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authorraysan5 <raysan5@gmail.com>2016-08-03 21:38:21 +0200
committerraysan5 <raysan5@gmail.com>2016-08-03 21:38:21 +0200
commit735968e68543bb5141122f181608d0d7ada9a3be (patch)
treea8763182a289c9d321d08d51cc54f7169c858310 /src/rlua.h
parentd3d9aaceb12111ebe54f55f23cd87dfb43964f1f (diff)
downloadraylib-735968e68543bb5141122f181608d0d7ada9a3be.tar.gz
raylib-735968e68543bb5141122f181608d0d7ada9a3be.zip
[rlua] new module: raylib Lua binding
Diffstat (limited to 'src/rlua.h')
-rw-r--r--src/rlua.h3631
1 files changed, 3631 insertions, 0 deletions
diff --git a/src/rlua.h b/src/rlua.h
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+++ b/src/rlua.h
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+/**********************************************************************************************
+*
+* rlua - raylib Lua bindings
+*
+* NOTE 01:
+* The following types:
+* Color, Vector2, Vector3, Rectangle, Ray, Camera
+* are treated as objects with named fields, same as in C.
+*
+* Lua defines utility functions for creating those objects.
+* Usage:
+* local cl = Color(255,255,255,255)
+* local rec = Rectangle(10, 10, 100, 100)
+* local ray = Ray(Vector3(20, 20, 20), Vector3(50, 50, 50))
+* local x2 = rec.x + rec.width
+*
+* The following types:
+* Image, Texture2D, SpriteFont
+* are immutable, and you can only read their non-pointer arguments (e.g. sprfnt.size).
+*
+* All other object types are opaque, that is, you cannot access or
+* change their fields directly.
+*
+* Remember that ALL raylib types have REFERENCE SEMANTICS in Lua.
+* There is currently no way to create a copy of an opaque object.
+*
+* NOTE 02:
+* Some raylib functions take a pointer to an array, and the size of that array.
+* The equivalent Lua functions take only an array table of the specified type UNLESS
+* it's a pointer to a large char array (e.g. for images), then it takes (and potentially returns)
+* a Lua string (without the size argument, as Lua strings are sized by default).
+*
+* NOTE 03:
+* Some raylib functions take pointers to objects to modify (e.g. ImageToPOT, etc.)
+* In Lua, these functions take values and return a new changed value, instead.
+* So, in C:
+* ImageToPOT(&img, BLACK);
+* In Lua becomes:
+* img = ImageToPOT(img, BLACK)
+*
+* Remember that functions can return multiple values, so:
+* UpdateCameraPlayer(&cam, &playerPos);
+* Vector3 vec = ResolveCollisionCubicmap(img, mapPos, &playerPos, 5.0);
+* becomes:
+* cam, playerPos = UpdateCameraPlayer(cam, playerPos)
+* vec, playerPos = ResolveCollisionCubicmap(img, mapPos, playerPos, 5)
+*
+* This is to preserve value semantics of raylib objects.
+*
+*
+* This Lua binding for raylib was originally created by Ghassan Al-Mashareqa (ghassan@ghassan.pl)
+* for raylib 1.3 and later on reviewed and updated to raylib 1.6 by Ramon Santamaria.
+*
+* Copyright (c) 2015-2016 Ghassan Al-Mashareqa and Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#pragma once
+
+#include "raylib.h"
+
+#define RLUA_STATIC
+#ifdef RLUA_STATIC
+ #define RLUADEF static // Functions just visible to module including this file
+#else
+ #ifdef __cplusplus
+ #define RLUADEF extern "C" // Functions visible from other files (no name mangling of functions in C++)
+ #else
+ #define RLUADEF extern // Functions visible from other files
+ #endif
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+RLUADEF void InitLuaDevice(void); // Initialize Lua system
+RLUADEF void ExecuteLuaCode(const char *code); // Execute raylib Lua code
+RLUADEF void ExecuteLuaFile(const char *filename); // Execute raylib Lua script
+RLUADEF void CloseLuaDevice(void); // De-initialize Lua system
+
+/***********************************************************************************
+*
+* RLUA IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RLUA_IMPLEMENTATION)
+
+#include "raylib.h"
+#include "utils.h"
+#include "raymath.h"
+
+#include <string.h>
+#include <stdlib.h>
+
+#include <lua.h>
+#include <lauxlib.h>
+#include <lualib.h>
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define LuaPush_Image(L, img) LuaPushOpaqueTypeWithMetatable(L, img, Image)
+#define LuaPush_Texture2D(L, tex) LuaPushOpaqueTypeWithMetatable(L, tex, Texture2D)
