,166 +757,166 @@ static int lua_Material(lua_State* L)
//------------------------------------------------------------------------------------
int lua_InitWindow(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- const char * arg3 = LuaGetArgument_string(L, 3);
- InitWindow(arg1, arg2, arg3);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ const char * arg3 = LuaGetArgument_string(L, 3);
+ InitWindow(arg1, arg2, arg3);
+ return 0;
}
int lua_CloseWindow(lua_State* L)
{
- CloseWindow();
- return 0;
+ CloseWindow();
+ return 0;
}
int lua_WindowShouldClose(lua_State* L)
{
- bool result = WindowShouldClose();
- lua_pushboolean(L, result);
- return 1;
+ bool result = WindowShouldClose();
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsWindowMinimized(lua_State* L)
{
- bool result = IsWindowMinimized();
- lua_pushboolean(L, result);
- return 1;
+ bool result = IsWindowMinimized();
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_ToggleFullscreen(lua_State* L)
{
- ToggleFullscreen();
- return 0;
+ ToggleFullscreen();
+ return 0;
}
int lua_GetScreenWidth(lua_State* L)
{
- int result = GetScreenWidth();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetScreenWidth();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_GetScreenHeight(lua_State* L)
{
- int result = GetScreenHeight();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetScreenHeight();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_ShowCursor(lua_State* L)
{
- ShowCursor();
- return 0;
+ ShowCursor();
+ return 0;
}
int lua_HideCursor(lua_State* L)
{
- HideCursor();
- return 0;
+ HideCursor();
+ return 0;
}
int lua_IsCursorHidden(lua_State* L)
{
- bool result = IsCursorHidden();
- lua_pushboolean(L, result);
- return 1;
+ bool result = IsCursorHidden();
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_EnableCursor(lua_State* L)
{
- EnableCursor();
- return 0;
+ EnableCursor();
+ return 0;
}
int lua_DisableCursor(lua_State* L)
{
- DisableCursor();
- return 0;
+ DisableCursor();
+ return 0;
}
int lua_ClearBackground(lua_State* L)
{
- Color arg1 = LuaGetArgument_Color(L, 1);
- ClearBackground(arg1);
- return 0;
+ Color arg1 = LuaGetArgument_Color(L, 1);
+ ClearBackground(arg1);
+ return 0;
}
int lua_BeginDrawing(lua_State* L)
{
- BeginDrawing();
- return 0;
+ BeginDrawing();
+ return 0;
}
int lua_EndDrawing(lua_State* L)
{
- EndDrawing();
- return 0;
+ EndDrawing();
+ return 0;
}
int lua_Begin2dMode(lua_State* L)
{
- Camera2D arg1 = LuaGetArgument_Camera2D(L, 1);
- Begin2dMode(arg1);
- return 0;
+ Camera2D arg1 = LuaGetArgument_Camera2D(L, 1);
+ Begin2dMode(arg1);
+ return 0;
}
int lua_End2dMode(lua_State* L)
{
- End2dMode();
- return 0;
+ End2dMode();
+ return 0;
}
int lua_Begin3dMode(lua_State* L)
{
- Camera arg1 = LuaGetArgument_Camera(L, 1);
- Begin3dMode(arg1);
- return 0;
+ Camera arg1 = LuaGetArgument_Camera(L, 1);
+ Begin3dMode(arg1);
+ return 0;
}
int lua_End3dMode(lua_State* L)
{
- End3dMode();
- return 0;
+ End3dMode();
+ return 0;
}
int lua_BeginTextureMode(lua_State* L)
{
- RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1);
- BeginTextureMode(arg1);
- return 0;
+ RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1);
+ BeginTextureMode(arg1);
+ return 0;
}
int lua_EndTextureMode(lua_State* L)
{
- EndTextureMode();
- return 0;
+ EndTextureMode();
+ return 0;
}
int lua_GetMouseRay(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- Camera arg2 = LuaGetArgument_Camera(L, 2);
- Ray result = GetMouseRay(arg1, arg2);
- LuaPush_Ray(L, result);
- return 1;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ Camera arg2 = LuaGetArgument_Camera(L, 2);
+ Ray result = GetMouseRay(arg1, arg2);
+ LuaPush_Ray(L, result);
+ return 1;
}
int lua_GetWorldToScreen(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Camera arg2 = LuaGetArgument_Camera(L, 2);
- Vector2 result = GetWorldToScreen(arg1, arg2);
- LuaPush_Vector2(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Camera arg2 = LuaGetArgument_Camera(L, 2);
+ Vector2 result = GetWorldToScreen(arg1, arg2);
+ LuaPush_Vector2(L, result);
+ return 1;
}
int lua_GetCameraMatrix(lua_State* L)
{
- Camera arg1 = LuaGetArgument_Camera(L, 1);
- Matrix result = GetCameraMatrix(arg1);
- LuaPush_Matrix(L, &result);
- return 1;
+ Camera arg1 = LuaGetArgument_Camera(L, 1);
+ Matrix result = GetCameraMatrix(arg1);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
#if defined(PLATFORM_WEB)
@@ -925,167 +925,167 @@ static int LuaDrawLoopFunc;
static void LuaDrawLoop()
{
- lua_rawgeti(L, LUA_REGISTRYINDEX, LuaDrawLoopFunc);
- lua_call(L, 0, 0);
+ lua_rawgeti(L, LUA_REGISTRYINDEX, LuaDrawLoopFunc);
+ lua_call(L, 0, 0);
}
int lua_SetDrawingLoop(lua_State* L)
{
- luaL_argcheck(L, lua_isfunction(L, 1), 1, "Loop function expected");
- lua_pushvalue(L, 1);
- LuaDrawLoopFunc = luaL_ref(L, LUA_REGISTRYINDEX);
- SetDrawingLoop(&LuaDrawLoop);
- return 0;
+ luaL_argcheck(L, lua_isfunction(L, 1), 1, "Loop function expected");
+ lua_pushvalue(L, 1);
+ LuaDrawLoopFunc = luaL_ref(L, LUA_REGISTRYINDEX);
+ SetDrawingLoop(&LuaDrawLoop);
+ return 0;
}
#else
int lua_SetTargetFPS(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- SetTargetFPS(arg1);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ SetTargetFPS(arg1);
+ return 0;
}
#endif
int lua_GetFPS(lua_State* L)
{
- float result = GetFPS();
- lua_pushnumber(L, result);
- return 1;
+ float result = GetFPS();
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_GetFrameTime(lua_State* L)
{
- float result = GetFrameTime();
- lua_pushnumber(L, result);
- return 1;
+ float result = GetFrameTime();
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_GetColor(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- Color result = GetColor(arg1);
- LuaPush_Color(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ Color result = GetColor(arg1);
+ LuaPush_Color(L, result);
+ return 1;
}
int lua_GetHexValue(lua_State* L)
{
- Color arg1 = LuaGetArgument_Color(L, 1);
- int result = GetHexValue(arg1);
- lua_pushinteger(L, result);
- return 1;
+ Color arg1 = LuaGetArgument_Color(L, 1);
+ int result = GetHexValue(arg1);
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_ColorToFloat(lua_State* L)
{
- Color arg1 = LuaGetArgument_Color(L, 1);
- float * result = ColorToFloat(arg1);
- lua_createtable(L, 4, 0);
- for (int i = 0; i < 4; i++)
- {
- lua_pushnumber(L, result[i]);
- lua_rawseti(L, -2, i + 1);
- }
- free(result);
- return 1;
+ Color arg1 = LuaGetArgument_Color(L, 1);
+ float * result = ColorToFloat(arg1);
+ lua_createtable(L, 4, 0);
+ for (int i = 0; i < 4; i++)
+ {
+ lua_pushnumber(L, result[i]);
+ lua_rawseti(L, -2, i + 1);
+ }
+ free(result);
+ return 1;
}
int lua_VectorToFloat(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float * result = VectorToFloat(arg1);
- lua_createtable(L, 3, 0);
- for (int i = 0; i < 3; i++)
- {
- lua_pushnumber(L, result[i]);
- lua_rawseti(L, -2, i + 1);
- }
- free(result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float * result = VectorToFloat(arg1);
+ lua_createtable(L, 3, 0);
+ for (int i = 0; i < 3; i++)
+ {
+ lua_pushnumber(L, result[i]);
+ lua_rawseti(L, -2, i + 1);
+ }
+ free(result);
+ return 1;
}
int lua_MatrixToFloat(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- float * result = MatrixToFloat(arg1);
- lua_createtable(L, 16, 0);
- for (int i = 0; i < 16; i++)
- {
- lua_pushnumber(L, result[i]);
- lua_rawseti(L, -2, i + 1);
- }
- free(result);
- return 1;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ float * result = MatrixToFloat(arg1);
+ lua_createtable(L, 16, 0);
+ for (int i = 0; i < 16; i++)
+ {
+ lua_pushnumber(L, result[i]);
+ lua_rawseti(L, -2, i + 1);
+ }
+ free(result);
+ return 1;
}
int lua_GetRandomValue(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int result = GetRandomValue(arg1, arg2);
- lua_pushinteger(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int result = GetRandomValue(arg1, arg2);
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_Fade(lua_State* L)
{
- Color arg1 = LuaGetArgument_Color(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- Color result = Fade(arg1, arg2);
- LuaPush_Color(L, result);
- return 1;
+ Color arg1 = LuaGetArgument_Color(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ Color result = Fade(arg1, arg2);
+ LuaPush_Color(L, result);
+ return 1;
}
int lua_SetConfigFlags(lua_State* L)
{
- char arg1 = LuaGetArgument_char(L, 1);
- SetConfigFlags(arg1);
- return 0;
+ char arg1 = LuaGetArgument_char(L, 1);
+ SetConfigFlags(arg1);
+ return 0;
}
int lua_ShowLogo(lua_State* L)
{
- ShowLogo();
- return 0;
+ ShowLogo();
+ return 0;
}
int lua_IsFileDropped(lua_State* L)
{
- bool result = IsFileDropped();
- lua_pushboolean(L, result);
- return 1;
+ bool result = IsFileDropped();
+ lua_pushboolean(L, result);
+ return 1;
}
/*
int lua_*GetDroppedFiles(lua_State* L)
{
- int * arg1 = LuaGetArgument_int *(L, 1);
- //char * result = *GetDroppedFiles(arg1);
- LuaPush_//char *(L, result);
- return 1;
+ int * arg1 = LuaGetArgument_int *(L, 1);
+ //char * result = *GetDroppedFiles(arg1);
+ LuaPush_//char *(L, result);
+ return 1;
}
*/
int lua_ClearDroppedFiles(lua_State* L)
{
- ClearDroppedFiles();
- return 0;
+ ClearDroppedFiles();
+ return 0;
}
int lua_StorageSaveValue(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- StorageSaveValue(arg1, arg2);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ StorageSaveValue(arg1, arg2);
+ return 0;
}
int lua_StorageLoadValue(lua_State* L)
{
int arg1 = LuaGetArgument_int(L, 1);
- int result = StorageLoadValue(arg1);
- lua_pushinteger(L, result);
- return 1;
+ int result = StorageLoadValue(arg1);
+ lua_pushinteger(L, result);
+ return 1;
}
//------------------------------------------------------------------------------------
@@ -1094,217 +1094,217 @@ int lua_StorageLoadValue(lua_State* L)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
int lua_IsKeyPressed(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsKeyPressed(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsKeyPressed(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsKeyDown(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsKeyDown(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsKeyDown(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsKeyReleased(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsKeyReleased(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsKeyReleased(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsKeyUp(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsKeyUp(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsKeyUp(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_GetKeyPressed(lua_State* L)
{
- int result = GetKeyPressed();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetKeyPressed();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_SetExitKey(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- SetExitKey(arg1);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ SetExitKey(arg1);
+ return 0;
}
int lua_IsGamepadAvailable(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsGamepadAvailable(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsGamepadAvailable(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_GetGamepadAxisMovement(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- float result = GetGamepadAxisMovement(arg1, arg2);
- lua_pushnumber(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ float result = GetGamepadAxisMovement(arg1, arg2);
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_IsGamepadButtonPressed(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- bool result = IsGamepadButtonPressed(arg1, arg2);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ bool result = IsGamepadButtonPressed(arg1, arg2);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsGamepadButtonDown(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- bool result = IsGamepadButtonDown(arg1, arg2);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ bool result = IsGamepadButtonDown(arg1, arg2);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsGamepadButtonReleased(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- bool result = IsGamepadButtonReleased(arg1, arg2);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ bool result = IsGamepadButtonReleased(arg1, arg2);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsGamepadButtonUp(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- bool result = IsGamepadButtonUp(arg1, arg2);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ bool result = IsGamepadButtonUp(arg1, arg2);
+ lua_pushboolean(L, result);
+ return 1;
}
#endif
int lua_IsMouseButtonPressed(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsMouseButtonPressed(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsMouseButtonPressed(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsMouseButtonDown(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsMouseButtonDown(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsMouseButtonDown(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsMouseButtonReleased(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsMouseButtonReleased(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsMouseButtonReleased(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsMouseButtonUp(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsMouseButtonUp(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsMouseButtonUp(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_GetMouseX(lua_State* L)
{
- int result = GetMouseX();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetMouseX();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_GetMouseY(lua_State* L)
{
- int result = GetMouseY();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetMouseY();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_GetMousePosition(lua_State* L)
{
- Vector2 result = GetMousePosition();
- LuaPush_Vector2(L, result);
- return 1;
+ Vector2 result = GetMousePosition();
+ LuaPush_Vector2(L, result);
+ return 1;
}
int lua_SetMousePosition(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- SetMousePosition(arg1);
- return 0;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ SetMousePosition(arg1);
+ return 0;
}
int lua_GetMouseWheelMove(lua_State* L)
{
- int result = GetMouseWheelMove();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetMouseWheelMove();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_GetTouchX(lua_State* L)
{
- int result = GetTouchX();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetTouchX();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_GetTouchY(lua_State* L)
{
- int result = GetTouchY();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetTouchY();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_GetTouchPosition(lua_State* L)
{
int arg1 = LuaGetArgument_int(L, 1);
- Vector2 result = GetTouchPosition(arg1);
- LuaPush_Vector2(L, result);
- return 1;
+ Vector2 result = GetTouchPosition(arg1);
+ LuaPush_Vector2(L, result);
+ return 1;
}
#if defined(PLATFORM_ANDROID)
int lua_IsButtonPressed(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsButtonPressed(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsButtonPressed(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsButtonDown(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsButtonDown(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsButtonDown(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_IsButtonReleased(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsButtonReleased(arg1);
- lua_pushboolean(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ bool result = IsButtonReleased(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
#endif
@@ -1313,66 +1313,66 @@ int lua_IsButtonReleased(lua_State* L)
//------------------------------------------------------------------------------------
int lua_SetGesturesEnabled(lua_State* L)
{
- unsigned arg1 = LuaGetArgument_unsigned(L, 1);
- SetGesturesEnabled(arg1);
- return 0;
+ unsigned arg1 = LuaGetArgument_unsigned(L, 1);
+ SetGesturesEnabled(arg1);
+ return 0;
}
int lua_IsGestureDetected(lua_State* L)
{
int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsGestureDetected(arg1);
- lua_pushboolean(L, result);
- return 1;
+ bool result = IsGestureDetected(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_GetTouchPointsCount(lua_State* L)
{
- int result = GetTouchPointsCount();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetTouchPointsCount();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_GetGestureDetected(lua_State* L)
{
- int result = GetGestureDetected();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetGestureDetected();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_GetGestureHoldDuration(lua_State* L)
{
- int result = GetGestureHoldDuration();
- lua_pushinteger(L, result);
- return 1;
+ int result = GetGestureHoldDuration();
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_GetGestureDragVector(lua_State* L)
{
- Vector2 result = GetGestureDragVector();
- LuaPush_Vector2(L, result);
- return 1;
+ Vector2 result = GetGestureDragVector();
+ LuaPush_Vector2(L, result);
+ return 1;
}
int lua_GetGestureDragAngle(lua_State* L)
{
- float result = GetGestureDragAngle();
- lua_pushnumber(L, result);
- return 1;
+ float result = GetGestureDragAngle();
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_GetGesturePinchVector(lua_State* L)
{
- Vector2 result = GetGesturePinchVector();
- LuaPush_Vector2(L, result);
- return 1;
+ Vector2 result = GetGesturePinchVector();
+ LuaPush_Vector2(L, result);
+ return 1;
}
int lua_GetGesturePinchAngle(lua_State* L)
{
- float result = GetGesturePinchAngle();
- lua_pushnumber(L, result);
- return 1;
+ float result = GetGesturePinchAngle();
+ lua_pushnumber(L, result);
+ return 1;
}
//------------------------------------------------------------------------------------
@@ -1380,88 +1380,88 @@ int lua_GetGesturePinchAngle(lua_State* L)
//------------------------------------------------------------------------------------
int lua_SetCameraMode(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- SetCameraMode(arg1);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ SetCameraMode(arg1);
+ return 0;
}
int lua_UpdateCamera(lua_State* L)
{
- Camera arg1 = LuaGetArgument_Camera(L, 1);
- UpdateCamera(&arg1);
- LuaPush_Camera(L, arg1);
- return 1;
+ Camera arg1 = LuaGetArgument_Camera(L, 1);
+ UpdateCamera(&arg1);
+ LuaPush_Camera(L, arg1);
+ return 1;
}
int lua_UpdateCameraPlayer(lua_State* L)
{
- Camera arg1 = LuaGetArgument_Camera(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- UpdateCameraPlayer(&arg1, &arg2);
- LuaPush_Camera(L, arg1);
- LuaPush_Vector3(L, arg2);
- return 2;
+ Camera arg1 = LuaGetArgument_Camera(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ UpdateCameraPlayer(&arg1, &arg2);
+ LuaPush_Camera(L, arg1);
+ LuaPush_Vector3(L, arg2);
+ return 2;
}
int lua_SetCameraPosition(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- SetCameraPosition(arg1);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ SetCameraPosition(arg1);
+ return 0;
}
int lua_SetCameraTarget(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- SetCameraTarget(arg1);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ SetCameraTarget(arg1);
+ return 0;
}
int lua_SetCameraFovy(lua_State* L)
{
- float arg1 = LuaGetArgument_float(L, 1);
- SetCameraFovy(arg1);
- return 0;
+ float arg1 = LuaGetArgument_float(L, 1);
+ SetCameraFovy(arg1);
+ return 0;
}
int lua_SetCameraPanControl(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- SetCameraPanControl(arg1);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ SetCameraPanControl(arg1);
+ return 0;
}
int lua_SetCameraAltControl(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- SetCameraAltControl(arg1);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ SetCameraAltControl(arg1);
+ return 0;
}
int lua_SetCameraSmoothZoomControl(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- SetCameraSmoothZoomControl(arg1);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ SetCameraSmoothZoomControl(arg1);
+ return 0;
}
int lua_SetCameraMoveControls(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- int arg5 = LuaGetArgument_int(L, 5);
- int arg6 = LuaGetArgument_int(L, 6);
- SetCameraMoveControls(arg1, arg2, arg3, arg4, arg5, arg6);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ int arg5 = LuaGetArgument_int(L, 5);
+ int arg6 = LuaGetArgument_int(L, 6);
+ SetCameraMoveControls(arg1, arg2, arg3, arg4, arg5, arg6);
+ return 0;
}
