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authorraysan5 <raysan5@gmail.com>2017-02-05 03:15:43 +0100
committerraysan5 <raysan5@gmail.com>2017-02-05 03:15:43 +0100
commit7bf6a712ccb4abe059bcbb739664ac1cadcf0b22 (patch)
treedddba3a635492f291dcaf8cfacefbbb84f995101 /src/rlua.h
parentc4bd214cf07c68476c4ce972766c24ee54a982f6 (diff)
downloadraylib-7bf6a712ccb4abe059bcbb739664ac1cadcf0b22.tar.gz
raylib-7bf6a712ccb4abe059bcbb739664ac1cadcf0b22.zip
Remove rlua from raylib main repo
Moved to own repo at https://github.com/raysan5/raylib-lua
Diffstat (limited to 'src/rlua.h')
-rw-r--r--src/rlua.h4333
1 files changed, 0 insertions, 4333 deletions
diff --git a/src/rlua.h b/src/rlua.h
deleted file mode 100644
index 80dede41..00000000
--- a/src/rlua.h
+++ /dev/null
@@ -1,4333 +0,0 @@
-/**********************************************************************************************
-*
-* rlua - raylib Lua bindings
-*
-* NOTE 01:
-* The following types:
-* Color, Vector2, Vector3, Rectangle, Ray, Camera, Camera2D
-* 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, RenderTexture2D, SpriteFont
-* are immutable, and you can only read their non-pointer arguments (e.g. sprfnt.baseSize).
-*
-* 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_Light(L, light) LuaPushOpaqueTypeWithMetatable(L, light, Light)
-#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 LuaPush_AudioStream(L, aud) LuaPushOpaqueType(L, aud)
-
-#define LuaGetArgument_string luaL_checkstring
-#define LuaGetArgument_ptr (void *)luaL_checkinteger
-#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_Light(L, light) *(Light*)LuaGetArgumentOpaqueType(L, light)
-#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 LuaGetArgument_AudioStream(L, aud) *(AudioStream*)LuaGetArgumentOpaqueType(L, aud)
-
-#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 Camera2D LuaGetArgument_Camera2D(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 if (!strcmp(key, "id"))
- lua_pushinteger(L, img.id);
- else
- return 0;
- return 1;
-}
-
-static int LuaIndexRenderTexture2D(lua_State* L)
-{
- RenderTexture2D img = LuaGetArgument_RenderTexture2D(L, 1);
- const char *key = luaL_checkstring(L, 2);
- if (!strcmp(key, "texture"))
- LuaPush_Texture2D(L, img.texture);
- else if (!strcmp(key, "depth"))
- LuaPush_Texture2D(L, img.depth);
- else
- return 0;
- return 1;
-}
-
-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, "charsCount"))
- lua_pushinteger(L, img.charsCount);
- else
- return 0;
- return 1;
-}
-
-static int LuaIndexLight(lua_State* L)
-{
- Light light = LuaGetArgument_Light(L, 1);
- const char *key = luaL_checkstring(L, 2);
- if (!strcmp(key, "id"))
- lua_pushinteger(L, light->id);
- else if (!strcmp(key, "enabled"))
- lua_pushboolean(L, light->enabled);
- else if (!strcmp(key, "type"))
- lua_pushinteger(L, light->type);
- else if (!strcmp(key, "position"))
- LuaPush_Vector3(L, light->position);
- else if (!strcmp(key, "target"))
- LuaPush_Vector3(L, light->target);
- else if (!strcmp(key, "radius"))
- lua_pushnumber(L, light->radius);
- else if (!strcmp(key, "diffuse"))
- LuaPush_Color(L, light->diffuse);
- else if (!strcmp(key, "intensity"))
- lua_pushnumber(L, light->intensity);
- else if (!strcmp(key, "coneAngle"))
- lua_pushnumber(L, light->coneAngle);
- else
- return 0;
- return 1;
-}
-
-static int LuaNewIndexLight(lua_State* L)
-{
- Light light = LuaGetArgument_Light(L, 1);
- const char *key = luaL_checkstring(L, 2);
- if (!strcmp(key, "id"))
- light->id = LuaGetArgument_int(L, 3);
- else if (!strcmp(key, "enabled"))
- light->enabled = lua_toboolean(L, 3);
- else if (!strcmp(key, "type"))
- light->type = LuaGetArgument_int(L, 3);
- else if (!strcmp(key, "position"))
- light->position = LuaGetArgument_Vector3(L, 3);
- else if (!strcmp(key, "target"))
- light->target = LuaGetArgument_Vector3(L, 3);
- else if (!strcmp(key, "radius"))
- light->radius = LuaGetArgument_float(L, 3);
- else if (!strcmp(key, "diffuse"))
- light->diffuse = LuaGetArgument_Color(L, 3);
- else if (!strcmp(key, "intensity"))
- light->intensity = LuaGetArgument_float(L, 3);
- else if (!strcmp(key, "coneAngle"))
- light->coneAngle = LuaGetArgument_float(L, 3);
- return 0;
-}
-
-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);
-
- 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);