+#define LuaPush_RenderTexture2D(L, tex) LuaPushOpaqueTypeWithMetatable(L, tex, RenderTexture2D)
+#define LuaPush_SpriteFont(L, sf) LuaPushOpaqueTypeWithMetatable(L, sf, SpriteFont)
+#define LuaPush_Mesh(L, vd) LuaPushOpaqueType(L, vd)
+#define LuaPush_Shader(L, s) LuaPushOpaqueType(L, s)
+#define LuaPush_Sound(L, snd) LuaPushOpaqueType(L, snd)
+#define LuaPush_Wave(L, wav) LuaPushOpaqueType(L, wav)
+#define LuaPush_Music(L, mus) LuaPushOpaqueType(L, mus)
+
+#define LuaGetArgument_string luaL_checkstring
+#define LuaGetArgument_int (int)luaL_checkinteger
+#define LuaGetArgument_unsigned (unsigned)luaL_checkinteger
+#define LuaGetArgument_char (char)luaL_checkinteger
+#define LuaGetArgument_float (float)luaL_checknumber
+#define LuaGetArgument_double luaL_checknumber
+#define LuaGetArgument_Image(L, img) *(Image*)LuaGetArgumentOpaqueTypeWithMetatable(L, img, "Image")
+#define LuaGetArgument_Texture2D(L, tex) *(Texture2D*)LuaGetArgumentOpaqueTypeWithMetatable(L, tex, "Texture2D")
+#define LuaGetArgument_RenderTexture2D(L, rtex) *(RenderTexture2D*)LuaGetArgumentOpaqueTypeWithMetatable(L, rtex, "RenderTexture2D")
+#define LuaGetArgument_SpriteFont(L, sf) *(SpriteFont*)LuaGetArgumentOpaqueTypeWithMetatable(L, sf, "SpriteFont")
+#define LuaGetArgument_Mesh(L, vd) *(Mesh*)LuaGetArgumentOpaqueType(L, vd)
+#define LuaGetArgument_Shader(L, s) *(Shader*)LuaGetArgumentOpaqueType(L, s)
+#define LuaGetArgument_Sound(L, snd) *(Sound*)LuaGetArgumentOpaqueType(L, snd)
+#define LuaGetArgument_Wave(L, wav) *(Wave*)LuaGetArgumentOpaqueType(L, wav)
+#define LuaGetArgument_Music(L, mus) *(Music*)LuaGetArgumentOpaqueType(L, mus)
+
+#define LuaPushOpaqueType(L, str) LuaPushOpaque(L, &str, sizeof(str))
+#define LuaPushOpaqueTypeWithMetatable(L, str, meta) LuaPushOpaqueWithMetatable(L, &str, sizeof(str), #meta)
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static lua_State* mainLuaState = 0;
+static lua_State* L = 0;
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static void LuaPush_Color(lua_State* L, Color color);
+static void LuaPush_Vector2(lua_State* L, Vector2 vec);
+static void LuaPush_Vector3(lua_State* L, Vector3 vec);
+static void LuaPush_Quaternion(lua_State* L, Quaternion vec);
+static void LuaPush_Matrix(lua_State* L, Matrix *matrix);
+static void LuaPush_Rectangle(lua_State* L, Rectangle rect);
+static void LuaPush_Model(lua_State* L, Model mdl);
+static void LuaPush_Ray(lua_State* L, Ray ray);
+static void LuaPush_Camera(lua_State* L, Camera cam);
+
+static Vector2 LuaGetArgument_Vector2(lua_State* L, int index);
+static Vector3 LuaGetArgument_Vector3(lua_State* L, int index);
+static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index);
+static Color LuaGetArgument_Color(lua_State* L, int index);
+static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index);
+static Camera LuaGetArgument_Camera(lua_State* L, int index);
+static Ray LuaGetArgument_Ray(lua_State* L, int index);
+static Matrix LuaGetArgument_Matrix(lua_State* L, int index);
+static Model LuaGetArgument_Model(lua_State* L, int index);
+
+//----------------------------------------------------------------------------------
+// rlua Helper Functions
+//----------------------------------------------------------------------------------
+static void LuaStartEnum(void)
+{
+ lua_newtable(L);
+}
+
+static void LuaSetEnum(const char *name, int value)
+{
+ 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);
+}
+
+static void LuaEndEnum(const char *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);
+}
+
+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);
+}
+
+static void* LuaGetArgumentOpaqueType(lua_State* L, int 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);
+}
+
+//----------------------------------------------------------------------------------
+// LuaIndex* functions
+//----------------------------------------------------------------------------------
+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;
+}
+
+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;
+}
+
+// TODO: RenderTexture2D?
+
+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;
+}
+
+static void LuaBuildOpaqueMetatables(void)
+{
+ 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);
+
+ // TODO?