int lua_SetCameraMouseSensitivity(lua_State* L)
{
- float arg1 = LuaGetArgument_float(L, 1);
- SetCameraMouseSensitivity(arg1);
- return 0;
+ float arg1 = LuaGetArgument_float(L, 1);
+ SetCameraMouseSensitivity(arg1);
+ return 0;
}
//------------------------------------------------------------------------------------
@@ -1469,274 +1469,274 @@ int lua_SetCameraMouseSensitivity(lua_State* L)
//------------------------------------------------------------------------------------
int lua_DrawPixel(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- DrawPixel(arg1, arg2, arg3);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ DrawPixel(arg1, arg2, arg3);
+ return 0;
}
int lua_DrawPixelV(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- Color arg2 = LuaGetArgument_Color(L, 2);
- DrawPixelV(arg1, arg2);
- return 0;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ Color arg2 = LuaGetArgument_Color(L, 2);
+ DrawPixelV(arg1, arg2);
+ return 0;
}
int lua_DrawLine(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawLine(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawLine(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawLineV(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- DrawLineV(arg1, arg2, arg3);
- return 0;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ DrawLineV(arg1, arg2, arg3);
+ return 0;
}
int lua_DrawCircle(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- Color arg4 = LuaGetArgument_Color(L, 4);
- DrawCircle(arg1, arg2, arg3, arg4);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ Color arg4 = LuaGetArgument_Color(L, 4);
+ DrawCircle(arg1, arg2, arg3, arg4);
+ return 0;
}
int lua_DrawCircleGradient(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- Color arg4 = LuaGetArgument_Color(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawCircleGradient(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ Color arg4 = LuaGetArgument_Color(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawCircleGradient(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawCircleV(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- DrawCircleV(arg1, arg2, arg3);
- return 0;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ DrawCircleV(arg1, arg2, arg3);
+ return 0;
}
int lua_DrawCircleLines(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- Color arg4 = LuaGetArgument_Color(L, 4);
- DrawCircleLines(arg1, arg2, arg3, arg4);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ Color arg4 = LuaGetArgument_Color(L, 4);
+ DrawCircleLines(arg1, arg2, arg3, arg4);
+ return 0;
}
int lua_DrawRectangle(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawRectangle(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawRectangle(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawRectangleRec(lua_State* L)
{
- Rectangle arg1 = LuaGetArgument_Rectangle(L, 1);
- Color arg2 = LuaGetArgument_Color(L, 2);
- DrawRectangleRec(arg1, arg2);
- return 0;
+ Rectangle arg1 = LuaGetArgument_Rectangle(L, 1);
+ Color arg2 = LuaGetArgument_Color(L, 2);
+ DrawRectangleRec(arg1, arg2);
+ return 0;
}
int lua_DrawRectangleGradient(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- Color arg6 = LuaGetArgument_Color(L, 6);
- DrawRectangleGradient(arg1, arg2, arg3, arg4, arg5, arg6);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ Color arg6 = LuaGetArgument_Color(L, 6);
+ DrawRectangleGradient(arg1, arg2, arg3, arg4, arg5, arg6);
+ return 0;
}
int lua_DrawRectangleV(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- DrawRectangleV(arg1, arg2, arg3);
- return 0;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ DrawRectangleV(arg1, arg2, arg3);
+ return 0;
}
int lua_DrawRectangleLines(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawRectangleLines(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawRectangleLines(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawTriangle(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
- Color arg4 = LuaGetArgument_Color(L, 4);
- DrawTriangle(arg1, arg2, arg3, arg4);
- return 0;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
+ Color arg4 = LuaGetArgument_Color(L, 4);
+ DrawTriangle(arg1, arg2, arg3, arg4);
+ return 0;
}
int lua_DrawTriangleLines(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
- Color arg4 = LuaGetArgument_Color(L, 4);
- DrawTriangleLines(arg1, arg2, arg3, arg4);
- return 0;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
+ Color arg4 = LuaGetArgument_Color(L, 4);
+ DrawTriangleLines(arg1, arg2, arg3, arg4);
+ return 0;
}
int lua_DrawPoly(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawPoly(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawPoly(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
#define GET_TABLE(type, name, index) \
- type* name = 0; \
- size_t name##_size = 0; \
- { \
- size_t sz = 0; \
- luaL_checktype(L, index, LUA_TTABLE); \
- lua_pushnil(L); \
- while (lua_next(L, index)) { \
- LuaGetArgument_##type(L, -1); \
- sz++; \
- lua_pop(L, 1); \
- } \
- lua_pop(L, 1); \
- name = calloc(sz, sizeof(type)); \
- sz = 0; \
- lua_pushnil(L); \
- while (lua_next(L, index)) { \
- name[sz] = LuaGetArgument_##type(L, -1); \
- sz++; \
- lua_pop(L, 1); \
- } \
- lua_pop(L, 1); \
- name##_size = sz; \
- }
+ type* name = 0; \
+ size_t name##_size = 0; \
+ { \
+ size_t sz = 0; \
+ luaL_checktype(L, index, LUA_TTABLE); \
+ lua_pushnil(L); \
+ while (lua_next(L, index)) { \
+ LuaGetArgument_##type(L, -1); \
+ sz++; \
+ lua_pop(L, 1); \
+ } \
+ lua_pop(L, 1); \
+ name = calloc(sz, sizeof(type)); \
+ sz = 0; \
+ lua_pushnil(L); \
+ while (lua_next(L, index)) { \
+ name[sz] = LuaGetArgument_##type(L, -1); \
+ sz++; \
+ lua_pop(L, 1); \
+ } \
+ lua_pop(L, 1); \
+ name##_size = sz; \
+ }
int lua_DrawPolyEx(lua_State* L)
{
- GET_TABLE(Vector2, arg1, 1);
- Color arg2 = LuaGetArgument_Color(L, 2);
- DrawPolyEx(arg1, arg1_size, arg2);
- free(arg1);
- return 0;
+ GET_TABLE(Vector2, arg1, 1);
+ Color arg2 = LuaGetArgument_Color(L, 2);
+ DrawPolyEx(arg1, arg1_size, arg2);
+ free(arg1);
+ return 0;
}
int lua_DrawPolyExLines(lua_State* L)
{
- GET_TABLE(Vector2, arg1, 1);
- Color arg2 = LuaGetArgument_Color(L, 2);
- DrawPolyExLines(arg1, arg1_size, arg2);
- free(arg1);
- return 0;
+ GET_TABLE(Vector2, arg1, 1);
+ Color arg2 = LuaGetArgument_Color(L, 2);
+ DrawPolyExLines(arg1, arg1_size, arg2);
+ free(arg1);
+ return 0;
}
int lua_CheckCollisionRecs(lua_State* L)
{
- Rectangle arg1 = LuaGetArgument_Rectangle(L, 1);
- Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
- bool result = CheckCollisionRecs(arg1, arg2);
- lua_pushboolean(L, result);
- return 1;
+ Rectangle arg1 = LuaGetArgument_Rectangle(L, 1);
+ Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
+ bool result = CheckCollisionRecs(arg1, arg2);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_CheckCollisionCircles(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- bool result = CheckCollisionCircles(arg1, arg2, arg3, arg4);
- lua_pushboolean(L, result);
- return 1;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ bool result = CheckCollisionCircles(arg1, arg2, arg3, arg4);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_CheckCollisionCircleRec(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- Rectangle arg3 = LuaGetArgument_Rectangle(L, 3);
- bool result = CheckCollisionCircleRec(arg1, arg2, arg3);
- lua_pushboolean(L, result);
- return 1;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ Rectangle arg3 = LuaGetArgument_Rectangle(L, 3);
+ bool result = CheckCollisionCircleRec(arg1, arg2, arg3);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_GetCollisionRec(lua_State* L)
{
- Rectangle arg1 = LuaGetArgument_Rectangle(L, 1);
- Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
- Rectangle result = GetCollisionRec(arg1, arg2);
- LuaPush_Rectangle(L, result);
- return 1;
+ Rectangle arg1 = LuaGetArgument_Rectangle(L, 1);
+ Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
+ Rectangle result = GetCollisionRec(arg1, arg2);
+ LuaPush_Rectangle(L, result);
+ return 1;
}
int lua_CheckCollisionPointRec(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
- bool result = CheckCollisionPointRec(arg1, arg2);
- lua_pushboolean(L, result);
- return 1;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
+ bool result = CheckCollisionPointRec(arg1, arg2);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_CheckCollisionPointCircle(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- bool result = CheckCollisionPointCircle(arg1, arg2, arg3);
- lua_pushboolean(L, result);
- return 1;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ bool result = CheckCollisionPointCircle(arg1, arg2, arg3);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_CheckCollisionPointTriangle(lua_State* L)
{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
- Vector2 arg4 = LuaGetArgument_Vector2(L, 4);
- bool result = CheckCollisionPointTriangle(arg1, arg2, arg3, arg4);
- lua_pushboolean(L, result);
- return 1;
+ Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
+ Vector2 arg4 = LuaGetArgument_Vector2(L, 4);
+ bool result = CheckCollisionPointTriangle(arg1, arg2, arg3, arg4);
+ lua_pushboolean(L, result);
+ return 1;
}
//------------------------------------------------------------------------------------
@@ -1744,385 +1744,385 @@ int lua_CheckCollisionPointTriangle(lua_State* L)
//------------------------------------------------------------------------------------
int lua_LoadImage(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- Image result = LoadImage(arg1);
- LuaPush_Image(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ Image result = LoadImage(arg1);
+ LuaPush_Image(L, result);
+ return 1;
}
int lua_LoadImageEx(lua_State* L)
{
- //Color * arg1 = LuaGetArgument_Color *(L, 1);
- GET_TABLE(Color, arg1, 1);
+ //Color * arg1 = LuaGetArgument_Color *(L, 1);
+ GET_TABLE(Color, arg1, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- Image result = LoadImageEx(arg1, arg2, arg3);
- LuaPush_Image(L, result);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ Image result = LoadImageEx(arg1, arg2, arg3);
+ LuaPush_Image(L, result);
- free(arg1);
- return 1;
+ free(arg1);
+ return 1;
}
int lua_LoadImageRaw(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- int arg5 = LuaGetArgument_int(L, 5);
- Image result = LoadImageRaw(arg1, arg2, arg3, arg4, arg5);
- LuaPush_Image(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ int arg5 = LuaGetArgument_int(L, 5);
+ Image result = LoadImageRaw(arg1, arg2, arg3, arg4, arg5);
+ LuaPush_Image(L, result);
+ return 1;
}
int lua_LoadImageFromRES(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- Image result = LoadImageFromRES(arg1, arg2);
- LuaPush_Image(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ Image result = LoadImageFromRES(arg1, arg2);
+ LuaPush_Image(L, result);
+ return 1;
}
int lua_LoadTexture(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- Texture2D result = LoadTexture(arg1);
- LuaPush_Texture2D(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ Texture2D result = LoadTexture(arg1);
+ LuaPush_Texture2D(L, result);
+ return 1;
}
int lua_LoadTextureEx(lua_State* L)
{
- void * arg1 = (char *)LuaGetArgument_string(L, 1); // NOTE: getting argument as string
+ void * arg1 = (char *)LuaGetArgument_string(L, 1); // NOTE: getting argument as string
int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Texture2D result = LoadTextureEx(arg1, arg2, arg3, arg4);
- LuaPush_Texture2D(L, result);
- return 1;
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Texture2D result = LoadTextureEx(arg1, arg2, arg3, arg4);
+ LuaPush_Texture2D(L, result);
+ return 1;
}
int lua_LoadTextureFromRES(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- Texture2D result = LoadTextureFromRES(arg1, arg2);
- LuaPush_Texture2D(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ Texture2D result = LoadTextureFromRES(arg1, arg2);
+ LuaPush_Texture2D(L, result);
+ return 1;
}
int lua_LoadTextureFromImage(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Texture2D result = LoadTextureFromImage(arg1);
- LuaPush_Texture2D(L, result);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Texture2D result = LoadTextureFromImage(arg1);
+ LuaPush_Texture2D(L, result);
+ return 1;
}
int lua_LoadRenderTexture(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- RenderTexture2D result = LoadRenderTexture(arg1, arg2);
- LuaPush_RenderTexture2D(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ RenderTexture2D result = LoadRenderTexture(arg1, arg2);
+ LuaPush_RenderTexture2D(L, result);
+ return 1;
}
int lua_UnloadImage(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- UnloadImage(arg1);
- return 0;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ UnloadImage(arg1);
+ return 0;
}
int lua_UnloadTexture(lua_State* L)
{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- UnloadTexture(arg1);
- return 0;
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ UnloadTexture(arg1);
+ return 0;
}
int lua_UnloadRenderTexture(lua_State* L)
{
- RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1);
- UnloadRenderTexture(arg1);
- return 0;
+ RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1);
+ UnloadRenderTexture(arg1);
+ return 0;
}
int lua_GetImageData(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Color * result = GetImageData(arg1);
- lua_createtable(L, arg1.width*arg1.height, 0);
- for (int i = 0; i < arg1.width*arg1.height; i++)
- {
- LuaPush_Color(L, result[i]);
- lua_rawseti(L, -2, i + 1);
- }
- free(result);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Color * result = GetImageData(arg1);
+ lua_createtable(L, arg1.width*arg1.height, 0);
+ for (int i = 0; i < arg1.width*arg1.height; i++)
+ {
+ LuaPush_Color(L, result[i]);
+ lua_rawseti(L, -2, i + 1);
+ }
+ free(result);
+ return 1;
}
int lua_GetTextureData(lua_State* L)
{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- Image result = GetTextureData(arg1);
- LuaPush_Image(L, result);
- return 1;
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ Image result = GetTextureData(arg1);
+ LuaPush_Image(L, result);
+ return 1;
}
int lua_ImageToPOT(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Color arg2 = LuaGetArgument_Color(L, 2);
- ImageToPOT(&arg1, arg2);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Color arg2 = LuaGetArgument_Color(L, 2);
+ ImageToPOT(&arg1, arg2);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageFormat(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- ImageFormat(&arg1, arg2);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ ImageFormat(&arg1, arg2);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageDither(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
+ Image arg1 = LuaGetArgument_Image(L, 1);
int arg2 = LuaGetArgument_int(L, 2);
int arg3 = LuaGetArgument_int(L, 3);
int arg4 = LuaGetArgument_int(L, 4);
int arg5 = LuaGetArgument_int(L, 5);
- ImageDither(&arg1, arg2, arg3, arg4, arg5);
- LuaPush_Image(L, arg1);
- return 1;
+ ImageDither(&arg1, arg2, arg3, arg4, arg5);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageCopy(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Image result = ImageCopy(arg1);
- LuaPush_Image(L, result);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Image result = ImageCopy(arg1);
+ LuaPush_Image(L, result);
+ return 1;
}
int lua_ImageCrop(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
- ImageCrop(&arg1, arg2);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
+ ImageCrop(&arg1, arg2);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageResize(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- ImageResize(&arg1, arg2, arg3);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ ImageResize(&arg1, arg2, arg3);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageResizeNN(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- ImageResizeNN(&arg1, arg2, arg3);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ ImageResizeNN(&arg1, arg2, arg3);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageText(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- Image result = ImageText(arg1, arg2, arg3);
- LuaPush_Image(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ Image result = ImageText(arg1, arg2, arg3);
+ LuaPush_Image(L, result);
+ return 1;
}
int lua_ImageTextEx(lua_State* L)
{
SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
- const char * arg2 = LuaGetArgument_string(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- Image result = ImageTextEx(arg1, arg2, arg3, arg4, arg5);
- LuaPush_Image(L, result);
- return 1;
+ const char * arg2 = LuaGetArgument_string(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ Image result = ImageTextEx(arg1, arg2, arg3, arg4, arg5);
+ LuaPush_Image(L, result);
+ return 1;
}
int lua_ImageDraw(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Image arg2 = LuaGetArgument_Image(L, 2);
- Rectangle arg3 = LuaGetArgument_Rectangle(L, 3);
- Rectangle arg4 = LuaGetArgument_Rectangle(L, 4);
- ImageDraw(&arg1, arg2, arg3, arg4);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Image arg2 = LuaGetArgument_Image(L, 2);
+ Rectangle arg3 = LuaGetArgument_Rectangle(L, 3);
+ Rectangle arg4 = LuaGetArgument_Rectangle(L, 4);
+ ImageDraw(&arg1, arg2, arg3, arg4);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageDrawText(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- const char * arg3 = LuaGetArgument_string(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- ImageDrawText(&arg1, arg2, arg3, arg4, arg5);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ const char * arg3 = LuaGetArgument_string(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ ImageDrawText(&arg1, arg2, arg3, arg4, arg5);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageDrawTextEx(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- SpriteFont arg3 = LuaGetArgument_SpriteFont(L, 3);
- const char * arg4 = LuaGetArgument_string(L, 4);
- int arg5 = LuaGetArgument_int(L, 5);
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ SpriteFont arg3 = LuaGetArgument_SpriteFont(L, 3);
+ const char * arg4 = LuaGetArgument_string(L, 4);
+ int arg5 = LuaGetArgument_int(L, 5);
int arg6 = LuaGetArgument_int(L, 6);
- Color arg7 = LuaGetArgument_Color(L, 7);
- ImageDrawTextEx(&arg1, arg2, arg3, arg4, arg5, arg6, arg7);
- LuaPush_Image(L, arg1);
- return 1;
+ Color arg7 = LuaGetArgument_Color(L, 7);
+ ImageDrawTextEx(&arg1, arg2, arg3, arg4, arg5, arg6, arg7);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageFlipVertical(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- ImageFlipVertical(&arg1);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ ImageFlipVertical(&arg1);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageFlipHorizontal(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- ImageFlipHorizontal(&arg1);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ ImageFlipHorizontal(&arg1);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageColorTint(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Color arg2 = LuaGetArgument_Color(L, 2);
- ImageColorTint(&arg1, arg2);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Color arg2 = LuaGetArgument_Color(L, 2);
+ ImageColorTint(&arg1, arg2);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageColorInvert(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- ImageColorInvert(&arg1);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ ImageColorInvert(&arg1);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageColorGrayscale(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- ImageColorGrayscale(&arg1);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ ImageColorGrayscale(&arg1);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageColorContrast(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- ImageColorContrast(&arg1, arg2);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ ImageColorContrast(&arg1, arg2);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_ImageColorBrightness(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- ImageColorBrightness(&arg1, arg2);
- LuaPush_Image(L, arg1);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ ImageColorBrightness(&arg1, arg2);
+ LuaPush_Image(L, arg1);
+ return 1;
}
int lua_GenTextureMipmaps(lua_State* L)
{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- GenTextureMipmaps(arg1);
- return 0;
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ GenTextureMipmaps(arg1);
+ return 0;
}
int lua_UpdateTexture(lua_State* L)
{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string?