-
- luaL_newmetatable(L, "Light");
- lua_pushcfunction(L, &LuaIndexLight);
- lua_setfield(L, -2, "__index");
- lua_pushcfunction(L, &LuaNewIndexLight);
- lua_setfield(L, -2, "__newindex");
- lua_pop(L, 1);
-}
-
-//----------------------------------------------------------------------------------
-// LuaGetArgument functions
-//----------------------------------------------------------------------------------
-
-static Vector2 LuaGetArgument_Vector2(lua_State* L, int index)
-{
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector2");
- float x = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector2");
- float y = (float)lua_tonumber(L, -1);
- lua_pop(L, 2);
- return (Vector2) { x, y };
-}
-
-static Vector3 LuaGetArgument_Vector3(lua_State* L, int index)
-{
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector3");
- float x = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector3");
- float y = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Vector3");
- float z = (float)lua_tonumber(L, -1);
- lua_pop(L, 3);
- return (Vector3) { x, y, z };
-}
-
-static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index)
-{
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Quaternion");
- float x = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Quaternion");
- float y = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Quaternion");
- float z = (float)lua_tonumber(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "w") == LUA_TNUMBER, index, "Expected Quaternion");
- float w = (float)lua_tonumber(L, -1);
- lua_pop(L, 4);
- return (Quaternion) { x, y, z, w };
-}
-
-static Color LuaGetArgument_Color(lua_State* L, int index)
-{
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "r") == LUA_TNUMBER, index, "Expected Color");
- unsigned char r = (unsigned char)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "g") == LUA_TNUMBER, index, "Expected Color");
- unsigned char g = (unsigned char)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "b") == LUA_TNUMBER, index, "Expected Color");
- unsigned char b = (unsigned char)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "a") == LUA_TNUMBER, index, "Expected Color");
- unsigned char a = (unsigned char)lua_tointeger(L, -1);
- lua_pop(L, 4);
- return (Color) { r, g, b, a };
-}
-
-static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index)
-{
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Rectangle");
- int x = (int)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Rectangle");
- int y = (int)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "width") == LUA_TNUMBER, index, "Expected Rectangle");
- int w = (int)lua_tointeger(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "height") == LUA_TNUMBER, index, "Expected Rectangle");
- int h = (int)lua_tointeger(L, -1);
- lua_pop(L, 4);
- return (Rectangle) { x, y, w, h };
-}
-
-static Camera LuaGetArgument_Camera(lua_State* L, int index)
-{
- Camera result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Camera");
- result.position = LuaGetArgument_Vector3(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera");
- result.target = LuaGetArgument_Vector3(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "up") == LUA_TTABLE, index, "Expected Camera");
- result.up = LuaGetArgument_Vector3(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "fovy") == LUA_TNUMBER, index, "Expected Camera");
- result.fovy = LuaGetArgument_float(L, -1);
- lua_pop(L, 4);
- return result;
-}
-
-static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index)
-{
- Camera2D result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "offset") == LUA_TTABLE, index, "Expected Camera2D");
- result.offset = LuaGetArgument_Vector2(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera2D");
- result.target = LuaGetArgument_Vector2(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TNUMBER, index, "Expected Camera2D");
- result.rotation = LuaGetArgument_float(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TNUMBER, index, "Expected Camera2D");
- result.zoom = LuaGetArgument_float(L, -1);
- lua_pop(L, 4);
- return result;
-}
-
-static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index)
-{
- BoundingBox result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "min") == LUA_TTABLE, index, "Expected BoundingBox");