+ /*
+ luaL_newmetatable(L, "RenderTexture2D");
+ 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);
+}
+
+//----------------------------------------------------------------------------------
+// LuaGetArgument functions
+//----------------------------------------------------------------------------------
+
+static Vector2 LuaGetArgument_Vector2(lua_State* L, int index)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ 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;
+ 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_TTABLE, index, "Expected Camera");
+ result.fovy = LuaGetArgument_float(L, -1);
+ lua_pop(L, 4);
+ return result;
+}
+
+static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index)
+{
+ Camera2D result;
+ 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_TTABLE, index, "Expected Camera2D");
+ result.rotation = LuaGetArgument_float(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TTABLE, index, "Expected Camera2D");
+ result.zoom = LuaGetArgument_float(L, -1);
+ lua_pop(L, 4);
+ return result;
+}
+
+// TODO:
+//BoundingBox
+//LightData, *Light
+//MusicData *Music;
+//AudioStream
+
+// TODO: Review Mesh, Shader
+
+static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index)
+{
+ BoundingBox result;
+ 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;
+ 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;
+ for (int i = 0; i < 16; i++)
+ {
+ lua_geti(L, -1, i+1);
+ ptr[i] = luaL_checkinteger(L, -1);
+ }
+ lua_pop(L, 16);
+ return result;
+}
+
+static Material LuaGetArgument_Material(lua_State* L, int index)
+{
+ Material result;
+ luaL_argcheck(L, lua_getfield(L, index, "shader") == LUA_TUSERDATA, index, "Expected Material");
+ 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);
+ luaL_argcheck(L, lua_getfield(L, index, "texNormal") == LUA_TUSERDATA, index, "Expected Material");
+ 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);
+ luaL_argcheck(L, lua_getfield(L, index, "colDiffuse") == LUA_TUSERDATA, index, "Expected Material");
+ result.colDiffuse = LuaGetArgument_Color(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TUSERDATA, index, "Expected Material");
+ result.colAmbient = LuaGetArgument_Color(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TUSERDATA, index, "Expected Material");
+ result.colSpecular = LuaGetArgument_Color(L, -1);
+ luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TUSERDATA, index, "Expected Material");
+ result.glossiness = LuaGetArgument_float(L, -1);
+ lua_pop(L, 8);
+ return result;
+}
+
+static Model LuaGetArgument_Model(lua_State* L, int index)
+{
+ Model result;
+ 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;
+}
+
+//----------------------------------------------------------------------------------
+// LuaPush functions
+//----------------------------------------------------------------------------------
+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");
+}
+
+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");
+}
+
+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");
+}
+
+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");
+}
+
+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);
+ }
+}
+
+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");
+}
+
+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");
+}
+
+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");
+}
+
+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_pushnumber(L, cam.fovy);
+ lua_setfield(L, -2, "fovy");
+}
+
+static void LuaPush_Camera2D(lua_State* L, Camera2D cam)
+{
+ lua_createtable(L, 0, 3);
+ 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");
+}
+
+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");
+ LuaPush_Texture2D(L, mat.texSpecular);
+ lua_setfield(L, -2, "texSpecular");
+ LuaPush_Color(L, mat.colDiffuse);
+ lua_setfield(L, -2, "colDiffuse");
+ LuaPush_Color(L, mat.colAmbient);
+ lua_setfield(L, -2, "colAmbient");
+ LuaPush_Color(L, mat.colSpecular);
+ lua_setfield(L, -2, "colSpecular");
+ lua_pushnumber(L, mat.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");
+}
+
+//----------------------------------------------------------------------------------
+// raylib Lua Structure constructors
+//----------------------------------------------------------------------------------
+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;
+}
+
+static int lua_Vector2(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+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);
+ 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 }, fovy });
+ 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);
+ float zoom = LuaGetArgument_float(L, 4);
+ LuaPush_Camera2D(L, (Camera2D) { { off.x, off.y }, { tar.x, tar.y }, rot, zoom });
+ return 1;
+}
+
+
+/*************************************************************************************
+* raylib Lua Functions Bindings
+**************************************************************************************/
+
+//------------------------------------------------------------------------------------
+// raylib [core] module functions - Window and Graphics Device
+//------------------------------------------------------------------------------------
+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 lua_CloseWindow(lua_State* L)