- UpdateTexture(arg1, arg2);
- return 0;
+ UpdateTexture(arg1, arg2);
+ return 0;
}
int lua_DrawTexture(lua_State* L)
{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- Color arg4 = LuaGetArgument_Color(L, 4);
- DrawTexture(arg1, arg2, arg3, arg4);
- return 0;
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ Color arg4 = LuaGetArgument_Color(L, 4);
+ DrawTexture(arg1, arg2, arg3, arg4);
+ return 0;
}
int lua_DrawTextureV(lua_State* L)
{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- DrawTextureV(arg1, arg2, arg3);
- return 0;
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ DrawTextureV(arg1, arg2, arg3);
+ return 0;
}
int lua_DrawTextureEx(lua_State* L)
{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawTextureEx(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawTextureEx(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawTextureRec(lua_State* L)
{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
- Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
- Color arg4 = LuaGetArgument_Color(L, 4);
- DrawTextureRec(arg1, arg2, arg3, arg4);
- return 0;
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
+ Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
+ Color arg4 = LuaGetArgument_Color(L, 4);
+ DrawTextureRec(arg1, arg2, arg3, arg4);
+ return 0;
}
int lua_DrawTexturePro(lua_State* L)
{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
- Rectangle arg3 = LuaGetArgument_Rectangle(L, 3);
- Vector2 arg4 = LuaGetArgument_Vector2(L, 4);
- float arg5 = LuaGetArgument_float(L, 5);
- Color arg6 = LuaGetArgument_Color(L, 6);
- DrawTexturePro(arg1, arg2, arg3, arg4, arg5, arg6);
- return 0;
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
+ Rectangle arg3 = LuaGetArgument_Rectangle(L, 3);
+ Vector2 arg4 = LuaGetArgument_Vector2(L, 4);
+ float arg5 = LuaGetArgument_float(L, 5);
+ Color arg6 = LuaGetArgument_Color(L, 6);
+ DrawTexturePro(arg1, arg2, arg3, arg4, arg5, arg6);
+ return 0;
}
//------------------------------------------------------------------------------------
@@ -2130,230 +2130,230 @@ int lua_DrawTexturePro(lua_State* L)
//------------------------------------------------------------------------------------
int lua_GetDefaultFont(lua_State* L)
{
- SpriteFont result = GetDefaultFont();
- LuaPush_SpriteFont(L, result);
- return 1;
+ SpriteFont result = GetDefaultFont();
+ LuaPush_SpriteFont(L, result);
+ return 1;
}
int lua_LoadSpriteFont(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- SpriteFont result = LoadSpriteFont(arg1);
- LuaPush_SpriteFont(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ SpriteFont result = LoadSpriteFont(arg1);
+ LuaPush_SpriteFont(L, result);
+ return 1;
}
int lua_UnloadSpriteFont(lua_State* L)
{
- SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
- UnloadSpriteFont(arg1);
- return 0;
+ SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
+ UnloadSpriteFont(arg1);
+ return 0;
}
int lua_DrawText(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawText(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawText(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawTextEx(lua_State* L)
{
- SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
- const char * arg2 = LuaGetArgument_string(L, 2);
- Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- int arg5 = LuaGetArgument_int(L, 5);
- Color arg6 = LuaGetArgument_Color(L, 6);
- DrawTextEx(arg1, arg2, arg3, arg4, arg5, arg6);
- return 0;
+ SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
+ const char * arg2 = LuaGetArgument_string(L, 2);
+ Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ int arg5 = LuaGetArgument_int(L, 5);
+ Color arg6 = LuaGetArgument_Color(L, 6);
+ DrawTextEx(arg1, arg2, arg3, arg4, arg5, arg6);
+ return 0;
}
int lua_MeasureText(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int result = MeasureText(arg1, arg2);
- lua_pushinteger(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int result = MeasureText(arg1, arg2);
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_MeasureTextEx(lua_State* L)
{
- SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
- const char * arg2 = LuaGetArgument_string(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Vector2 result = MeasureTextEx(arg1, arg2, arg3, arg4);
- LuaPush_Vector2(L, result);
- return 1;
+ SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
+ const char * arg2 = LuaGetArgument_string(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Vector2 result = MeasureTextEx(arg1, arg2, arg3, arg4);
+ LuaPush_Vector2(L, result);
+ return 1;
}
int lua_DrawFPS(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- DrawFPS(arg1, arg2);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ DrawFPS(arg1, arg2);
+ return 0;
}
-// TODO: const char *FormatText(const char *text, ...);
-// TODO: const char *SubText(const char *text, int position, int length);
+// NOTE: FormatText() can be replaced by Lua function: string.format()
+// NOTE: SubText() can be replaced by Lua function: string.sub()
int lua_DrawCube(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawCube(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawCube(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawCubeV(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- DrawCubeV(arg1, arg2, arg3);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ DrawCubeV(arg1, arg2, arg3);
+ return 0;
}
int lua_DrawCubeWires(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawCubeWires(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawCubeWires(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawCubeTexture(lua_State* L)
{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- float arg5 = LuaGetArgument_float(L, 5);
- Color arg6 = LuaGetArgument_Color(L, 6);
- DrawCubeTexture(arg1, arg2, arg3, arg4, arg5, arg6);
- return 0;
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ float arg5 = LuaGetArgument_float(L, 5);
+ Color arg6 = LuaGetArgument_Color(L, 6);
+ DrawCubeTexture(arg1, arg2, arg3, arg4, arg5, arg6);
+ return 0;
}
int lua_DrawSphere(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- DrawSphere(arg1, arg2, arg3);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ DrawSphere(arg1, arg2, arg3);
+ return 0;
}
int lua_DrawSphereEx(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawSphereEx(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawSphereEx(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawSphereWires(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawSphereWires(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawSphereWires(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawCylinder(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- int arg5 = LuaGetArgument_int(L, 5);
- Color arg6 = LuaGetArgument_Color(L, 6);
- DrawCylinder(arg1, arg2, arg3, arg4, arg5, arg6);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ int arg5 = LuaGetArgument_int(L, 5);
+ Color arg6 = LuaGetArgument_Color(L, 6);
+ DrawCylinder(arg1, arg2, arg3, arg4, arg5, arg6);
+ return 0;
}
int lua_DrawCylinderWires(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- int arg5 = LuaGetArgument_int(L, 5);
- Color arg6 = LuaGetArgument_Color(L, 6);
- DrawCylinderWires(arg1, arg2, arg3, arg4, arg5, arg6);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ int arg5 = LuaGetArgument_int(L, 5);
+ Color arg6 = LuaGetArgument_Color(L, 6);
+ DrawCylinderWires(arg1, arg2, arg3, arg4, arg5, arg6);
+ return 0;
}
int lua_DrawPlane(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- DrawPlane(arg1, arg2, arg3);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ DrawPlane(arg1, arg2, arg3);
+ return 0;
}
int lua_DrawRay(lua_State* L)
{
- Ray arg1 = LuaGetArgument_Ray(L, 1);
- Color arg2 = LuaGetArgument_Color(L, 2);
- DrawRay(arg1, arg2);
- return 0;
+ Ray arg1 = LuaGetArgument_Ray(L, 1);
+ Color arg2 = LuaGetArgument_Color(L, 2);
+ DrawRay(arg1, arg2);
+ return 0;
}
int lua_DrawGrid(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- DrawGrid(arg1, arg2);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ DrawGrid(arg1, arg2);
+ return 0;
}
int lua_DrawGizmo(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- DrawGizmo(arg1);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ DrawGizmo(arg1);
+ return 0;
}
// TODO: DrawLight(Light light);
int lua_Draw3DLine(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- Draw3DLine(arg1, arg2, arg3);
- return 0;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ Draw3DLine(arg1, arg2, arg3);
+ return 0;
}
int lua_Draw3DCircle(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
float arg2 = LuaGetArgument_float(L, 2);
float arg3 = LuaGetArgument_float(L, 3);
- Vector3 arg4 = LuaGetArgument_Vector3(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- Draw3DCircle(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ Vector3 arg4 = LuaGetArgument_Vector3(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ Draw3DCircle(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
//------------------------------------------------------------------------------------
@@ -2361,231 +2361,231 @@ int lua_Draw3DCircle(lua_State* L)
//------------------------------------------------------------------------------------
int lua_LoadModel(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- Model result = LoadModel(arg1);
- LuaPush_Model(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ Model result = LoadModel(arg1);
+ LuaPush_Model(L, result);
+ return 1;
}
int lua_LoadModelEx(lua_State* L)
{
- Mesh arg1 = LuaGetArgument_Mesh(L, 1);
- bool arg2 = LuaGetArgument_int(L, 2);
- Model result = LoadModelEx(arg1, arg2);
- LuaPush_Model(L, result);
- return 1;
+ Mesh arg1 = LuaGetArgument_Mesh(L, 1);
+ bool arg2 = LuaGetArgument_int(L, 2);
+ Model result = LoadModelEx(arg1, arg2);
+ LuaPush_Model(L, result);
+ return 1;
}
int lua_LoadModelFromRES(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- Model result = LoadModelFromRES(arg1, arg2);
- LuaPush_Model(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ Model result = LoadModelFromRES(arg1, arg2);
+ LuaPush_Model(L, result);
+ return 1;
}
int lua_LoadHeightmap(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Model result = LoadHeightmap(arg1, arg2);
- LuaPush_Model(L, result);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Model result = LoadHeightmap(arg1, arg2);
+ LuaPush_Model(L, result);
+ return 1;
}
int lua_LoadCubicmap(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Model result = LoadCubicmap(arg1);
- LuaPush_Model(L, result);
- return 1;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Model result = LoadCubicmap(arg1);
+ LuaPush_Model(L, result);
+ return 1;
}
int lua_UnloadModel(lua_State* L)
{
- Model arg1 = LuaGetArgument_Model(L, 1);
- UnloadModel(arg1);
- return 0;
+ Model arg1 = LuaGetArgument_Model(L, 1);
+ UnloadModel(arg1);
+ return 0;
}
// TODO: GenMesh*() functionality (not ready yet on raylib 1.6)
int lua_LoadMaterial(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- Material result = LoadMaterial(arg1);
- LuaPush_Material(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ Material result = LoadMaterial(arg1);
+ LuaPush_Material(L, result);
+ return 1;
}
int lua_LoadDefaultMaterial(lua_State* L)
{
- Material result = LoadDefaultMaterial();
- LuaPush_Material(L, result);
- return 1;
+ Material result = LoadDefaultMaterial();
+ LuaPush_Material(L, result);
+ return 1;
}
int lua_LoadStandardMaterial(lua_State* L)
{
- Material result = LoadStandardMaterial();
- LuaPush_Material(L, result);
- return 1;
+ Material result = LoadStandardMaterial();
+ LuaPush_Material(L, result);
+ return 1;
}
int lua_UnloadMaterial(lua_State* L)
{
- Material arg1 = LuaGetArgument_Material(L, 1);
- UnloadMaterial(arg1);
- return 0;
+ Material arg1 = LuaGetArgument_Material(L, 1);
+ UnloadMaterial(arg1);
+ return 0;
}
int lua_DrawModel(lua_State* L)
{
- Model arg1 = LuaGetArgument_Model(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- Color arg4 = LuaGetArgument_Color(L, 4);
- DrawModel(arg1, arg2, arg3, arg4);
- return 0;
+ Model arg1 = LuaGetArgument_Model(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ Color arg4 = LuaGetArgument_Color(L, 4);
+ DrawModel(arg1, arg2, arg3, arg4);
+ return 0;
}
int lua_DrawModelEx(lua_State* L)
{
- Model arg1 = LuaGetArgument_Model(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Model arg1 = LuaGetArgument_Model(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- Vector3 arg5 = LuaGetArgument_Vector3(L, 5);
- Color arg6 = LuaGetArgument_Color(L, 6);
- DrawModelEx(arg1, arg2, arg3, arg4, arg5, arg6);
- return 0;
+ float arg4 = LuaGetArgument_float(L, 4);
+ Vector3 arg5 = LuaGetArgument_Vector3(L, 5);
+ Color arg6 = LuaGetArgument_Color(L, 6);
+ DrawModelEx(arg1, arg2, arg3, arg4, arg5, arg6);
+ return 0;
}
int lua_DrawModelWires(lua_State* L)
{
- Model arg1 = LuaGetArgument_Model(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- Color arg4 = LuaGetArgument_Color(L, 4);
- DrawModelWires(arg1, arg2, arg3, arg4);
- return 0;
+ Model arg1 = LuaGetArgument_Model(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ Color arg4 = LuaGetArgument_Color(L, 4);
+ DrawModelWires(arg1, arg2, arg3, arg4);
+ return 0;
}
int lua_DrawModelWiresEx(lua_State* L)
{
- Model arg1 = LuaGetArgument_Model(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Model arg1 = LuaGetArgument_Model(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- Vector3 arg5 = LuaGetArgument_Vector3(L, 5);
- Color arg6 = LuaGetArgument_Color(L, 6);
- DrawModelWiresEx(arg1, arg2, arg3, arg4, arg5, arg6);
- return 0;
+ float arg4 = LuaGetArgument_float(L, 4);
+ Vector3 arg5 = LuaGetArgument_Vector3(L, 5);
+ Color arg6 = LuaGetArgument_Color(L, 6);
+ DrawModelWiresEx(arg1, arg2, arg3, arg4, arg5, arg6);
+ return 0;
}
int lua_DrawBillboard(lua_State* L)
{
- Camera arg1 = LuaGetArgument_Camera(L, 1);
- Texture2D arg2 = LuaGetArgument_Texture2D(L, 2);
- Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawBillboard(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ Camera arg1 = LuaGetArgument_Camera(L, 1);
+ Texture2D arg2 = LuaGetArgument_Texture2D(L, 2);
+ Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ Color arg5 = LuaGetArgument_Color(L, 5);
+ DrawBillboard(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
int lua_DrawBillboardRec(lua_State* L)
{
- Camera arg1 = LuaGetArgument_Camera(L, 1);
- Texture2D arg2 = LuaGetArgument_Texture2D(L, 2);
- Rectangle arg3 = LuaGetArgument_Rectangle(L, 3);
- Vector3 arg4 = LuaGetArgument_Vector3(L, 4);
- float arg5 = LuaGetArgument_float(L, 5);
- Color arg6 = LuaGetArgument_Color(L, 6);
- DrawBillboardRec(arg1, arg2, arg3, arg4, arg5, arg6);
- return 0;
+ Camera arg1 = LuaGetArgument_Camera(L, 1);
+ Texture2D arg2 = LuaGetArgument_Texture2D(L, 2);
+ Rectangle arg3 = LuaGetArgument_Rectangle(L, 3);
+ Vector3 arg4 = LuaGetArgument_Vector3(L, 4);
+ float arg5 = LuaGetArgument_float(L, 5);
+ Color arg6 = LuaGetArgument_Color(L, 6);
+ DrawBillboardRec(arg1, arg2, arg3, arg4, arg5, arg6);
+ return 0;
}
int lua_CalculateBoundingBox(lua_State* L)
{
- Mesh arg1 = LuaGetArgument_Mesh(L, 1);
+ Mesh arg1 = LuaGetArgument_Mesh(L, 1);
BoundingBox result = CalculateBoundingBox(arg1);
- LuaPush_BoundingBox(L, result);
- return 1;
+ LuaPush_BoundingBox(L, result);
+ return 1;
}
int lua_CheckCollisionSpheres(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- bool result = CheckCollisionSpheres(arg1, arg2, arg3, arg4);
- lua_pushboolean(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ bool result = CheckCollisionSpheres(arg1, arg2, arg3, arg4);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_CheckCollisionBoxes(lua_State* L)
{
- BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1);
- BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2);
- bool result = CheckCollisionBoxes(arg1, arg2);
- lua_pushboolean(L, result);
- return 1;
+ BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1);
+ BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2);
+ bool result = CheckCollisionBoxes(arg1, arg2);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_CheckCollisionBoxSphere(lua_State* L)
{
- BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- bool result = CheckCollisionBoxSphere(arg1, arg2, arg3);
- lua_pushboolean(L, result);
- return 1;
+ BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ bool result = CheckCollisionBoxSphere(arg1, arg2, arg3);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_CheckCollisionRaySphere(lua_State* L)
{
- Ray arg1 = LuaGetArgument_Ray(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- bool result = CheckCollisionRaySphere(arg1, arg2, arg3);
- lua_pushboolean(L, result);
- return 1;
+ Ray arg1 = LuaGetArgument_Ray(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ bool result = CheckCollisionRaySphere(arg1, arg2, arg3);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_CheckCollisionRaySphereEx(lua_State* L)
{
- Ray arg1 = LuaGetArgument_Ray(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
+ Ray arg1 = LuaGetArgument_Ray(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