+{
+ CloseWindow();
+ return 0;
+}
+
+int lua_WindowShouldClose(lua_State* L)
+{
+ bool result = WindowShouldClose();
+ lua_pushboolean(L, result);
+ return 1;
+}
+
+int lua_IsWindowMinimized(lua_State* L)
+{
+ bool result = IsWindowMinimized();
+ lua_pushboolean(L, result);
+ return 1;
+}
+
+int lua_ToggleFullscreen(lua_State* L)
+{
+ ToggleFullscreen();
+ return 0;
+}
+
+int lua_GetScreenWidth(lua_State* L)
+{
+ 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 lua_ShowCursor(lua_State* L)
+{
+ ShowCursor();
+ return 0;
+}
+
+int lua_HideCursor(lua_State* L)
+{
+ HideCursor();
+ return 0;
+}
+
+int lua_IsCursorHidden(lua_State* L)
+{
+ bool result = IsCursorHidden();
+ lua_pushboolean(L, result);
+ return 1;
+}
+
+// TODO:
+/*
+void EnableCursor(void); // Enables cursor
+void DisableCursor(void); // Disables cursor
+*/
+
+int lua_ClearBackground(lua_State* L)
+{
+ Color arg1 = LuaGetArgument_Color(L, 1);
+ ClearBackground(arg1);
+ return 0;
+}
+
+int lua_BeginDrawing(lua_State* L)
+{
+ BeginDrawing();
+ return 0;
+}
+
+int lua_EndDrawing(lua_State* L)
+{
+ EndDrawing();
+ return 0;
+}
+
+// TODO:
+//void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
+//void End2dMode(void); // Ends 2D mode custom camera usage
+
+int lua_Begin3dMode(lua_State* L)
+{
+ Camera arg1 = LuaGetArgument_Camera(L, 1);
+ Begin3dMode(arg1);
+ return 0;
+}
+
+int lua_End3dMode(lua_State* L)
+{
+ End3dMode();
+ return 0;
+}
+
+// TODO:
+//void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
+//void EndTextureMode(void); // Ends drawing to render texture
+
+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;
+}
+
+// TODO:
+//Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
+//Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
+
+#if defined(PLATFORM_WEB)
+
+static int LuaDrawLoopFunc;
+
+static void LuaDrawLoop()
+{
+ 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;
+}
+
+#else
+
+int lua_SetTargetFPS(lua_State* L)
+{
+ 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;
+}
+
+int lua_GetFrameTime(lua_State* L)
+{
+ 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 lua_GetHexValue(lua_State* L)
+{
+ Color arg1 = LuaGetArgument_Color(L, 1);
+ int result = GetHexValue(arg1);
+ lua_pushinteger(L, result);
+ return 1;
+}
+
+// TODO:
+/*
+float *ColorToFloat(Color color); // Converts Color to float array and normalizes
+float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
+float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
+*/
+
+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 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;
+}
+
+int lua_SetConfigFlags(lua_State* L)
+{
+ char arg1 = LuaGetArgument_char(L, 1);
+ SetConfigFlags(arg1);
+ return 0;
+}
+
+int lua_ShowLogo(lua_State* L)
+{
+ ShowLogo();
+ return 0;
+}
+
+int lua_IsFileDropped(lua_State* L)
+{
+ 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 lua_ClearDroppedFiles(lua_State* L)
+{
+ 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 lua_StorageLoadValue(lua_State* L)
+{
+ int arg1 = LuaGetArgument_int(L, 1);
+ int result = StorageLoadValue(arg1);
+ lua_pushinteger(L, result);
+ return 1;
+}
+
+//------------------------------------------------------------------------------------
+// raylib [core] module functions - Input Handling
+//------------------------------------------------------------------------------------
+#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 lua_IsKeyDown(lua_State* L)
+{
+ 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 lua_IsKeyUp(lua_State* L)
+{
+ 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 lua_SetExitKey(lua_State* L)
+{
+ 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;
+}
+
+// TODO: Review
+// float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
+/*
+int lua_GetGamepadMovement(lua_State* L)
+{
+ int arg1 = LuaGetArgument_int(L, 1);
+ Vector2 result = GetGamepadMovement(arg1);
+ LuaPush_Vector2(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 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 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 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;
+}
+#endif
+
+int lua_IsMouseButtonPressed(lua_State* L)
+{
+ 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 lua_IsMouseButtonReleased(lua_State* L)
+{
+ 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 lua_GetMouseX(lua_State* L)
+{
+ 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 lua_GetMousePosition(lua_State* L)
+{
+ 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;
+}
+
+int lua_GetMouseWheelMove(lua_State* L)
+{
+ 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 lua_GetTouchY(lua_State* L)
+{
+ 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;
+}
+
+// TODO:
+/*
+#if defined(PLATFORM_ANDROID)
+bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
+bool IsButtonDown(int button); // Detect if an android physic button is being pressed
+bool IsButtonReleased(int button); // Detect if an android physic button has been released
+#endif
+*/
+
+//------------------------------------------------------------------------------------
+// raylib [gestures] module functions - Gestures and Touch Handling
+//------------------------------------------------------------------------------------
+int lua_SetGesturesEnabled(lua_State* L)
+{
+ 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;
+}
+
+// TODO:
+///void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
+
+int lua_UpdateGestures(lua_State* L)
+{
+ UpdateGestures();
+ return 0;
+}
+
+int lua_GetTouchPointsCount(lua_State* L)
+{
+ 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 lua_GetGestureHoldDuration(lua_State* L)
+{
+ int result = GetGestureHoldDuration();
+ lua_pushinteger(L, result);
+ return 1;
+}
+
+int lua_GetGestureDragVector(lua_State* L)
+{
+ Vector2 result = GetGestureDragVector();
+ LuaPush_Vector2(L, result);
+ return 1;
+}
+
+int lua_GetGestureDragAngle(lua_State* L)
+{
+ float result = GetGestureDragAngle();
+ lua_pushnumber(L, result);
+ return 1;
+}
+
+int lua_GetGesturePinchVector(lua_State* L)
+{
+ Vector2 result = GetGesturePinchVector();
+ LuaPush_Vector2(L, result);
+ return 1;
+}
+
+int lua_GetGesturePinchAngle(lua_State* L)
+{
+ float result = GetGesturePinchAngle();
+ lua_pushnumber(L, result);
+ return 1;
+}
+
+//------------------------------------------------------------------------------------
+// raylib [camera] module functions - Camera System
+//------------------------------------------------------------------------------------
+int lua_SetCameraMode(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+int lua_SetCameraPosition(lua_State* L)
+{
+ 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;
+}
+
+int lua_SetCameraFovy(lua_State* L)
+{
+ 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 lua_SetCameraAltControl(lua_State* L)
+{
+ 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 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 lua_SetCameraMouseSensitivity(lua_State* L)
+{
+ float arg1 = LuaGetArgument_float(L, 1);
+ SetCameraMouseSensitivity(arg1);
+ return 0;
+}
+
+//------------------------------------------------------------------------------------
+// raylib [shapes] module functions - Basic Shapes Drawing
+//------------------------------------------------------------------------------------
+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 lua_DrawPixelV(lua_State* L)
+{
+ 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 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;
+}
+
+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 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 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;
+}
+
+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 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 lua_DrawRectangleRec(lua_State* L)
+{
+ 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 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;
+}
+
+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 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;
+}
+
+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;
+}
+
+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;
+}
+
+#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; \
+ }
+
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+//------------------------------------------------------------------------------------
+// raylib [textures] module functions - Texture Loading and Drawing
+//------------------------------------------------------------------------------------
+int lua_LoadImage(lua_State* L)
+{
+ 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);
+
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_LoadTexture(lua_State* L)
+{
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ Texture2D result = LoadTexture(arg1);
+ LuaPush_Texture2D(L, result);
+ return 1;
+}
+
+// TODO: Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat);
+int lua_LoadTextureEx(lua_State* L)
+{
+ void * arg1 = LuaGetArgument_string(L, 1); // TODO: How to get a void * ?
+ 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 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;
+}
+
+int lua_LoadTextureFromImage(lua_State* L)
+{
+ 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 lua_UnloadImage(lua_State* L)
+{
+ 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;
+}
+
+int lua_UnloadRenderTexture(lua_State* L)
+{
+ 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;
+}
+
+int lua_GetTextureData(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+// TODO:
+/*
+void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
+void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
+Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
+void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
+void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
+void ImageFlipVertical(Image *image); // Flip image vertically
+void ImageFlipHorizontal(Image *image); // Flip image horizontally
+void ImageColorTint(Image *image, Color color); // Modify image color: tint
+void ImageColorInvert(Image *image); // Modify image color: invert
+void ImageColorGrayscale(Image *image); // Modify image color: grayscale
+void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
+void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
+*/
+
+int lua_GenTextureMipmaps(lua_State* L)
+{
+ Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
+ GenTextureMipmaps(arg1);
+ return 0;
+}
+