Vector3 arg4 = LuaGetArgument_Vector3(L, 4);
- bool result = CheckCollisionRaySphereEx(arg1, arg2, arg3, &arg4);
- lua_pushboolean(L, result);
+ bool result = CheckCollisionRaySphereEx(arg1, arg2, arg3, &arg4);
+ lua_pushboolean(L, result);
LuaPush_Vector3(L, arg4);
- return 2;
+ return 2;
}
int lua_CheckCollisionRayBox(lua_State* L)
{
- Ray arg1 = LuaGetArgument_Ray(L, 1);
- BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2);
- bool result = CheckCollisionRayBox(arg1, arg2);
- lua_pushboolean(L, result);
- return 1;
+ Ray arg1 = LuaGetArgument_Ray(L, 1);
+ BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2);
+ bool result = CheckCollisionRayBox(arg1, arg2);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_ResolveCollisionCubicmap(lua_State* L)
{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- Vector3 result = ResolveCollisionCubicmap(arg1, arg2, &arg3, arg4);
- LuaPush_Vector3(L, result);
- LuaPush_Vector3(L, arg3);
- return 2;
+ Image arg1 = LuaGetArgument_Image(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
+ float arg4 = LuaGetArgument_float(L, 4);
+ Vector3 result = ResolveCollisionCubicmap(arg1, arg2, &arg3, arg4);
+ LuaPush_Vector3(L, result);
+ LuaPush_Vector3(L, arg3);
+ return 2;
}
//------------------------------------------------------------------------------------
@@ -2593,167 +2593,170 @@ int lua_ResolveCollisionCubicmap(lua_State* L)
//------------------------------------------------------------------------------------
int lua_LoadShader(lua_State* L)
{
- char * arg1 = (char *)LuaGetArgument_string(L, 1);
- char * arg2 = (char *)LuaGetArgument_string(L, 2);
- Shader result = LoadShader(arg1, arg2);
- LuaPush_Shader(L, result);
- return 1;
+ char * arg1 = (char *)LuaGetArgument_string(L, 1);
+ char * arg2 = (char *)LuaGetArgument_string(L, 2);
+ Shader result = LoadShader(arg1, arg2);
+ LuaPush_Shader(L, result);
+ return 1;
}
int lua_UnloadShader(lua_State* L)
{
- Shader arg1 = LuaGetArgument_Shader(L, 1);
- UnloadShader(arg1);
- return 0;
+ Shader arg1 = LuaGetArgument_Shader(L, 1);
+ UnloadShader(arg1);
+ return 0;
}
int lua_GetDefaultShader(lua_State* L)
{
- Shader result = GetDefaultShader();
- LuaPush_Shader(L, result);
- return 1;
+ Shader result = GetDefaultShader();
+ LuaPush_Shader(L, result);
+ return 1;
}
int lua_GetStandardShader(lua_State* L)
{
- Shader result = GetStandardShader();
- LuaPush_Shader(L, result);
- return 1;
+ Shader result = GetStandardShader();
+ LuaPush_Shader(L, result);
+ return 1;
}
int lua_GetDefaultTexture(lua_State* L)
{
- Texture2D result = GetDefaultTexture();
- LuaPush_Texture2D(L, result);
- return 1;
+ Texture2D result = GetDefaultTexture();
+ LuaPush_Texture2D(L, result);
+ return 1;
}
int lua_GetShaderLocation(lua_State* L)
{
- Shader arg1 = LuaGetArgument_Shader(L, 1);
- const char * arg2 = LuaGetArgument_string(L, 2);
- int result = GetShaderLocation(arg1, arg2);
- lua_pushinteger(L, result);
- return 1;
+ Shader arg1 = LuaGetArgument_Shader(L, 1);
+ const char * arg2 = LuaGetArgument_string(L, 2);
+ int result = GetShaderLocation(arg1, arg2);
+ lua_pushinteger(L, result);
+ return 1;
}
int lua_SetShaderValue(lua_State* L)
{
- Shader arg1 = LuaGetArgument_Shader(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- GET_TABLE(float, arg3, 3);
- SetShaderValue(arg1, arg2, arg3, arg3_size);
- free(arg3);
- return 0;
+ Shader arg1 = LuaGetArgument_Shader(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ GET_TABLE(float, arg3, 3);
+ SetShaderValue(arg1, arg2, arg3, arg3_size);
+ free(arg3);
+ return 0;
}
int lua_SetShaderValuei(lua_State* L)
{
- Shader arg1 = LuaGetArgument_Shader(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- GET_TABLE(int, arg3, 3);
- SetShaderValuei(arg1, arg2, arg3, arg3_size);
- free(arg3);
- return 0;
+ Shader arg1 = LuaGetArgument_Shader(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ GET_TABLE(int, arg3, 3);
+ SetShaderValuei(arg1, arg2, arg3, arg3_size);
+ free(arg3);
+ return 0;
}
int lua_SetShaderValueMatrix(lua_State* L)
{
- Shader arg1 = LuaGetArgument_Shader(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- Matrix arg3 = LuaGetArgument_Matrix(L, 3);
- SetShaderValueMatrix(arg1, arg2, arg3);
- return 0;
+ Shader arg1 = LuaGetArgument_Shader(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ Matrix arg3 = LuaGetArgument_Matrix(L, 3);
+ SetShaderValueMatrix(arg1, arg2, arg3);
+ return 0;
}
int lua_SetMatrixProjection(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- SetMatrixProjection(arg1);
- return 0;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ SetMatrixProjection(arg1);
+ return 0;
}
int lua_SetMatrixModelview(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- SetMatrixModelview(arg1);
- return 0;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ SetMatrixModelview(arg1);
+ return 0;
}
int lua_BeginShaderMode(lua_State* L)
{
- Shader arg1 = LuaGetArgument_Shader(L, 1);
- BeginShaderMode(arg1);
- return 0;
+ Shader arg1 = LuaGetArgument_Shader(L, 1);
+ BeginShaderMode(arg1);
+ return 0;
}
int lua_EndShaderMode(lua_State* L)
{
- EndShaderMode();
- return 0;
+ EndShaderMode();
+ return 0;
}
int lua_BeginBlendMode(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- BeginBlendMode(arg1);
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ BeginBlendMode(arg1);
+ return 0;
}
int lua_EndBlendMode(lua_State* L)
{
- EndBlendMode();
- return 0;
+ EndBlendMode();
+ return 0;
}
-// TODO: Light CreateLight(int type, Vector3 position, Color diffuse);
-// TODO: void DestroyLight(Light light);
-
-//------------------------------------------------------------------------------------
-// raylib [rlgl] module functions - VR experience
-//------------------------------------------------------------------------------------
-int lua_InitVrDevice(lua_State* L)
+int lua_CreateLight(lua_State* L)
{
int arg1 = LuaGetArgument_int(L, 1);
- InitVrDevice(arg1);
- return 0;
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Color arg3 = LuaGetArgument_Color(L, 3);
+ Light result = CreateLight(arg1, arg2, arg3);
+ LuaPush_Light(L, result);
+ return 1;
}
-int lua_CloseVrDevice(lua_State* L)
+int lua_DestroyLight(lua_State* L)
{
- CloseVrDevice();
- return 0;
+ Light arg1 = LuaGetArgument_Light(L, 1);
+ DestroyLight(arg1);
+ return 0;
}
-int lua_UpdateVrTracking(lua_State* L)
+
+//------------------------------------------------------------------------------------
+// raylib [rlgl] module functions - VR experience
+//------------------------------------------------------------------------------------
+int lua_InitVrDevice(lua_State* L)
{
- UpdateVrTracking();
- return 0;
+ int arg1 = LuaGetArgument_int(L, 1);
+ InitVrDevice(arg1);
+ return 0;
}
-int lua_BeginVrDrawing(lua_State* L)
+int lua_CloseVrDevice(lua_State* L)
{
- BeginVrDrawing();
- return 0;
+ CloseVrDevice();
+ return 0;
}
-int lua_EndVrDrawing(lua_State* L)
+int lua_IsVrDeviceReady(lua_State* L)
{
- EndVrDrawing();
- return 0;
+ bool result = IsVrDeviceReady();
+ lua_pushboolean(L, result);
+ return 1;
}
-int lua_IsVrDeviceReady(lua_State* L)
+int lua_UpdateVrTracking(lua_State* L)
{
- bool result = IsVrDeviceReady();
- lua_pushboolean(L, result);
- return 1;
+ UpdateVrTracking();
+ return 0;
}
int lua_ToggleVrMode(lua_State* L)
{
- ToggleVrMode();
- return 0;
+ ToggleVrMode();
+ return 0;
}
//------------------------------------------------------------------------------------
@@ -2761,213 +2764,213 @@ int lua_ToggleVrMode(lua_State* L)
//------------------------------------------------------------------------------------
int lua_InitAudioDevice(lua_State* L)
{
- InitAudioDevice();
- return 0;
+ InitAudioDevice();
+ return 0;
}
int lua_CloseAudioDevice(lua_State* L)
{
- CloseAudioDevice();
- return 0;
+ CloseAudioDevice();
+ return 0;
}
int lua_IsAudioDeviceReady(lua_State* L)
{
- bool result = IsAudioDeviceReady();
+ bool result = IsAudioDeviceReady();
lua_pushboolean(L, result);
- return 1;
+ return 1;
}
int lua_LoadSound(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- Sound result = LoadSound((char*)arg1);
- LuaPush_Sound(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ Sound result = LoadSound((char*)arg1);
+ LuaPush_Sound(L, result);
+ return 1;
}
int lua_LoadSoundFromWave(lua_State* L)
{
- Wave arg1 = LuaGetArgument_Wave(L, 1);
- Sound result = LoadSoundFromWave(arg1);
- LuaPush_Sound(L, result);
- return 1;
+ Wave arg1 = LuaGetArgument_Wave(L, 1);
+ Sound result = LoadSoundFromWave(arg1);
+ LuaPush_Sound(L, result);
+ return 1;
}
int lua_LoadSoundFromRES(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- Sound result = LoadSoundFromRES(arg1, arg2);
- LuaPush_Sound(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ Sound result = LoadSoundFromRES(arg1, arg2);
+ LuaPush_Sound(L, result);
+ return 1;
}
int lua_UnloadSound(lua_State* L)
{
- Sound arg1 = LuaGetArgument_Sound(L, 1);
- UnloadSound(arg1);
- return 0;
+ Sound arg1 = LuaGetArgument_Sound(L, 1);
+ UnloadSound(arg1);
+ return 0;
}
int lua_PlaySound(lua_State* L)
{
- Sound arg1 = LuaGetArgument_Sound(L, 1);
- PlaySound(arg1);
- return 0;
+ Sound arg1 = LuaGetArgument_Sound(L, 1);
+ PlaySound(arg1);
+ return 0;
}
int lua_PauseSound(lua_State* L)
{
- Sound arg1 = LuaGetArgument_Sound(L, 1);
- PauseSound(arg1);
- return 0;
+ Sound arg1 = LuaGetArgument_Sound(L, 1);
+ PauseSound(arg1);
+ return 0;
}
int lua_ResumeSound(lua_State* L)
{
- Sound arg1 = LuaGetArgument_Sound(L, 1);
- ResumeSound(arg1);
- return 0;
+ Sound arg1 = LuaGetArgument_Sound(L, 1);
+ ResumeSound(arg1);
+ return 0;
}
int lua_StopSound(lua_State* L)
{
- Sound arg1 = LuaGetArgument_Sound(L, 1);
- StopSound(arg1);
- return 0;
+ Sound arg1 = LuaGetArgument_Sound(L, 1);
+ StopSound(arg1);
+ return 0;
}
int lua_IsSoundPlaying(lua_State* L)
{
- Sound arg1 = LuaGetArgument_Sound(L, 1);
- bool result = IsSoundPlaying(arg1);
- lua_pushboolean(L, result);
- return 1;
+ Sound arg1 = LuaGetArgument_Sound(L, 1);
+ bool result = IsSoundPlaying(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_SetSoundVolume(lua_State* L)
{
- Sound arg1 = LuaGetArgument_Sound(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- SetSoundVolume(arg1, arg2);
- return 0;
+ Sound arg1 = LuaGetArgument_Sound(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ SetSoundVolume(arg1, arg2);
+ return 0;
}
int lua_SetSoundPitch(lua_State* L)
{
- Sound arg1 = LuaGetArgument_Sound(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- SetSoundPitch(arg1, arg2);
- return 0;
+ Sound arg1 = LuaGetArgument_Sound(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ SetSoundPitch(arg1, arg2);
+ return 0;
}
int lua_LoadMusicStream(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
+ const char * arg1 = LuaGetArgument_string(L, 1);
Music result = LoadMusicStream((char *)arg1);
- LuaPush_Music(L, result);
- return 1;
+ LuaPush_Music(L, result);
+ return 1;
}
int lua_UnloadMusicStream(lua_State* L)
{
- Music arg1 = LuaGetArgument_Music(L, 1);
- UnloadMusicStream(arg1);
- return 0;
+ Music arg1 = LuaGetArgument_Music(L, 1);
+ UnloadMusicStream(arg1);
+ return 0;
}
int lua_UpdateMusicStream(lua_State* L)
{
Music arg1 = LuaGetArgument_Music(L, 1);
- UpdateMusicStream(arg1);
- return 0;
+ UpdateMusicStream(arg1);
+ return 0;
}
int lua_PlayMusicStream(lua_State* L)
{
- Music arg1 = LuaGetArgument_Music(L, 1);
- PlayMusicStream(arg1);
- return 0;
+ Music arg1 = LuaGetArgument_Music(L, 1);
+ PlayMusicStream(arg1);
+ return 0;
}
int lua_StopMusicStream(lua_State* L)
{
Music arg1 = LuaGetArgument_Music(L, 1);
- StopMusicStream(arg1);
- return 0;
+ StopMusicStream(arg1);
+ return 0;
}
int lua_PauseMusicStream(lua_State* L)
{
Music arg1 = LuaGetArgument_Music(L, 1);
- PauseMusicStream(arg1);
- return 0;
+ PauseMusicStream(arg1);
+ return 0;
}
int lua_ResumeMusicStream(lua_State* L)
{
Music arg1 = LuaGetArgument_Music(L, 1);
- ResumeMusicStream(arg1);
- return 0;
+ ResumeMusicStream(arg1);
+ return 0;
}
int lua_IsMusicPlaying(lua_State* L)
{
Music arg1 = LuaGetArgument_Music(L, 1);
- bool result = IsMusicPlaying(arg1);
- lua_pushboolean(L, result);
- return 1;
+ bool result = IsMusicPlaying(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_SetMusicVolume(lua_State* L)
{
Music arg1 = LuaGetArgument_Music(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- SetMusicVolume(arg1, arg2);
- return 0;
+ float arg2 = LuaGetArgument_float(L, 2);
+ SetMusicVolume(arg1, arg2);
+ return 0;
}
int lua_SetMusicPitch(lua_State* L)
{
Music arg1 = LuaGetArgument_Music(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- SetMusicPitch(arg1, arg2);
- return 0;
+ float arg2 = LuaGetArgument_float(L, 2);
+ SetMusicPitch(arg1, arg2);
+ return 0;
}
int lua_GetMusicTimeLength(lua_State* L)
{
Music arg1 = LuaGetArgument_Music(L, 1);
- float result = GetMusicTimeLength(arg1);
- lua_pushnumber(L, result);
- return 1;
+ float result = GetMusicTimeLength(arg1);
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_GetMusicTimePlayed(lua_State* L)
{
Music arg1 = LuaGetArgument_Music(L, 1);
- float result = GetMusicTimePlayed(arg1);
- lua_pushnumber(L, result);
- return 1;
+ float result = GetMusicTimePlayed(arg1);
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_InitAudioStream(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
AudioStream result = InitAudioStream(arg1, arg2, arg3);
- LuaPush_AudioStream(L, result);
- return 1;
+ LuaPush_AudioStream(L, result);
+ return 1;
}
int lua_CloseAudioStream(lua_State* L)
{
- AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- CloseAudioStream(arg1);
- return 0;
+ AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
+ CloseAudioStream(arg1);
+ return 0;
}
int lua_UpdateAudioStream(lua_State* L)
@@ -2975,45 +2978,45 @@ int lua_UpdateAudioStream(lua_State* L)
AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
void * arg2 = (char *)LuaGetArgument_string(L, 2);
int arg3 = LuaGetArgument_int(L, 3);
- UpdateAudioStream(arg1, arg2, arg3);
- return 0;
+ UpdateAudioStream(arg1, arg2, arg3);
+ return 0;
}
int lua_IsAudioBufferProcessed(lua_State* L)
{
AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- bool result = IsAudioBufferProcessed(arg1);
- lua_pushboolean(L, result);
- return 1;
+ bool result = IsAudioBufferProcessed(arg1);
+ lua_pushboolean(L, result);
+ return 1;
}
int lua_PlayAudioStream(lua_State* L)
{
- AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- PlayAudioStream(arg1);
- return 0;
+ AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
+ PlayAudioStream(arg1);
+ return 0;
}
int lua_StopAudioStream(lua_State* L)
{
AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- StopAudioStream(arg1);
- return 0;
+ StopAudioStream(arg1);
+ return 0;
}
int lua_PauseAudioStream(lua_State* L)
{
AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- PauseAudioStream(arg1);
- return 0;
+ PauseAudioStream(arg1);
+ return 0;
}
int lua_ResumeAudioStream(lua_State* L)
{
AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- ResumeAudioStream(arg1);
- return 0;
+ ResumeAudioStream(arg1);
+ return 0;
}
//----------------------------------------------------------------------------------
@@ -3021,70 +3024,70 @@ int lua_ResumeAudioStream(lua_State* L)
//----------------------------------------------------------------------------------
int lua_DecompressData(lua_State* L)
{
- unsigned char *arg1 = (unsigned char *)LuaGetArgument_string(L, 1);
- unsigned arg2 = (unsigned)LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- unsigned char *result = DecompressData(arg1, arg2, arg3);
- lua_pushlstring(L, (const char *)result, arg3);
- return 1;
+ unsigned char *arg1 = (unsigned char *)LuaGetArgument_string(L, 1);
+ unsigned arg2 = (unsigned)LuaGetArgument_int(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ unsigned char *result = DecompressData(arg1, arg2, arg3);
+ lua_pushlstring(L, (const char *)result, arg3);
+ return 1;
}
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
int lua_WriteBitmap(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- unsigned char* arg2 = (unsigned char*)LuaGetArgument_string(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- WriteBitmap(arg1, arg2, arg3, arg4);
- return 0;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ unsigned char* arg2 = (unsigned char*)LuaGetArgument_string(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ WriteBitmap(arg1, arg2, arg3, arg4);
+ return 0;
}
int lua_WritePNG(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- unsigned char* arg2 = (unsigned char*)LuaGetArgument_string(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- int arg5 = LuaGetArgument_int(L, 5);
- WritePNG(arg1, arg2, arg3, arg4, arg5);
- return 0;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ unsigned char* arg2 = (unsigned char*)LuaGetArgument_string(L, 2);
+ int arg3 = LuaGetArgument_int(L, 3);
+ int arg4 = LuaGetArgument_int(L, 4);
+ int arg5 = LuaGetArgument_int(L, 5);
+ WritePNG(arg1, arg2, arg3, arg4, arg5);
+ return 0;
}
#endif
int lua_TraceLog(lua_State* L)
{
- int num_args = lua_gettop(L) - 1;
- int arg1 = LuaGetArgument_int(L, 1);
+ int num_args = lua_gettop(L) - 1;
+ int arg1 = LuaGetArgument_int(L, 1);
- /// type, fmt, args...
+ /// type, fmt, args...
- lua_rotate(L, 1, -1); /// fmt, args..., type
- lua_pop(L, 1); /// fmt, args...
+ lua_rotate(L, 1, -1); /// fmt, args..., type
+ lua_pop(L, 1); /// fmt, args...
- lua_getglobal(L, "string"); /// fmt, args..., [string]
- lua_getfield(L, 1, "format"); /// fmt, args..., [string], format()
- lua_rotate(L, 1, 2); /// [string], format(), fmt, args...
- lua_call(L, num_args, 1); /// [string], formatted_string
-
- TraceLog(arg1, "%s", luaL_checkstring(L,-1));
- return 0;
+ lua_getglobal(L, "string"); /// fmt, args..., [string]
+ lua_getfield(L, 1, "format"); /// fmt, args..., [string], format()
+ lua_rotate(L, 1, 2); /// [string], format(), fmt, args...
+ lua_call(L, num_args, 1); /// [string], formatted_string
+
+ TraceLog(arg1, "%s", luaL_checkstring(L,-1));
+ return 0;
}
int lua_GetExtension(lua_State* L)
{
- const char * arg1 = LuaGetArgument_string(L, 1);
- const char* result = GetExtension(arg1);
- lua_pushstring(L, result);
- return 1;
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ const char* result = GetExtension(arg1);
+ lua_pushstring(L, result);
+ return 1;
}
int lua_GetNextPOT(lua_State* L)
{
- int arg1 = LuaGetArgument_int(L, 1);
- int result = GetNextPOT(arg1);
- lua_pushinteger(L, result);
- return 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+ int result = GetNextPOT(arg1);
+ lua_pushinteger(L, result);
+ return 1;
}
//----------------------------------------------------------------------------------
@@ -3092,123 +3095,123 @@ int lua_GetNextPOT(lua_State* L)
//----------------------------------------------------------------------------------
int lua_VectorAdd(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Vector3 result = VectorAdd(arg1, arg2);
- LuaPush_Vector3(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Vector3 result = VectorAdd(arg1, arg2);
+ LuaPush_Vector3(L, result);
+ return 1;
}
int lua_VectorSubtract(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Vector3 result = VectorSubtract(arg1, arg2);
- LuaPush_Vector3(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Vector3 result = VectorSubtract(arg1, arg2);
+ LuaPush_Vector3(L, result);
+ return 1;
}
int lua_VectorCrossProduct(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Vector3 result = VectorCrossProduct(arg1, arg2);
- LuaPush_Vector3(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Vector3 result = VectorCrossProduct(arg1, arg2);
+ LuaPush_Vector3(L, result);
+ return 1;
}
int lua_VectorPerpendicular(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 result = VectorPerpendicular(arg1);
- LuaPush_Vector3(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 result = VectorPerpendicular(arg1);
+ LuaPush_Vector3(L, result);
+ return 1;
}
int lua_VectorDotProduct(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float result = VectorDotProduct(arg1, arg2);
- lua_pushnumber(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ float result = VectorDotProduct(arg1, arg2);
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_VectorLength(lua_State* L)
{
- const Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float result = VectorLength(arg1);
- lua_pushnumber(L, result);
- return 1;
+ const Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float result = VectorLength(arg1);
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_VectorScale(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- VectorScale(&arg1, arg2);
- LuaPush_Vector3(L, arg1);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ VectorScale(&arg1, arg2);
+ LuaPush_Vector3(L, arg1);
+ return 1;
}
int lua_VectorNegate(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- VectorNegate(&arg1);
- LuaPush_Vector3(L, arg1);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ VectorNegate(&arg1);
+ LuaPush_Vector3(L, arg1);
+ return 1;
}
int lua_VectorNormalize(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- VectorNormalize(&arg1);
- LuaPush_Vector3(L, arg1);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ VectorNormalize(&arg1);
+ LuaPush_Vector3(L, arg1);
+ return 1;
}
int lua_VectorDistance(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float result = VectorDistance(arg1, arg2);
- lua_pushnumber(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ float result = VectorDistance(arg1, arg2);
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_VectorLerp(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- Vector3 result = VectorLerp(arg1, arg2, arg3);
- LuaPush_Vector3(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ Vector3 result = VectorLerp(arg1, arg2, arg3);
+ LuaPush_Vector3(L, result);
+ return 1;
}
int lua_VectorReflect(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Vector3 result = VectorReflect(arg1, arg2);
- LuaPush_Vector3(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Vector3 result = VectorReflect(arg1, arg2);
+ LuaPush_Vector3(L, result);
+ return 1;
}
int lua_VectorTransform(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Matrix arg2 = LuaGetArgument_Matrix(L, 2);
- VectorTransform(&arg1, arg2);
- LuaPush_Vector3(L, arg1);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Matrix arg2 = LuaGetArgument_Matrix(L, 2);
+ VectorTransform(&arg1, arg2);
+ LuaPush_Vector3(L, arg1);
+ return 1;
}
int lua_VectorZero(lua_State* L)
{
- Vector3 result = VectorZero();
- LuaPush_Vector3(L, result);
- return 1;
+ Vector3 result = VectorZero();
+ LuaPush_Vector3(L, result);
+ return 1;
}
//----------------------------------------------------------------------------------
@@ -3216,176 +3219,176 @@ int lua_VectorZero(lua_State* L)
//----------------------------------------------------------------------------------
int lua_MatrixDeterminant(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- float result = MatrixDeterminant(arg1);
- lua_pushnumber(L, result);
- return 1;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ float result = MatrixDeterminant(arg1);
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_MatrixTrace(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- float result = MatrixTrace(arg1);
- lua_pushnumber(L, result);
- return 1;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ float result = MatrixTrace(arg1);
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_MatrixTranspose(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- MatrixTranspose(&arg1);
- LuaPush_Matrix(L, &arg1);
- return 1;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ MatrixTranspose(&arg1);
+ LuaPush_Matrix(L, &arg1);
+ return 1;
}
int lua_MatrixInvert(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- MatrixInvert(&arg1);
- LuaPush_Matrix(L, &arg1);
- return 1;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ MatrixInvert(&arg1);
+ LuaPush_Matrix(L, &arg1);
+ return 1;
}
int lua_MatrixNormalize(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- MatrixNormalize(&arg1);
- LuaPush_Matrix(L, &arg1);
- return 1;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ MatrixNormalize(&arg1);
+ LuaPush_Matrix(L, &arg1);
+ return 1;
}
int lua_MatrixIdentity(lua_State* L)
{
- Matrix result = MatrixIdentity();
- LuaPush_Matrix(L, &result);
- return 1;
+ Matrix result = MatrixIdentity();
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixAdd(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- Matrix arg2 = LuaGetArgument_Matrix(L, 2);
- Matrix result = MatrixAdd(arg1, arg2);
- LuaPush_Matrix(L, &result);
- return 1;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ Matrix arg2 = LuaGetArgument_Matrix(L, 2);
+ Matrix result = MatrixAdd(arg1, arg2);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixSubstract(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- Matrix arg2 = LuaGetArgument_Matrix(L, 2);
- Matrix result = MatrixSubstract(arg1, arg2);
- LuaPush_Matrix(L, &result);
- return 1;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ Matrix arg2 = LuaGetArgument_Matrix(L, 2);
+ Matrix result = MatrixSubstract(arg1, arg2);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixTranslate(lua_State* L)
{
- float arg1 = LuaGetArgument_float(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- Matrix result = MatrixTranslate(arg1, arg2, arg3);
- LuaPush_Matrix(L, &result);
- return 1;
+ float arg1 = LuaGetArgument_float(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ Matrix result = MatrixTranslate(arg1, arg2, arg3);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixRotate(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- Matrix result = MatrixRotate(arg1, arg2);
- LuaPush_Matrix(L, &result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ Matrix result = MatrixRotate(arg1, arg2);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixRotateX(lua_State* L)
{
- float arg1 = LuaGetArgument_float(L, 1);
- Matrix result = MatrixRotateX(arg1);
- LuaPush_Matrix(L, &result);
- return 1;
+ float arg1 = LuaGetArgument_float(L, 1);
+ Matrix result = MatrixRotateX(arg1);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixRotateY(lua_State* L)
{
- float arg1 = LuaGetArgument_float(L, 1);
- Matrix result = MatrixRotateY(arg1);
- LuaPush_Matrix(L, &result);
- return 1;
+ float arg1 = LuaGetArgument_float(L, 1);
+ Matrix result = MatrixRotateY(arg1);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixRotateZ(lua_State* L)
{
- float arg1 = LuaGetArgument_float(L, 1);
- Matrix result = MatrixRotateZ(arg1);
- LuaPush_Matrix(L, &result);
- return 1;
+ float arg1 = LuaGetArgument_float(L, 1);
+ Matrix result = MatrixRotateZ(arg1);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixScale(lua_State* L)
{
- float arg1 = LuaGetArgument_float(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- Matrix result = MatrixScale(arg1, arg2, arg3);
- LuaPush_Matrix(L, &result);
- return 1;
+ float arg1 = LuaGetArgument_float(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ Matrix result = MatrixScale(arg1, arg2, arg3);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixMultiply(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- Matrix arg2 = LuaGetArgument_Matrix(L, 2);
- Matrix result = MatrixMultiply(arg1, arg2);
- LuaPush_Matrix(L, &result);
- return 1;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ Matrix arg2 = LuaGetArgument_Matrix(L, 2);
+ Matrix result = MatrixMultiply(arg1, arg2);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixFrustum(lua_State* L)
{
- double arg1 = LuaGetArgument_double(L, 1);
- double arg2 = LuaGetArgument_double(L, 2);
- double arg3 = LuaGetArgument_double(L, 3);
- double arg4 = LuaGetArgument_double(L, 4);
- double arg5 = LuaGetArgument_double(L, 5);
- double arg6 = LuaGetArgument_double(L, 6);
- Matrix result = MatrixFrustum(arg1, arg2, arg3, arg4, arg5, arg6);
- LuaPush_Matrix(L, &result);
- return 1;
+ double arg1 = LuaGetArgument_double(L, 1);
+ double arg2 = LuaGetArgument_double(L, 2);
+ double arg3 = LuaGetArgument_double(L, 3);
+ double arg4 = LuaGetArgument_double(L, 4);
+ double arg5 = LuaGetArgument_double(L, 5);
+ double arg6 = LuaGetArgument_double(L, 6);
+ Matrix result = MatrixFrustum(arg1, arg2, arg3, arg4, arg5, arg6);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixPerspective(lua_State* L)
{
- double arg1 = LuaGetArgument_double(L, 1);
- double arg2 = LuaGetArgument_double(L, 2);
- double arg3 = LuaGetArgument_double(L, 3);
- double arg4 = LuaGetArgument_double(L, 4);
- Matrix result = MatrixPerspective(arg1, arg2, arg3, arg4);
- LuaPush_Matrix(L, &result);
- return 1;
+ double arg1 = LuaGetArgument_double(L, 1);
+ double arg2 = LuaGetArgument_double(L, 2);
+ double arg3 = LuaGetArgument_double(L, 3);
+ double arg4 = LuaGetArgument_double(L, 4);
+ Matrix result = MatrixPerspective(arg1, arg2, arg3, arg4);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixOrtho(lua_State* L)
{
- double arg1 = LuaGetArgument_double(L, 1);
- double arg2 = LuaGetArgument_double(L, 2);
- double arg3 = LuaGetArgument_double(L, 3);
- double arg4 = LuaGetArgument_double(L, 4);
- double arg5 = LuaGetArgument_double(L, 5);
- double arg6 = LuaGetArgument_double(L, 6);
- Matrix result = MatrixOrtho(arg1, arg2, arg3, arg4, arg5, arg6);
- LuaPush_Matrix(L, &result);
- return 1;
+ double arg1 = LuaGetArgument_double(L, 1);
+ double arg2 = LuaGetArgument_double(L, 2);
+ double arg3 = LuaGetArgument_double(L, 3);
+ double arg4 = LuaGetArgument_double(L, 4);