+// TODO: void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+//------------------------------------------------------------------------------------
+// raylib [text] module functions - Font Loading and Text Drawing
+//------------------------------------------------------------------------------------
+int lua_GetDefaultFont(lua_State* L)
+{
+ 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;
+}
+
+int lua_UnloadSpriteFont(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_DrawFPS(lua_State* L)
+{
+ int arg1 = LuaGetArgument_int(L, 1);
+ int arg2 = LuaGetArgument_int(L, 2);
+ DrawFPS(arg1, arg2);
+ return 0;
+}
+
+// TODO:
+/*
+const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
+const char *SubText(const char *text, int position, int length); // Get a piece of a text string
+*/
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_DrawRay(lua_State* L)
+{
+ 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 lua_DrawGizmo(lua_State* L)
+{
+ Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
+ DrawGizmo(arg1);
+ return 0;
+}
+
+// TODO:
+/*
+void DrawLight(Light light); // Draw light in 3D world
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
+*/
+
+//------------------------------------------------------------------------------------
+// raylib [models] module functions
+//------------------------------------------------------------------------------------
+int lua_LoadModel(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_LoadCubicmap(lua_State* L)
+{
+ 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;
+}
+
+// TODO: GenMesh*()
+
+int lua_LoadMaterial(lua_State* L)
+{
+ 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;
+}
+
+int lua_LoadStandardMaterial(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+int lua_DrawModelEx(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+int lua_DrawModelWiresEx(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_CalculateBoundingBox(lua_State* L)
+{
+ Mesh arg1 = LuaGetArgument_Mesh(L, 1);
+ BoundingBox result = CalculateBoundingBox(arg1);
+ LuaPush_BoundingBox(L, result);
+ return 0;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_CheckCollisionBoxSphere(lua_State* L)
+{
+ BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1);
+ Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
+ float arg3 = LuaGetArgument_float(L, 4);
+ bool result = CheckCollisionBoxSphere(arg1, arg2, arg3);
+ lua_pushboolean(L, result);
+ return 1;
+}
+
+// TODO:
+/*
+bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
+bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
+bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
+Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
+*/
+
+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;
+}
+
+//------------------------------------------------------------------------------------
+// raylib [raymath] module functions - Shaders
+//------------------------------------------------------------------------------------
+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;
+}
+
+int lua_UnloadShader(lua_State* L)
+{
+ 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;
+}
+
+int lua_GetStandardShader(lua_State* L)
+{
+ Shader result = GetStandardShader();
+ LuaPush_Shader(L, result);
+ return 1;
+}
+
+int lua_GetDefaultTexture(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_SetMatrixProjection(lua_State* L)
+{
+ 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;
+}
+
+int lua_BeginShaderMode(lua_State* L)
+{
+ Shader arg1 = LuaGetArgument_Shader(L, 1);
+ BeginShaderMode(arg1);
+ return 0;
+}
+
+int lua_EndShaderMode(lua_State* L)
+{
+ EndShaderMode();
+ return 0;
+}
+
+int lua_BeginBlendMode(lua_State* L)
+{
+ int arg1 = LuaGetArgument_int(L, 1);
+ BeginBlendMode(arg1);
+ return 0;
+}
+
+int lua_EndBlendMode(lua_State* L)
+{
+ EndBlendMode();
+ return 0;
+}
+
+// TODO:
+//Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
+//void DestroyLight(Light light); // Destroy a light and take it out of the list
+
+// TODO:
+/*
+//------------------------------------------------------------------------------------
+// raylib [rlgl] module functions - VR experience
+//------------------------------------------------------------------------------------
+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 ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
+*/
+
+//------------------------------------------------------------------------------------
+// raylib [audio] module functions
+//------------------------------------------------------------------------------------
+int lua_InitAudioDevice(lua_State* L)
+{
+ InitAudioDevice();
+ return 0;
+}
+
+int lua_CloseAudioDevice(lua_State* L)
+{
+ CloseAudioDevice();
+ return 0;
+}
+
+int lua_IsAudioDeviceReady(lua_State* L)
+{
+ bool result = IsAudioDeviceReady();
+ lua_pushboolean(L, result);
+ return 0;
+}
+
+int lua_LoadSound(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+int lua_UnloadSound(lua_State* L)
+{
+ 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;
+}
+
+int lua_PauseSound(lua_State* L)
+{
+ 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;
+}
+
+int lua_StopSound(lua_State* L)
+{
+ 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;
+}
+
+int lua_SetSoundVolume(lua_State* L)
+{
+ 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;
+}
+
+int lua_LoadMusicStream(lua_State* L)
+{
+ const char * arg1 = LuaGetArgument_string(L, 1);
+ Music result = LoadMusicStream((char *)arg1);
+ LuaPush_Music(L, result);
+ return 0;
+}
+
+int lua_UnloadMusicStream(lua_State* L)
+{
+ Music arg1 = LuaGetArgument_Music(L, 1);
+ UnloadMusicStream(arg1);
+ return 0;
+}
+
+int lua_PlayMusicStream(lua_State* L)
+{
+ Music arg1 = LuaGetArgument_Music(L, 1);
+ PlayMusicStream(arg1);
+ return 0;
+}
+
+int lua_UpdateMusicStream(lua_State* L)
+{
+ Music arg1 = LuaGetArgument_Music(L, 1);
+ UpdateMusicStream(arg1);
+ return 0;
+}
+
+int lua_StopMusicStream(lua_State* L)
+{
+ Music arg1 = LuaGetArgument_Music(L, 1);
+ StopMusicStream(arg1);
+ return 0;
+}
+
+int lua_PauseMusicStream(lua_State* L)
+{
+ Music arg1 = LuaGetArgument_Music(L, 1);
+ PauseMusicStream(arg1);
+ return 0;
+}
+
+int lua_ResumeMusicStream(lua_State* L)
+{
+ Music arg1 = LuaGetArgument_Music(L, 1);
+ 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;
+}
+
+int lua_SetMusicVolume(lua_State* L)
+{
+ Music arg1 = LuaGetArgument_Music(L, 1);
+ float arg2 = LuaGetArgument_float(L, 2);
+ SetMusicVolume(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;
+}
+
+int lua_GetMusicTimePlayed(lua_State* L)
+{
+ Music arg1 = LuaGetArgument_Music(L, 1);
+ float result = GetMusicTimePlayed(arg1);
+ lua_pushnumber(L, result);
+ return 1;
+}
+
+// TODO:
+/*
+AudioStream InitAudioStream(unsigned int sampleRate,
+ unsigned int sampleSize,
+ unsigned int channels); // Init audio stream (to stream audio pcm data)
+void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
+void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
+bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
+void PlayAudioStream(AudioStream stream); // Play audio stream
+void PauseAudioStream(AudioStream stream); // Pause audio stream
+void ResumeAudioStream(AudioStream stream); // Resume audio stream
+void StopAudioStream(AudioStream stream); // Stop audio stream
+*/
+
+//----------------------------------------------------------------------------------
+// raylib [utils] module functions
+//----------------------------------------------------------------------------------
+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;
+}
+
+#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;
+}
+
+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;
+}
+#endif
+
+int lua_TraceLog(lua_State* L)
+{
+ int num_args = lua_gettop(L) - 1;
+ int arg1 = LuaGetArgument_int(L, 1);
+
+ /// type, 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;
+}
+
+int lua_GetExtension(lua_State* L)
+{
+ 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;
+}
+
+//----------------------------------------------------------------------------------
+// raylib [raymath] module functions - Vector3 math
+//----------------------------------------------------------------------------------
+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;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_VectorPerpendicular(lua_State* L)
+{
+ 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;
+}
+
+int lua_VectorLength(lua_State* L)
+{
+ 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;
+}
+
+int lua_VectorNegate(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_VectorZero(lua_State* L)
+{
+ Vector3 result = VectorZero();
+ LuaPush_Vector3(L, result);
+ return 1;
+}
+
+//----------------------------------------------------------------------------------
+// raylib [raymath] module functions - Matrix math
+//----------------------------------------------------------------------------------
+int lua_MatrixDeterminant(lua_State* L)
+{
+ 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;
+}
+
+int lua_MatrixTranspose(lua_State* L)
+{
+ 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;
+}
+
+int lua_MatrixNormalize(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_MatrixRotateX(lua_State* L)
+{
+ 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;
+}
+
+int lua_MatrixRotateZ(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+//----------------------------------------------------------------------------------
+// raylib [raymath] module functions - Quaternion math
+//----------------------------------------------------------------------------------
+int lua_QuaternionLength(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+int lua_QuaternionFromMatrix(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+int lua_QuaternionToAxisAngle(lua_State* L)
+{
+ 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;
+}
+
+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;
+}
+
+
+//----------------------------------------------------------------------------------
+// Functions Registering
+//----------------------------------------------------------------------------------
+#define REG(name) { #name, lua_##name },
+
+// raylib Functions (and data types) list
+static luaL_Reg raylib_functions[] = {
+ REG(Color)
+ REG(Vector2)
+ REG(Vector3)
+ REG(Rectangle)
+ REG(Ray)
+ REG(Camera)
+ // TODO: Additional structs
+
+ // TODO: Review registered functions
+ REG(InitWindow)
+ REG(CloseWindow)
+ REG(WindowShouldClose)
+ REG(IsWindowMinimized)
+ REG(ToggleFullscreen)
+
+ REG(GetScreenWidth)
+ REG(GetScreenHeight)
+ REG(ClearBackground)