+ double arg5 = LuaGetArgument_double(L, 5);
+ double arg6 = LuaGetArgument_double(L, 6);
+ Matrix result = MatrixOrtho(arg1, arg2, arg3, arg4, arg5, arg6);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_MatrixLookAt(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
- Matrix result = MatrixLookAt(arg1, arg2, arg3);
- LuaPush_Matrix(L, &result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
+ Matrix result = MatrixLookAt(arg1, arg2, arg3);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
//----------------------------------------------------------------------------------
@@ -3393,82 +3396,82 @@ int lua_MatrixLookAt(lua_State* L)
//----------------------------------------------------------------------------------
int lua_QuaternionLength(lua_State* L)
{
- Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
- float result = QuaternionLength(arg1);
- lua_pushnumber(L, result);
- return 1;
+ Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
+ float result = QuaternionLength(arg1);
+ lua_pushnumber(L, result);
+ return 1;
}
int lua_QuaternionNormalize(lua_State* L)
{
- Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
- QuaternionNormalize(&arg1);
- LuaPush_Quaternion(L, arg1);
- return 1;
+ Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
+ QuaternionNormalize(&arg1);
+ LuaPush_Quaternion(L, arg1);
+ return 1;
}
int lua_QuaternionMultiply(lua_State* L)
{
- Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
- Quaternion arg2 = LuaGetArgument_Quaternion(L, 2);
- Quaternion result = QuaternionMultiply(arg1, arg2);
- LuaPush_Quaternion(L, result);
- return 1;
+ Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
+ Quaternion arg2 = LuaGetArgument_Quaternion(L, 2);
+ Quaternion result = QuaternionMultiply(arg1, arg2);
+ LuaPush_Quaternion(L, result);
+ return 1;
}
int lua_QuaternionSlerp(lua_State* L)
{
- Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
- Quaternion arg2 = LuaGetArgument_Quaternion(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- Quaternion result = QuaternionSlerp(arg1, arg2, arg3);
- LuaPush_Quaternion(L, result);
- return 1;
+ Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
+ Quaternion arg2 = LuaGetArgument_Quaternion(L, 2);
+ float arg3 = LuaGetArgument_float(L, 3);
+ Quaternion result = QuaternionSlerp(arg1, arg2, arg3);
+ LuaPush_Quaternion(L, result);
+ return 1;
}
int lua_QuaternionFromMatrix(lua_State* L)
{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- Quaternion result = QuaternionFromMatrix(arg1);
- LuaPush_Quaternion(L, result);
- return 1;
+ Matrix arg1 = LuaGetArgument_Matrix(L, 1);
+ Quaternion result = QuaternionFromMatrix(arg1);
+ LuaPush_Quaternion(L, result);
+ return 1;
}
int lua_QuaternionToMatrix(lua_State* L)
{
- Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
- Matrix result = QuaternionToMatrix(arg1);
- LuaPush_Matrix(L, &result);
- return 1;
+ Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
+ Matrix result = QuaternionToMatrix(arg1);
+ LuaPush_Matrix(L, &result);
+ return 1;
}
int lua_QuaternionFromAxisAngle(lua_State* L)
{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- Quaternion result = QuaternionFromAxisAngle(arg1, arg2);
- LuaPush_Quaternion(L, result);
- return 1;
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ Quaternion result = QuaternionFromAxisAngle(arg1, arg2);
+ LuaPush_Quaternion(L, result);
+ return 1;
}
int lua_QuaternionToAxisAngle(lua_State* L)
{
- Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
+ Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
Vector3 arg2;
- float arg3 = 0;
- QuaternionToAxisAngle(arg1, &arg2, &arg3);
- LuaPush_Vector3(L, arg2);
- lua_pushnumber(L, arg3);
- return 2;
+ float arg3 = 0;
+ QuaternionToAxisAngle(arg1, &arg2, &arg3);
+ LuaPush_Vector3(L, arg2);
+ lua_pushnumber(L, arg3);
+ return 2;
}
int lua_QuaternionTransform(lua_State* L)
{
- Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
- Matrix arg2 = LuaGetArgument_Matrix(L, 2);
- QuaternionTransform(&arg1, arg2);
- LuaPush_Quaternion(L, arg1);
- return 1;
+ Quaternion arg1 = LuaGetArgument_Quaternion(L, 1);
+ Matrix arg2 = LuaGetArgument_Matrix(L, 2);
+ QuaternionTransform(&arg1, arg2);
+ LuaPush_Quaternion(L, arg1);
+ return 1;
}
@@ -3479,174 +3482,174 @@ int lua_QuaternionTransform(lua_State* L)
// raylib Functions (and data types) list
static luaL_Reg raylib_functions[] = {
-
+
// Register non-opaque data types
REG(Color)
- REG(Vector2)
- REG(Vector3)
+ REG(Vector2)
+ REG(Vector3)
//REG(Matrix)
REG(Quaternion)
- REG(Rectangle)
- REG(Ray)
- REG(Camera)
- REG(Camera2D)
+ REG(Rectangle)
+ REG(Ray)
+ REG(Camera)
+ REG(Camera2D)
REG(BoundingBox)
//REG(Material)
// Register functions
- REG(InitWindow)
- REG(CloseWindow)
- REG(WindowShouldClose)
- REG(IsWindowMinimized)
- REG(ToggleFullscreen)
- REG(GetScreenWidth)
- REG(GetScreenHeight)
+ REG(InitWindow)
+ REG(CloseWindow)
+ REG(WindowShouldClose)
+ REG(IsWindowMinimized)
+ REG(ToggleFullscreen)
+ REG(GetScreenWidth)
+ REG(GetScreenHeight)
- REG(ShowCursor)
- REG(HideCursor)
- REG(IsCursorHidden)
- REG(EnableCursor)
- REG(DisableCursor)
-
- REG(ClearBackground)
- REG(BeginDrawing)
- REG(EndDrawing)
+ REG(ShowCursor)
+ REG(HideCursor)
+ REG(IsCursorHidden)
+ REG(EnableCursor)
+ REG(DisableCursor)
+
+ REG(ClearBackground)
+ REG(BeginDrawing)
+ REG(EndDrawing)
REG(Begin2dMode)
- REG(End2dMode)
- REG(Begin3dMode)
- REG(End3dMode)
+ REG(End2dMode)
+ REG(Begin3dMode)
+ REG(End3dMode)
REG(BeginTextureMode)
- REG(EndTextureMode)
+ REG(EndTextureMode)
- REG(GetMouseRay)
- REG(GetWorldToScreen)
- REG(GetCameraMatrix)
+ REG(GetMouseRay)
+ REG(GetWorldToScreen)
+ REG(GetCameraMatrix)
#if defined(PLATFORM_WEB)
- REG(SetDrawingLoop)
+ REG(SetDrawingLoop)
#else
- REG(SetTargetFPS)
+ REG(SetTargetFPS)
#endif
- REG(GetFPS)
- REG(GetFrameTime)
+ REG(GetFPS)
+ REG(GetFrameTime)
- REG(GetColor)
- REG(GetHexValue)
- REG(ColorToFloat)
- REG(VectorToFloat)
- REG(MatrixToFloat)
- REG(GetRandomValue)
- REG(Fade)
- REG(SetConfigFlags)
- REG(ShowLogo)
+ REG(GetColor)
+ REG(GetHexValue)
+ REG(ColorToFloat)
+ REG(VectorToFloat)
+ REG(MatrixToFloat)
+ REG(GetRandomValue)
+ REG(Fade)
+ REG(SetConfigFlags)
+ REG(ShowLogo)
- REG(IsFileDropped)
- //REG(*GetDroppedFiles)
- REG(ClearDroppedFiles)
- REG(StorageSaveValue)
- REG(StorageLoadValue)
+ REG(IsFileDropped)
+ //REG(*GetDroppedFiles)
+ REG(ClearDroppedFiles)
+ REG(StorageSaveValue)
+ REG(StorageLoadValue)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
- REG(IsKeyPressed)
- REG(IsKeyDown)
- REG(IsKeyReleased)
- REG(IsKeyUp)
- REG(GetKeyPressed)
+ REG(IsKeyPressed)
+ REG(IsKeyDown)
+ REG(IsKeyReleased)
+ REG(IsKeyUp)
+ REG(GetKeyPressed)
REG(SetExitKey)
- REG(IsGamepadAvailable)
+ REG(IsGamepadAvailable)
REG(GetGamepadAxisMovement)
- REG(IsGamepadButtonPressed)
- REG(IsGamepadButtonDown)
- REG(IsGamepadButtonReleased)
- REG(IsGamepadButtonUp)
+ REG(IsGamepadButtonPressed)
+ REG(IsGamepadButtonDown)
+ REG(IsGamepadButtonReleased)
+ REG(IsGamepadButtonUp)
#endif
- REG(IsMouseButtonPressed)
- REG(IsMouseButtonDown)
- REG(IsMouseButtonReleased)
- REG(IsMouseButtonUp)
- REG(GetMouseX)
- REG(GetMouseY)
- REG(GetMousePosition)
- REG(SetMousePosition)
- REG(GetMouseWheelMove)
- REG(GetTouchX)
- REG(GetTouchY)
- REG(GetTouchPosition)
+ REG(IsMouseButtonPressed)
+ REG(IsMouseButtonDown)
+ REG(IsMouseButtonReleased)
+ REG(IsMouseButtonUp)
+ REG(GetMouseX)
+ REG(GetMouseY)
+ REG(GetMousePosition)
+ REG(SetMousePosition)
+ REG(GetMouseWheelMove)
+ REG(GetTouchX)
+ REG(GetTouchY)
+ REG(GetTouchPosition)
#if defined(PLATFORM_ANDROID)
- REG(IsButtonPressed)
- REG(IsButtonDown)
- REG(IsButtonReleased)
+ REG(IsButtonPressed)
+ REG(IsButtonDown)
+ REG(IsButtonReleased)
#endif
- REG(SetGesturesEnabled)
- REG(IsGestureDetected)
- REG(GetGestureDetected)
+ REG(SetGesturesEnabled)
+ REG(IsGestureDetected)
+ REG(GetGestureDetected)
REG(GetTouchPointsCount)
- REG(GetGestureHoldDuration)
- REG(GetGestureDragVector)
- REG(GetGestureDragAngle)
- REG(GetGesturePinchVector)
- REG(GetGesturePinchAngle)
-
- REG(SetCameraMode)
- REG(UpdateCamera)
- REG(UpdateCameraPlayer)
- REG(SetCameraPosition)
- REG(SetCameraTarget)
+ REG(GetGestureHoldDuration)
+ REG(GetGestureDragVector)
+ REG(GetGestureDragAngle)
+ REG(GetGesturePinchVector)
+ REG(GetGesturePinchAngle)
+
+ REG(SetCameraMode)
+ REG(UpdateCamera)
+ REG(UpdateCameraPlayer)
+ REG(SetCameraPosition)
+ REG(SetCameraTarget)
REG(SetCameraFovy)
- REG(SetCameraPanControl)
- REG(SetCameraAltControl)
- REG(SetCameraSmoothZoomControl)
- REG(SetCameraMoveControls)
- REG(SetCameraMouseSensitivity)
+ REG(SetCameraPanControl)
+ REG(SetCameraAltControl)
+ REG(SetCameraSmoothZoomControl)
+ REG(SetCameraMoveControls)
+ REG(SetCameraMouseSensitivity)
- REG(DrawPixel)
- REG(DrawPixelV)
- REG(DrawLine)
- REG(DrawLineV)
- REG(DrawCircle)
- REG(DrawCircleGradient)
- REG(DrawCircleV)
- REG(DrawCircleLines)
- REG(DrawRectangle)
- REG(DrawRectangleRec)
- REG(DrawRectangleGradient)
- REG(DrawRectangleV)
- REG(DrawRectangleLines)
- REG(DrawTriangle)
- REG(DrawTriangleLines)
- REG(DrawPoly)
- REG(DrawPolyEx)
- REG(DrawPolyExLines)
+ REG(DrawPixel)
+ REG(DrawPixelV)
+ REG(DrawLine)
+ REG(DrawLineV)
+ REG(DrawCircle)
+ REG(DrawCircleGradient)
+ REG(DrawCircleV)
+ REG(DrawCircleLines)
+ REG(DrawRectangle)
+ REG(DrawRectangleRec)
+ REG(DrawRectangleGradient)
+ REG(DrawRectangleV)
+ REG(DrawRectangleLines)
+ REG(DrawTriangle)
+ REG(DrawTriangleLines)
+ REG(DrawPoly)
+ REG(DrawPolyEx)
+ REG(DrawPolyExLines)
- REG(CheckCollisionRecs)
- REG(CheckCollisionCircles)
- REG(CheckCollisionCircleRec)
- REG(GetCollisionRec)
- REG(CheckCollisionPointRec)
- REG(CheckCollisionPointCircle)
- REG(CheckCollisionPointTriangle)
+ REG(CheckCollisionRecs)
+ REG(CheckCollisionCircles)
+ REG(CheckCollisionCircleRec)
+ REG(GetCollisionRec)
+ REG(CheckCollisionPointRec)
+ REG(CheckCollisionPointCircle)
+ REG(CheckCollisionPointTriangle)
- REG(LoadImage)
- REG(LoadImageEx)
- REG(LoadImageRaw)
- REG(LoadImageFromRES)
- REG(LoadTexture)
- REG(LoadTextureEx)
- REG(LoadTextureFromRES)
- REG(LoadTextureFromImage)
+ REG(LoadImage)
+ REG(LoadImageEx)
+ REG(LoadImageRaw)
+ REG(LoadImageFromRES)
+ REG(LoadTexture)
+ REG(LoadTextureEx)
+ REG(LoadTextureFromRES)
+ REG(LoadTextureFromImage)
REG(LoadRenderTexture)
- REG(UnloadImage)
- REG(UnloadTexture)
- REG(UnloadRenderTexture)
- REG(GetImageData)
- REG(GetTextureData)
- REG(ImageToPOT)
- REG(ImageFormat)
+ REG(UnloadImage)
+ REG(UnloadTexture)
+ REG(UnloadRenderTexture)
+ REG(GetImageData)
+ REG(GetTextureData)
+ REG(ImageToPOT)
+ REG(ImageFormat)
REG(ImageDither)
REG(ImageCopy)
REG(ImageCrop)
@@ -3664,192 +3667,188 @@ static luaL_Reg raylib_functions[] = {
REG(ImageColorGrayscale)
REG(ImageColorContrast)
REG(ImageColorBrightness)
- REG(GenTextureMipmaps)
+ REG(GenTextureMipmaps)
REG(UpdateTexture)
- REG(DrawTexture)
- REG(DrawTextureV)
- REG(DrawTextureEx)
- REG(DrawTextureRec)
- REG(DrawTexturePro)
+ REG(DrawTexture)
+ REG(DrawTextureV)
+ REG(DrawTextureEx)
+ REG(DrawTextureRec)
+ REG(DrawTexturePro)
- REG(GetDefaultFont)
- REG(LoadSpriteFont)
- REG(UnloadSpriteFont)
- REG(DrawText)
- REG(DrawTextEx)
- REG(MeasureText)
- REG(MeasureTextEx)
- REG(DrawFPS)
- //REG(FormatText)
- //REG(SubText)
+ REG(GetDefaultFont)
+ REG(LoadSpriteFont)
+ REG(UnloadSpriteFont)
+ REG(DrawText)
+ REG(DrawTextEx)
+ REG(MeasureText)
+ REG(MeasureTextEx)
+ REG(DrawFPS)
- REG(DrawCube)
- REG(DrawCubeV)
- REG(DrawCubeWires)
- REG(DrawCubeTexture)
- REG(DrawSphere)
- REG(DrawSphereEx)
- REG(DrawSphereWires)
- REG(DrawCylinder)
- REG(DrawCylinderWires)
- REG(DrawPlane)
- REG(DrawRay)
- REG(DrawGrid)
- REG(DrawGizmo)
+ REG(DrawCube)
+ REG(DrawCubeV)
+ REG(DrawCubeWires)
+ REG(DrawCubeTexture)
+ REG(DrawSphere)
+ REG(DrawSphereEx)
+ REG(DrawSphereWires)
+ REG(DrawCylinder)
+ REG(DrawCylinderWires)
+ REG(DrawPlane)
+ REG(DrawRay)
+ REG(DrawGrid)
+ REG(DrawGizmo)
- REG(LoadModel)
- REG(LoadModelEx)
+ REG(LoadModel)
+ REG(LoadModelEx)
REG(LoadModelFromRES)
- REG(LoadHeightmap)
- REG(LoadCubicmap)
- REG(UnloadModel)
- REG(LoadMaterial)
- REG(LoadDefaultMaterial)
- REG(LoadStandardMaterial)
- REG(UnloadMaterial)
+ REG(LoadHeightmap)
+ REG(LoadCubicmap)
+ REG(UnloadModel)
+ REG(LoadMaterial)
+ REG(LoadDefaultMaterial)
+ REG(LoadStandardMaterial)
+ REG(UnloadMaterial)
//REG(GenMesh*) // Not ready yet...
- REG(DrawModel)
- REG(DrawModelEx)
- REG(DrawModelWires)
- REG(DrawModelWiresEx)
- REG(DrawBillboard)
- REG(DrawBillboardRec)
+ REG(DrawModel)
+ REG(DrawModelEx)
+ REG(DrawModelWires)
+ REG(DrawModelWiresEx)
+ REG(DrawBillboard)
+ REG(DrawBillboardRec)
REG(CalculateBoundingBox)
- REG(CheckCollisionSpheres)
- REG(CheckCollisionBoxes)
- REG(CheckCollisionBoxSphere)
+ REG(CheckCollisionSpheres)
+ REG(CheckCollisionBoxes)
+ REG(CheckCollisionBoxSphere)
REG(CheckCollisionRaySphere)
REG(CheckCollisionRaySphereEx)
REG(CheckCollisionRayBox)
- REG(ResolveCollisionCubicmap)
+ REG(ResolveCollisionCubicmap)
- REG(LoadShader)
- REG(UnloadShader)
+ REG(LoadShader)
+ REG(UnloadShader)
REG(GetDefaultShader)
REG(GetStandardShader)
REG(GetDefaultTexture)
- REG(GetShaderLocation)
- REG(SetShaderValue)
- REG(SetShaderValuei)
- REG(SetShaderValueMatrix)
- REG(SetMatrixProjection)
- REG(SetMatrixModelview)
- REG(BeginShaderMode)
- REG(EndShaderMode)
- REG(BeginBlendMode)
- REG(EndBlendMode)
- //REG(CreateLight)
- //REG(DestroyLight)
+ REG(GetShaderLocation)
+ REG(SetShaderValue)
+ REG(SetShaderValuei)
+ REG(SetShaderValueMatrix)
+ REG(SetMatrixProjection)
+ REG(SetMatrixModelview)
+ REG(BeginShaderMode)
+ REG(EndShaderMode)
+ REG(BeginBlendMode)
+ REG(EndBlendMode)
+ REG(CreateLight)
+ REG(DestroyLight)
- REG(InitVrDevice)
- REG(CloseVrDevice)
- REG(UpdateVrTracking)
- REG(BeginVrDrawing)
- REG(EndVrDrawing)
- REG(IsVrDeviceReady)
- REG(ToggleVrMode)
+ REG(InitVrDevice)
+ REG(CloseVrDevice)
+ REG(IsVrDeviceReady)
+ REG(UpdateVrTracking)
+ REG(ToggleVrMode)
- REG(InitAudioDevice)
- REG(CloseAudioDevice)
+ REG(InitAudioDevice)
+ REG(CloseAudioDevice)
REG(IsAudioDeviceReady)
- REG(LoadSound)
- REG(LoadSoundFromWave)
- REG(LoadSoundFromRES)
- REG(UnloadSound)
- REG(PlaySound)
- REG(PauseSound)
- REG(ResumeSound)
- REG(StopSound)
- REG(IsSoundPlaying)
- REG(SetSoundVolume)
- REG(SetSoundPitch)
+ REG(LoadSound)
+ REG(LoadSoundFromWave)
+ REG(LoadSoundFromRES)
+ REG(UnloadSound)
+ REG(PlaySound)
+ REG(PauseSound)
+ REG(ResumeSound)
+ REG(StopSound)
+ REG(IsSoundPlaying)
+ REG(SetSoundVolume)
+ REG(SetSoundPitch)
- REG(LoadMusicStream)
- REG(UnloadMusicStream)
- REG(UpdateMusicStream)
+ REG(LoadMusicStream)
+ REG(UnloadMusicStream)
+ REG(UpdateMusicStream)
REG(PlayMusicStream)
- REG(StopMusicStream)
- REG(PauseMusicStream)
- REG(ResumeMusicStream)
- REG(IsMusicPlaying)
- REG(SetMusicVolume)
- REG(SetMusicPitch)
- REG(GetMusicTimeLength)
- REG(GetMusicTimePlayed)
+ REG(StopMusicStream)
+ REG(PauseMusicStream)
+ REG(ResumeMusicStream)
+ REG(IsMusicPlaying)
+ REG(SetMusicVolume)
+ REG(SetMusicPitch)
+ REG(GetMusicTimeLength)
+ REG(GetMusicTimePlayed)
- REG(InitAudioStream)
- REG(UpdateAudioStream)
- REG(CloseAudioStream)
- REG(IsAudioBufferProcessed)
- REG(PlayAudioStream)
- REG(PauseAudioStream)
- REG(ResumeAudioStream)
- REG(StopAudioStream)
-
- /// Math and util
- REG(DecompressData)
+ REG(InitAudioStream)
+ REG(UpdateAudioStream)
+ REG(CloseAudioStream)
+ REG(IsAudioBufferProcessed)
+ REG(PlayAudioStream)
+ REG(PauseAudioStream)
+ REG(ResumeAudioStream)
+ REG(StopAudioStream)
+
+ /// Math and util
+ REG(DecompressData)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
- REG(WriteBitmap)
- REG(WritePNG)
+ REG(WriteBitmap)
+ REG(WritePNG)
#endif
- REG(TraceLog)
- REG(GetExtension)
- REG(GetNextPOT)
- REG(VectorAdd)
- REG(VectorSubtract)
- REG(VectorCrossProduct)
- REG(VectorPerpendicular)
- REG(VectorDotProduct)
- REG(VectorLength)
- REG(VectorScale)
- REG(VectorNegate)
- REG(VectorNormalize)
- REG(VectorDistance)
- REG(VectorLerp)
- REG(VectorReflect)
- REG(VectorTransform)
- REG(VectorZero)
- REG(MatrixDeterminant)
- REG(MatrixTrace)
- REG(MatrixTranspose)
- REG(MatrixInvert)
- REG(MatrixNormalize)
- REG(MatrixIdentity)
- REG(MatrixAdd)
- REG(MatrixSubstract)
- REG(MatrixTranslate)
- REG(MatrixRotate)
- REG(MatrixRotateX)
- REG(MatrixRotateY)
- REG(MatrixRotateZ)
- REG(MatrixScale)
- REG(MatrixMultiply)
- REG(MatrixFrustum)
- REG(MatrixPerspective)
- REG(MatrixOrtho)
- REG(MatrixLookAt)
- REG(QuaternionLength)
- REG(QuaternionNormalize)
- REG(QuaternionMultiply)
- REG(QuaternionSlerp)
- REG(QuaternionFromMatrix)
- REG(QuaternionToMatrix)
- REG(QuaternionFromAxisAngle)
- REG(QuaternionToAxisAngle)
- REG(QuaternionTransform)
-
- {0,0}
+ REG(TraceLog)
+ REG(GetExtension)
+ REG(GetNextPOT)
+ REG(VectorAdd)
+ REG(VectorSubtract)
+ REG(VectorCrossProduct)
+ REG(VectorPerpendicular)
+ REG(VectorDotProduct)
+ REG(VectorLength)
+ REG(VectorScale)
+ REG(VectorNegate)
+ REG(VectorNormalize)
+ REG(VectorDistance)
+ REG(VectorLerp)
+ REG(VectorReflect)
+ REG(VectorTransform)
+ REG(VectorZero)
+ REG(MatrixDeterminant)
+ REG(MatrixTrace)
+ REG(MatrixTranspose)
+ REG(MatrixInvert)
+ REG(MatrixNormalize)
+ REG(MatrixIdentity)
+ REG(MatrixAdd)
+ REG(MatrixSubstract)
+ REG(MatrixTranslate)
+ REG(MatrixRotate)
+ REG(MatrixRotateX)
+ REG(MatrixRotateY)
+ REG(MatrixRotateZ)
+ REG(MatrixScale)
+ REG(MatrixMultiply)
+ REG(MatrixFrustum)
+ REG(MatrixPerspective)
+ REG(MatrixOrtho)
+ REG(MatrixLookAt)
+ REG(QuaternionLength)
+ REG(QuaternionNormalize)
+ REG(QuaternionMultiply)
+ REG(QuaternionSlerp)
+ REG(QuaternionFromMatrix)
+ REG(QuaternionToMatrix)
+ REG(QuaternionFromAxisAngle)
+ REG(QuaternionToAxisAngle)
+ REG(QuaternionTransform)
+
+ {0,0}
};
// Register raylib functionality
static void LuaRegisterRayLib(const char *opt_table)
{
- if (opt_table) lua_createtable(L, 0, sizeof(raylib_functions)/sizeof(raylib_functions[0]));
- else lua_pushglobaltable(L);
+ if (opt_table) lua_createtable(L, 0, sizeof(raylib_functions)/sizeof(raylib_functions[0]));
+ else lua_pushglobaltable(L);
- luaL_setfuncs(L, raylib_functions, 0);
+ luaL_setfuncs(L, raylib_functions, 0);
}
//----------------------------------------------------------------------------------
@@ -3859,210 +3858,216 @@ static void LuaRegisterRayLib(const char *opt_table)
// Initialize Lua system
RLUADEF void InitLuaDevice(void)
{
- mainLuaState = luaL_newstate();
- L = mainLuaState;
+ mainLuaState = luaL_newstate();
+ L = mainLuaState;
- LuaStartEnum();
- LuaSetEnum("FULLSCREEN_MODE", 1);
- LuaSetEnum("SHOW_LOGO", 2);
- LuaSetEnum("SHOW_MOUSE_CURSOR", 4);
- LuaSetEnum("CENTERED_MODE", 8);
- LuaSetEnum("MSAA_4X_HINT", 16);
- LuaSetEnum("VSYNC_HINT", 32);
- LuaEndEnum("FLAG");
-
- LuaStartEnum();
- LuaSetEnum("SPACE", 32);
- LuaSetEnum("ESCAPE", 256);
- LuaSetEnum("ENTER", 257);
- LuaSetEnum("BACKSPACE", 259);
- LuaSetEnum("RIGHT", 262);
- LuaSetEnum("LEFT", 263);
- LuaSetEnum("DOWN", 264);
- LuaSetEnum("UP", 265);
- LuaSetEnum("F1", 290);
- LuaSetEnum("F2", 291);
- LuaSetEnum("F3", 292);
- LuaSetEnum("F4", 293);
- LuaSetEnum("F5", 294);
- LuaSetEnum("F6", 295);
- LuaSetEnum("F7", 296);
- LuaSetEnum("F8", 297);
- LuaSetEnum("F9", 298);
- LuaSetEnum("F10", 299);
- LuaSetEnum("LEFT_SHIFT", 340);
- LuaSetEnum("LEFT_CONTROL", 341);
- LuaSetEnum("LEFT_ALT", 342);
- LuaSetEnum("RIGHT_SHIFT", 344);
- LuaSetEnum("RIGHT_CONTROL", 345);
- LuaSetEnum("RIGHT_ALT", 346);
- LuaSetEnum("ZERO", 48);
- LuaSetEnum("ONE", 49);
- LuaSetEnum("TWO", 50);
- LuaSetEnum("THREE", 51);
- LuaSetEnum("FOUR", 52);
- LuaSetEnum("FIVE", 53);
- LuaSetEnum("SIX", 54);
- LuaSetEnum("SEVEN", 55);
- LuaSetEnum("EIGHT", 56);
- LuaSetEnum("NINE", 57);
- LuaSetEnum("A", 65);
- LuaSetEnum("B", 66);
- LuaSetEnum("C", 67);
- LuaSetEnum("D", 68);
- LuaSetEnum("E", 69);
- LuaSetEnum("F", 70);
- LuaSetEnum("G", 71);
- LuaSetEnum("H", 72);
- LuaSetEnum("I", 73);
- LuaSetEnum("J", 74);
- LuaSetEnum("K", 75);
- LuaSetEnum("L", 76);
- LuaSetEnum("M", 77);
- LuaSetEnum("N", 78);
- LuaSetEnum("O", 79);
- LuaSetEnum("P", 80);
- LuaSetEnum("Q", 81);
- LuaSetEnum("R", 82);
- LuaSetEnum("S", 83);
- LuaSetEnum("T", 84);
- LuaSetEnum("U", 85);
- LuaSetEnum("V", 86);
- LuaSetEnum("W", 87);
- LuaSetEnum("X", 88);
- LuaSetEnum("Y", 89);
- LuaSetEnum("Z", 90);
- LuaEndEnum("KEY");
-
- LuaStartEnum();
- LuaSetEnum("LEFT_BUTTON", 0);
- LuaSetEnum("RIGHT_BUTTON", 1);
- LuaSetEnum("MIDDLE_BUTTON", 2);
- LuaEndEnum("MOUSE");
-
- LuaStartEnum();
- LuaSetEnum("PLAYER1", 0);
- LuaSetEnum("PLAYER2", 1);
- LuaSetEnum("PLAYER3", 2);
- LuaSetEnum("PLAYER4", 3);
-
- LuaSetEnum("BUTTON_A", 2);
- LuaSetEnum("BUTTON_B", 1);
- LuaSetEnum("BUTTON_X", 3);
- LuaSetEnum("BUTTON_Y", 4);
- LuaSetEnum("BUTTON_R1", 7);
- LuaSetEnum("BUTTON_R2", 5);
- LuaSetEnum("BUTTON_L1", 6);
- LuaSetEnum("BUTTON_L2", 8);
- LuaSetEnum("BUTTON_SELECT", 9);
- LuaSetEnum("BUTTON_START", 10);
+ LuaStartEnum();
+ LuaSetEnum("FULLSCREEN_MODE", 1);
+ LuaSetEnum("SHOW_LOGO", 2);
+ LuaSetEnum("SHOW_MOUSE_CURSOR", 4);
+ LuaSetEnum("CENTERED_MODE", 8);
+ LuaSetEnum("MSAA_4X_HINT", 16);
+ LuaSetEnum("VSYNC_HINT", 32);
+ LuaEndEnum("FLAG");
+
+ LuaStartEnum();
+ LuaSetEnum("SPACE", 32);
+ LuaSetEnum("ESCAPE", 256);
+ LuaSetEnum("ENTER", 257);
+ LuaSetEnum("BACKSPACE", 259);
+ LuaSetEnum("RIGHT", 262);
+ LuaSetEnum("LEFT", 263);
+ LuaSetEnum("DOWN", 264);
+ LuaSetEnum("UP", 265);
+ LuaSetEnum("F1", 290);
+ LuaSetEnum("F2", 291);
+ LuaSetEnum("F3", 292);
+ LuaSetEnum("F4", 293);
+ LuaSetEnum("F5", 294);
+ LuaSetEnum("F6", 295);
+ LuaSetEnum("F7", 296);
+ LuaSetEnum("F8", 297);
+ LuaSetEnum("F9", 298);
+ LuaSetEnum("F10", 299);
+ LuaSetEnum("LEFT_SHIFT", 340);
+ LuaSetEnum("LEFT_CONTROL", 341);
+ LuaSetEnum("LEFT_ALT", 342);
+ LuaSetEnum("RIGHT_SHIFT", 344);
+ LuaSetEnum("RIGHT_CONTROL", 345);
+ LuaSetEnum("RIGHT_ALT", 346);
+ LuaSetEnum("ZERO", 48);
+ LuaSetEnum("ONE", 49);
+ LuaSetEnum("TWO", 50);
+ LuaSetEnum("THREE", 51);
+ LuaSetEnum("FOUR", 52);
+ LuaSetEnum("FIVE", 53);
+ LuaSetEnum("SIX", 54);
+ LuaSetEnum("SEVEN", 55);
+ LuaSetEnum("EIGHT", 56);
+ LuaSetEnum("NINE", 57);
+ LuaSetEnum("A", 65);
+ LuaSetEnum("B", 66);
+ LuaSetEnum("C", 67);
+ LuaSetEnum("D", 68);
+ LuaSetEnum("E", 69);
+ LuaSetEnum("F", 70);
+ LuaSetEnum("G", 71);
+ LuaSetEnum("H", 72);
+ LuaSetEnum("I", 73);
+ LuaSetEnum("J", 74);
+ LuaSetEnum("K", 75);
+ LuaSetEnum("L", 76);
+ LuaSetEnum("M", 77);
+ LuaSetEnum("N", 78);
+ LuaSetEnum("O", 79);
+ LuaSetEnum("P", 80);
+ LuaSetEnum("Q", 81);
+ LuaSetEnum("R", 82);
+ LuaSetEnum("S", 83);
+ LuaSetEnum("T", 84);
+ LuaSetEnum("U", 85);
+ LuaSetEnum("V", 86);
+ LuaSetEnum("W", 87);
+ LuaSetEnum("X", 88);
+ LuaSetEnum("Y", 89);
+ LuaSetEnum("Z", 90);
+ LuaEndEnum("KEY");
+
+ LuaStartEnum();
+ LuaSetEnum("LEFT_BUTTON", 0);
+ LuaSetEnum("RIGHT_BUTTON", 1);
+ LuaSetEnum("MIDDLE_BUTTON", 2);
+ LuaEndEnum("MOUSE");
+
+ LuaStartEnum();
+ LuaSetEnum("PLAYER1", 0);
+ LuaSetEnum("PLAYER2", 1);
+ LuaSetEnum("PLAYER3", 2);
+ LuaSetEnum("PLAYER4", 3);
+
+ LuaSetEnum("BUTTON_A", 2);
+ LuaSetEnum("BUTTON_B", 1);
+ LuaSetEnum("BUTTON_X", 3);
+ LuaSetEnum("BUTTON_Y", 4);
+ LuaSetEnum("BUTTON_R1", 7);
+ LuaSetEnum("BUTTON_R2", 5);
+ LuaSetEnum("BUTTON_L1", 6);
+ LuaSetEnum("BUTTON_L2", 8);
+ LuaSetEnum("BUTTON_SELECT", 9);
+ LuaSetEnum("BUTTON_START", 10);
- LuaSetEnum("XBOX_BUTTON_A", 0);
- LuaSetEnum("XBOX_BUTTON_B", 1);
- LuaSetEnum("XBOX_BUTTON_X", 2);
- LuaSetEnum("XBOX_BUTTON_Y", 3);