+ REG(BeginDrawing)
+ REG(EndDrawing)
+ REG(Begin3dMode)
+ REG(End3dMode)
+ REG(GetMouseRay)
+#if defined(PLATFORM_WEB)
+ REG(SetDrawingLoop)
+#else
+ REG(SetTargetFPS)
+#endif
+ REG(GetFPS)
+ REG(GetFrameTime)
+ REG(GetColor)
+ REG(GetHexValue)
+ REG(GetRandomValue)
+ REG(Fade)
+ REG(SetConfigFlags)
+ REG(ShowLogo)
+ REG(IsFileDropped)
+ //REG(*GetDroppedFiles)
+ REG(ClearDroppedFiles)
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
+ REG(IsKeyPressed)
+ REG(IsKeyDown)
+ REG(IsKeyReleased)
+ REG(IsKeyUp)
+ REG(GetKeyPressed)
+ REG(IsMouseButtonPressed)
+ REG(IsMouseButtonDown)
+ REG(IsMouseButtonReleased)
+ REG(IsMouseButtonUp)
+ REG(GetMouseX)
+ REG(GetMouseY)
+ REG(GetMousePosition)
+ REG(SetMousePosition)
+ REG(GetMouseWheelMove)
+ REG(ShowCursor)
+ REG(HideCursor)
+ REG(IsCursorHidden)
+#endif
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ REG(IsGamepadAvailable)
+
+ REG(IsGamepadButtonPressed)
+ REG(IsGamepadButtonDown)
+ REG(IsGamepadButtonReleased)
+ REG(IsGamepadButtonUp)
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+ REG(GetTouchX)
+ REG(GetTouchY)
+ REG(GetTouchPosition)
+#if defined(PLATFORM_WEB)
+ REG(InitGesturesSystem)
+#elif defined(PLATFORM_ANDROID)
+ //REG(InitGesturesSystem)
+#endif
+ REG(UpdateGestures)
+ REG(IsGestureDetected)
+ REG(GetGestureType)
+ REG(SetGesturesEnabled)
+ REG(GetGestureDragIntensity)
+ REG(GetGestureDragAngle)
+ REG(GetGestureDragVector)
+ REG(GetGestureHoldDuration)
+ REG(GetGesturePinchDelta)
+ REG(GetGesturePinchAngle)
+#endif
+ REG(SetCameraMode)
+ REG(UpdateCamera)
+ REG(UpdateCameraPlayer)
+ REG(SetCameraPosition)
+ REG(SetCameraTarget)
+ 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(CheckCollisionRecs)
+ REG(CheckCollisionCircles)
+ REG(CheckCollisionCircleRec)
+ REG(GetCollisionRec)
+ REG(CheckCollisionPointRec)
+ REG(CheckCollisionPointCircle)
+ REG(CheckCollisionPointTriangle)
+ REG(LoadImage)
+ REG(LoadImageEx)
+ REG(LoadImageRaw)
+ REG(LoadImageFromRES)
+ REG(LoadTexture)
+ REG(LoadTextureFromRES)
+ REG(LoadTextureFromImage)
+ REG(UnloadImage)
+ REG(UnloadTexture)
+ REG(GetImageData)
+ REG(GetTextureData)
+ REG(ImageToPOT)
+ REG(ImageFormat)
+ REG(GenTextureMipmaps)
+ 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(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(LoadHeightmap)
+ REG(LoadCubicmap)
+ REG(UnloadModel)
+ REG(DrawModel)
+ REG(DrawModelEx)
+ REG(DrawModelWires)
+ REG(DrawBillboard)
+ REG(DrawBillboardRec)
+ REG(CheckCollisionSpheres)
+ REG(CheckCollisionBoxes)
+ REG(CheckCollisionBoxSphere)
+ REG(ResolveCollisionCubicmap)
+ REG(LoadShader)
+ REG(UnloadShader)
+ REG(GetShaderLocation)
+ REG(SetShaderValue)
+ REG(SetShaderValuei)
+
+ REG(BeginBlendMode)
+ REG(EndBlendMode)
+ REG(InitAudioDevice)
+ REG(CloseAudioDevice)
+ REG(LoadSound)
+ REG(LoadSoundFromWave)
+ REG(LoadSoundFromRES)
+ REG(UnloadSound)
+ REG(PlaySound)
+ REG(PauseSound)
+ REG(StopSound)
+ REG(IsSoundPlaying)
+ REG(SetSoundVolume)
+ REG(SetSoundPitch)
+ REG(PlayMusicStream)
+ REG(UpdateMusicStream)
+ REG(StopMusicStream)
+ REG(PauseMusicStream)
+ REG(ResumeMusicStream)
+ REG(IsMusicPlaying)
+ REG(SetMusicVolume)
+ REG(GetMusicTimeLength)
+ REG(GetMusicTimePlayed)
+
+ /// Math and util
+ REG(DecompressData)
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
+ 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}
+};
+
+// 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);
+
+ luaL_setfuncs(L, raylib_functions, 0);
+}
+
+//----------------------------------------------------------------------------------
+// raylib Lua API
+//----------------------------------------------------------------------------------
+
+// Initialize Lua system
+RLUADEF void InitLuaDevice(void)
+{
+ 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);
+ LuaEndEnum("GAMEPAD");
+
+ 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);
+ LuaEndEnum("GAMEPAD");
+
+ // TODO: XBOX controller buttons enum
+
+ 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");
+
+ LuaStartEnum();
+ LuaSetEnum("HMD_DEFAULT_DEVICE", HMD_DEFAULT_DEVICE);
+ LuaSetEnum("HMD_OCULUS_RIFT_DK2", HMD_OCULUS_RIFT_DK2);
+ LuaSetEnum("HMD_OCULUS_RIFT_CV1", HMD_OCULUS_RIFT_CV1);
+ LuaSetEnum("HMD_VALVE_HTC_VIVE", HMD_VALVE_HTC_VIVE);
+ LuaSetEnum("HMD_SAMSUNG_GEAR_VR", HMD_SAMSUNG_GEAR_VR);
+ LuaSetEnum("HMD_GOOGLE_CARDBOARD", HMD_GOOGLE_CARDBOARD);
+ LuaSetEnum("HMD_SONY_PLAYSTATION_VR", HMD_SONY_PLAYSTATION_VR);
+ LuaSetEnum("HMD_RAZER_OSVR", HMD_RAZER_OSVR);
+ LuaSetEnum("HMD_FOVE_VR", HMD_FOVE_VR);
+ 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_pushboolean(L, true);
+#if defined(PLATFORM_DESKTOP)
+ lua_setglobal(L, "PLATFORM_DESKTOP");
+#elif defined(PLATFORM_ANDROID)
+ lua_setglobal(L, "PLATFORM_ANDROID");
+#elif defined(PLATFORM_RPI)
+ lua_setglobal(L, "PLATFORM_RPI");
+#elif defined(PLATFORM_WEB)
+ lua_setglobal(L, "PLATFORM_WEB");
+#endif
+
+ luaL_openlibs(L);
+ LuaBuildOpaqueMetatables();
+
+ LuaRegisterRayLib(0);
+}
+
+// De-initialize Lua system
+RLUADEF void CloseLuaDevice(void)
+{
+ 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;
+ }
+
+ int result = luaL_dostring(L, code);
+
+ 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;
+ }
+
+ int result = luaL_dofile(L, filename);
+
+ 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