- LuaSetEnum("XBOX_BUTTON_LB", 4);
- LuaSetEnum("XBOX_BUTTON_RB", 5);
- LuaSetEnum("XBOX_BUTTON_SELECT", 6);
- LuaSetEnum("XBOX_BUTTON_START", 7);
+ LuaSetEnum("XBOX_BUTTON_A", 0);
+ LuaSetEnum("XBOX_BUTTON_B", 1);
+ LuaSetEnum("XBOX_BUTTON_X", 2);
+ LuaSetEnum("XBOX_BUTTON_Y", 3);
+ LuaSetEnum("XBOX_BUTTON_LB", 4);
+ LuaSetEnum("XBOX_BUTTON_RB", 5);
+ LuaSetEnum("XBOX_BUTTON_SELECT", 6);
+ LuaSetEnum("XBOX_BUTTON_START", 7);
#if defined(PLATFORM_RPI)
- LuaSetEnum("XBOX_AXIS_DPAD_X", 7);
- LuaSetEnum("XBOX_AXIS_DPAD_Y", 6);
- LuaSetEnum("XBOX_AXIS_RIGHT_X", 3);
- LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4);
- LuaSetEnum("XBOX_AXIS_LT", 2);
- LuaSetEnum("XBOX_AXIS_RT", 5);
+ LuaSetEnum("XBOX_AXIS_DPAD_X", 7);
+ LuaSetEnum("XBOX_AXIS_DPAD_Y", 6);
+ LuaSetEnum("XBOX_AXIS_RIGHT_X", 3);
+ LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4);
+ LuaSetEnum("XBOX_AXIS_LT", 2);
+ LuaSetEnum("XBOX_AXIS_RT", 5);
#else
- LuaSetEnum("XBOX_BUTTON_UP", 10);
- LuaSetEnum("XBOX_BUTTON_DOWN", 12);
- LuaSetEnum("XBOX_BUTTON_LEFT", 13);
- LuaSetEnum("XBOX_BUTTON_RIGHT", 11);
- LuaSetEnum("XBOX_AXIS_RIGHT_X", 4);
- LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3);
- LuaSetEnum("XBOX_AXIS_LT_RT", 2);
+ LuaSetEnum("XBOX_BUTTON_UP", 10);
+ LuaSetEnum("XBOX_BUTTON_DOWN", 12);
+ LuaSetEnum("XBOX_BUTTON_LEFT", 13);
+ LuaSetEnum("XBOX_BUTTON_RIGHT", 11);
+ LuaSetEnum("XBOX_AXIS_RIGHT_X", 4);
+ LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3);
+ LuaSetEnum("XBOX_AXIS_LT_RT", 2);
#endif
- LuaSetEnum("XBOX_AXIS_LEFT_X", 0);
- LuaSetEnum("XBOX_AXIS_LEFT_Y", 1);
- LuaEndEnum("GAMEPAD");
-
- lua_pushglobaltable(L);
- LuaSetEnumColor("LIGHTGRAY", LIGHTGRAY);
- LuaSetEnumColor("GRAY", GRAY);
- LuaSetEnumColor("DARKGRAY", DARKGRAY);
- LuaSetEnumColor("YELLOW", YELLOW);
- LuaSetEnumColor("GOLD", GOLD);
- LuaSetEnumColor("ORANGE", ORANGE);
- LuaSetEnumColor("PINK", PINK);
- LuaSetEnumColor("RED", RED);
- LuaSetEnumColor("MAROON", MAROON);
- LuaSetEnumColor("GREEN", GREEN);
- LuaSetEnumColor("LIME", LIME);
- LuaSetEnumColor("DARKGREEN", DARKGREEN);
- LuaSetEnumColor("SKYBLUE", SKYBLUE);
- LuaSetEnumColor("BLUE", BLUE);
- LuaSetEnumColor("DARKBLUE", DARKBLUE);
- LuaSetEnumColor("PURPLE", PURPLE);
- LuaSetEnumColor("VIOLET", VIOLET);
- LuaSetEnumColor("DARKPURPLE", DARKPURPLE);
- LuaSetEnumColor("BEIGE", BEIGE);
- LuaSetEnumColor("BROWN", BROWN);
- LuaSetEnumColor("DARKBROWN", DARKBROWN);
- LuaSetEnumColor("WHITE", WHITE);
- LuaSetEnumColor("BLACK", BLACK);
- LuaSetEnumColor("BLANK", BLANK);
- LuaSetEnumColor("MAGENTA", MAGENTA);
- LuaSetEnumColor("RAYWHITE", RAYWHITE);
- lua_pop(L, 1);
-
- LuaStartEnum();
- LuaSetEnum("UNCOMPRESSED_GRAYSCALE", UNCOMPRESSED_GRAYSCALE);
- LuaSetEnum("UNCOMPRESSED_GRAY_ALPHA", UNCOMPRESSED_GRAY_ALPHA);
- LuaSetEnum("UNCOMPRESSED_R5G6B5", UNCOMPRESSED_R5G6B5);
- LuaSetEnum("UNCOMPRESSED_R8G8B8", UNCOMPRESSED_R8G8B8);
- LuaSetEnum("UNCOMPRESSED_R5G5B5A1", UNCOMPRESSED_R5G5B5A1);
- LuaSetEnum("UNCOMPRESSED_R4G4B4A4", UNCOMPRESSED_R4G4B4A4);
- LuaSetEnum("UNCOMPRESSED_R8G8B8A8", UNCOMPRESSED_R8G8B8A8);
- LuaSetEnum("COMPRESSED_DXT1_RGB", COMPRESSED_DXT1_RGB);
- LuaSetEnum("COMPRESSED_DXT1_RGBA", COMPRESSED_DXT1_RGBA);
- LuaSetEnum("COMPRESSED_DXT3_RGBA", COMPRESSED_DXT3_RGBA);
- LuaSetEnum("COMPRESSED_DXT5_RGBA", COMPRESSED_DXT5_RGBA);
- LuaSetEnum("COMPRESSED_ETC1_RGB", COMPRESSED_ETC1_RGB);
- LuaSetEnum("COMPRESSED_ETC2_RGB", COMPRESSED_ETC2_RGB);
- LuaSetEnum("COMPRESSED_ETC2_EAC_RGBA", COMPRESSED_ETC2_EAC_RGBA);
- LuaSetEnum("COMPRESSED_PVRT_RGB", COMPRESSED_PVRT_RGB);
- LuaSetEnum("COMPRESSED_PVRT_RGBA", COMPRESSED_PVRT_RGBA);
- LuaSetEnum("COMPRESSED_ASTC_4x4_RGBA", COMPRESSED_ASTC_4x4_RGBA);
- LuaSetEnum("COMPRESSED_ASTC_8x8_RGBA", COMPRESSED_ASTC_8x8_RGBA);
- LuaEndEnum("TextureFormat");
-
- LuaStartEnum();
- LuaSetEnum("ALPHA", BLEND_ALPHA);
- LuaSetEnum("ADDITIVE", BLEND_ADDITIVE);
- LuaSetEnum("MULTIPLIED", BLEND_MULTIPLIED);
- LuaEndEnum("BlendMode");
-
- LuaStartEnum();
- LuaSetEnum("NONE", GESTURE_NONE);
- LuaSetEnum("TAP", GESTURE_TAP);
- LuaSetEnum("DOUBLETAP", GESTURE_DOUBLETAP);
- LuaSetEnum("HOLD", GESTURE_HOLD);
- LuaSetEnum("DRAG", GESTURE_DRAG);
- LuaSetEnum("SWIPE_RIGHT", GESTURE_SWIPE_RIGHT);
- LuaSetEnum("SWIPE_LEFT", GESTURE_SWIPE_LEFT);
- LuaSetEnum("SWIPE_UP", GESTURE_SWIPE_UP);
- LuaSetEnum("SWIPE_DOWN", GESTURE_SWIPE_DOWN);
- LuaSetEnum("PINCH_IN", GESTURE_PINCH_IN);
- LuaSetEnum("PINCH_OUT", GESTURE_PINCH_OUT);
- LuaEndEnum("Gestures");
-
- LuaStartEnum();
- LuaSetEnum("CUSTOM", CAMERA_CUSTOM);
- LuaSetEnum("FREE", CAMERA_FREE);
- LuaSetEnum("ORBITAL", CAMERA_ORBITAL);
- LuaSetEnum("FIRST_PERSON", CAMERA_FIRST_PERSON);
- LuaSetEnum("THIRD_PERSON", CAMERA_THIRD_PERSON);
- LuaEndEnum("CameraMode");
+ LuaSetEnum("XBOX_AXIS_LEFT_X", 0);
+ LuaSetEnum("XBOX_AXIS_LEFT_Y", 1);
+ LuaEndEnum("GAMEPAD");
+
+ lua_pushglobaltable(L);
+ LuaSetEnumColor("LIGHTGRAY", LIGHTGRAY);
+ LuaSetEnumColor("GRAY", GRAY);
+ LuaSetEnumColor("DARKGRAY", DARKGRAY);
+ LuaSetEnumColor("YELLOW", YELLOW);
+ LuaSetEnumColor("GOLD", GOLD);
+ LuaSetEnumColor("ORANGE", ORANGE);
+ LuaSetEnumColor("PINK", PINK);
+ LuaSetEnumColor("RED", RED);
+ LuaSetEnumColor("MAROON", MAROON);
+ LuaSetEnumColor("GREEN", GREEN);
+ LuaSetEnumColor("LIME", LIME);
+ LuaSetEnumColor("DARKGREEN", DARKGREEN);
+ LuaSetEnumColor("SKYBLUE", SKYBLUE);
+ LuaSetEnumColor("BLUE", BLUE);
+ LuaSetEnumColor("DARKBLUE", DARKBLUE);
+ LuaSetEnumColor("PURPLE", PURPLE);
+ LuaSetEnumColor("VIOLET", VIOLET);
+ LuaSetEnumColor("DARKPURPLE", DARKPURPLE);
+ LuaSetEnumColor("BEIGE", BEIGE);
+ LuaSetEnumColor("BROWN", BROWN);
+ LuaSetEnumColor("DARKBROWN", DARKBROWN);
+ LuaSetEnumColor("WHITE", WHITE);
+ LuaSetEnumColor("BLACK", BLACK);
+ LuaSetEnumColor("BLANK", BLANK);
+ LuaSetEnumColor("MAGENTA", MAGENTA);
+ LuaSetEnumColor("RAYWHITE", RAYWHITE);
+ lua_pop(L, 1);
+
+ LuaStartEnum();
+ LuaSetEnum("UNCOMPRESSED_GRAYSCALE", UNCOMPRESSED_GRAYSCALE);
+ LuaSetEnum("UNCOMPRESSED_GRAY_ALPHA", UNCOMPRESSED_GRAY_ALPHA);
+ LuaSetEnum("UNCOMPRESSED_R5G6B5", UNCOMPRESSED_R5G6B5);
+ LuaSetEnum("UNCOMPRESSED_R8G8B8", UNCOMPRESSED_R8G8B8);
+ LuaSetEnum("UNCOMPRESSED_R5G5B5A1", UNCOMPRESSED_R5G5B5A1);
+ LuaSetEnum("UNCOMPRESSED_R4G4B4A4", UNCOMPRESSED_R4G4B4A4);
+ LuaSetEnum("UNCOMPRESSED_R8G8B8A8", UNCOMPRESSED_R8G8B8A8);
+ LuaSetEnum("COMPRESSED_DXT1_RGB", COMPRESSED_DXT1_RGB);
+ LuaSetEnum("COMPRESSED_DXT1_RGBA", COMPRESSED_DXT1_RGBA);
+ LuaSetEnum("COMPRESSED_DXT3_RGBA", COMPRESSED_DXT3_RGBA);
+ LuaSetEnum("COMPRESSED_DXT5_RGBA", COMPRESSED_DXT5_RGBA);
+ LuaSetEnum("COMPRESSED_ETC1_RGB", COMPRESSED_ETC1_RGB);
+ LuaSetEnum("COMPRESSED_ETC2_RGB", COMPRESSED_ETC2_RGB);
+ LuaSetEnum("COMPRESSED_ETC2_EAC_RGBA", COMPRESSED_ETC2_EAC_RGBA);
+ LuaSetEnum("COMPRESSED_PVRT_RGB", COMPRESSED_PVRT_RGB);
+ LuaSetEnum("COMPRESSED_PVRT_RGBA", COMPRESSED_PVRT_RGBA);
+ LuaSetEnum("COMPRESSED_ASTC_4x4_RGBA", COMPRESSED_ASTC_4x4_RGBA);
+ LuaSetEnum("COMPRESSED_ASTC_8x8_RGBA", COMPRESSED_ASTC_8x8_RGBA);
+ LuaEndEnum("TextureFormat");
+
+ LuaStartEnum();
+ LuaSetEnum("ALPHA", BLEND_ALPHA);
+ LuaSetEnum("ADDITIVE", BLEND_ADDITIVE);
+ LuaSetEnum("MULTIPLIED", BLEND_MULTIPLIED);
+ LuaEndEnum("BlendMode");
+
+ LuaStartEnum();
+ LuaSetEnum("POINT", LIGHT_POINT);
+ LuaSetEnum("DIRECTIONAL", LIGHT_DIRECTIONAL);
+ LuaSetEnum("SPOT", LIGHT_SPOT);
+ LuaEndEnum("LightType");
+
+ LuaStartEnum();
+ LuaSetEnum("NONE", GESTURE_NONE);
+ LuaSetEnum("TAP", GESTURE_TAP);
+ LuaSetEnum("DOUBLETAP", GESTURE_DOUBLETAP);
+ LuaSetEnum("HOLD", GESTURE_HOLD);
+ LuaSetEnum("DRAG", GESTURE_DRAG);
+ LuaSetEnum("SWIPE_RIGHT", GESTURE_SWIPE_RIGHT);
+ LuaSetEnum("SWIPE_LEFT", GESTURE_SWIPE_LEFT);
+ LuaSetEnum("SWIPE_UP", GESTURE_SWIPE_UP);
+ LuaSetEnum("SWIPE_DOWN", GESTURE_SWIPE_DOWN);
+ LuaSetEnum("PINCH_IN", GESTURE_PINCH_IN);
+ LuaSetEnum("PINCH_OUT", GESTURE_PINCH_OUT);
+ LuaEndEnum("Gestures");
+
+ LuaStartEnum();
+ LuaSetEnum("CUSTOM", CAMERA_CUSTOM);
+ LuaSetEnum("FREE", CAMERA_FREE);
+ LuaSetEnum("ORBITAL", CAMERA_ORBITAL);
+ LuaSetEnum("FIRST_PERSON", CAMERA_FIRST_PERSON);
+ LuaSetEnum("THIRD_PERSON", CAMERA_THIRD_PERSON);
+ LuaEndEnum("CameraMode");
LuaStartEnum();
LuaSetEnum("DEFAULT_DEVICE", HMD_DEFAULT_DEVICE);
@@ -4074,82 +4079,82 @@ RLUADEF void InitLuaDevice(void)
LuaSetEnum("SONY_PLAYSTATION_VR", HMD_SONY_PLAYSTATION_VR);
LuaSetEnum("RAZER_OSVR", HMD_RAZER_OSVR);
LuaSetEnum("FOVE_VR", HMD_FOVE_VR);
- LuaEndEnum("VrDevice");
+ LuaEndEnum("VrDevice");
- lua_pushglobaltable(L);
- LuaSetEnum("INFO", INFO);
- LuaSetEnum("ERROR", ERROR);
- LuaSetEnum("WARNING", WARNING);
- LuaSetEnum("DEBUG", DEBUG);
- LuaSetEnum("OTHER", OTHER);
- lua_pop(L, 1);
+ lua_pushglobaltable(L);
+ LuaSetEnum("INFO", INFO);
+ LuaSetEnum("ERROR", ERROR);
+ LuaSetEnum("WARNING", WARNING);
+ LuaSetEnum("DEBUG", DEBUG);
+ LuaSetEnum("OTHER", OTHER);
+ lua_pop(L, 1);
- lua_pushboolean(L, true);
+ lua_pushboolean(L, true);
#if defined(PLATFORM_DESKTOP)
- lua_setglobal(L, "PLATFORM_DESKTOP");
+ lua_setglobal(L, "PLATFORM_DESKTOP");
#elif defined(PLATFORM_ANDROID)
- lua_setglobal(L, "PLATFORM_ANDROID");
+ lua_setglobal(L, "PLATFORM_ANDROID");
#elif defined(PLATFORM_RPI)
- lua_setglobal(L, "PLATFORM_RPI");
+ lua_setglobal(L, "PLATFORM_RPI");
#elif defined(PLATFORM_WEB)
- lua_setglobal(L, "PLATFORM_WEB");
+ lua_setglobal(L, "PLATFORM_WEB");
#endif
- luaL_openlibs(L);
- LuaBuildOpaqueMetatables();
+ luaL_openlibs(L);
+ LuaBuildOpaqueMetatables();
- LuaRegisterRayLib(0);
+ LuaRegisterRayLib(0);
}
// De-initialize Lua system
RLUADEF void CloseLuaDevice(void)
{
- if (mainLuaState)
- {
- lua_close(mainLuaState);
- mainLuaState = 0;
- L = 0;
- }
+ if (mainLuaState)
+ {
+ lua_close(mainLuaState);
+ mainLuaState = 0;
+ L = 0;
+ }
}
// Execute raylib Lua code
RLUADEF void ExecuteLuaCode(const char *code)
{
- if (!mainLuaState)
- {
- TraceLog(WARNING, "Lua device not initialized");
- return;
- }
+ if (!mainLuaState)
+ {
+ TraceLog(WARNING, "Lua device not initialized");
+ return;
+ }
- int result = luaL_dostring(L, code);
+ int result = luaL_dostring(L, code);
- switch (result)
- {
+ switch (result)
+ {
case LUA_OK: break;
case LUA_ERRRUN: TraceLog(ERROR, "Lua Runtime Error: %s", lua_tostring(L, -1)); break;
case LUA_ERRMEM: TraceLog(ERROR, "Lua Memory Error: %s", lua_tostring(L, -1)); break;
default: TraceLog(ERROR, "Lua Error: %s", lua_tostring(L, -1)); break;
- }
+ }
}
// Execute raylib Lua script
RLUADEF void ExecuteLuaFile(const char *filename)
{
- if (!mainLuaState)
- {
- TraceLog(WARNING, "Lua device not initialized");
- return;
- }
+ if (!mainLuaState)
+ {
+ TraceLog(WARNING, "Lua device not initialized");
+ return;
+ }
- int result = luaL_dofile(L, filename);
+ int result = luaL_dofile(L, filename);
- switch (result)
- {
+ switch (result)
+ {
case LUA_OK: break;
case LUA_ERRRUN: TraceLog(ERROR, "Lua Runtime Error: %s", lua_tostring(L, -1));
case LUA_ERRMEM: TraceLog(ERROR, "Lua Memory Error: %s", lua_tostring(L, -1));
default: TraceLog(ERROR, "Lua Error: %s", lua_tostring(L, -1));
- }
+ }
}
#endif // RLUA_IMPLEMENTATION