- result.min = LuaGetArgument_Vector3(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "max") == LUA_TTABLE, index, "Expected BoundingBox");
- result.max = LuaGetArgument_Vector3(L, -1);
- lua_pop(L, 2);
- return result;
-}
-
-static Ray LuaGetArgument_Ray(lua_State* L, int index)
-{
- Ray result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Ray");
- result.position = LuaGetArgument_Vector3(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "direction") == LUA_TTABLE, index, "Expected Ray");
- result.direction = LuaGetArgument_Vector3(L, -1);
- lua_pop(L, 2);
- return result;
-}
-
-static Matrix LuaGetArgument_Matrix(lua_State* L, int index)
-{
- Matrix result = { 0 };
- float* ptr = &result.m0;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
-
- for (int i = 0; i < 16; i++)
- {
- lua_geti(L, index, i+1);
- ptr[i] = luaL_checknumber(L, -1);
- }
- lua_pop(L, 16);
- return result;
-}
-
-static Material LuaGetArgument_Material(lua_State* L, int index)
-{
- Material result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- 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_TTABLE, index, "Expected Material");
- result.colDiffuse = LuaGetArgument_Color(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TTABLE, index, "Expected Material");
- result.colAmbient = LuaGetArgument_Color(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TTABLE, index, "Expected Material");
- result.colSpecular = LuaGetArgument_Color(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TNUMBER, index, "Expected Material");
- result.glossiness = LuaGetArgument_float(L, -1);
- lua_pop(L, 8);
- return result;
-}
-
-static Model LuaGetArgument_Model(lua_State* L, int index)
-{
- Model result;
- index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
- luaL_argcheck(L, lua_getfield(L, index, "mesh") == LUA_TUSERDATA, index, "Expected Model");
- result.mesh = LuaGetArgument_Mesh(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "transform") == LUA_TTABLE, index, "Expected Model");
- result.transform = LuaGetArgument_Matrix(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "material") == LUA_TTABLE, index, "Expected Model");
- result.material = LuaGetArgument_Material(L, -1);
- lua_pop(L, 3);
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// 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, 4);
- LuaPush_Vector2(L, cam.offset);
- lua_setfield(L, -2, "offset");
- LuaPush_Vector2(L, cam.target);
- lua_setfield(L, -2, "target");
- lua_pushnumber(L, cam.rotation);
- lua_setfield(L, -2, "rotation");
- lua_pushnumber(L, cam.zoom);
- lua_setfield(L, -2, "zoom");
-}
-
-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_Quaternion(lua_State* L)
-{
- LuaPush_Quaternion(L, (Quaternion) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4) });
- return 1;
-}
-
-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_BoundingBox(lua_State* L)
-{
- Vector3 min = LuaGetArgument_Vector3(L, 1);
- Vector3 max = LuaGetArgument_Vector3(L, 2);
- LuaPush_BoundingBox(L, (BoundingBox) { { min.x, min.y, min.z }, { max.x, max.y, max.z } });
- 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;
-}
-
-int lua_EnableCursor(lua_State* L)
-{
- EnableCursor();
- return 0;
-}
-
-int lua_DisableCursor(lua_State* L)
-{
- DisableCursor();
- return 0;
-}
-
-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;
-}
-
-int lua_Begin2dMode(lua_State* L)
-{
- Camera2D arg1 = LuaGetArgument_Camera2D(L, 1);
- Begin2dMode(arg1);
- return 0;
-}
-
-int lua_End2dMode(lua_State* L)
-{
- End2dMode();
- return 0;
-}
-
-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;
-}
-
-int lua_BeginTextureMode(lua_State* L)
-{
- RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1);
- BeginTextureMode(arg1);
- return 0;
-}
-
-int lua_EndTextureMode(lua_State* L)
-{
- EndTextureMode();
- return 0;
-}
-
-int lua_GetMouseRay(lua_State* L)
-{
- Vector2 arg1 = LuaGetArgument_Vector2(L, 1);
- Camera arg2 = LuaGetArgument_Camera(L, 2);
- Ray result = GetMouseRay(arg1, arg2);
- LuaPush_Ray(L, result);
- return 1;
-}
-
-int lua_GetWorldToScreen(lua_State* L)
-{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Camera arg2 = LuaGetArgument_Camera(L, 2);
- Vector2 result = GetWorldToScreen(arg1, arg2);
- LuaPush_Vector2(L, result);
- return 1;
-}
-
-int lua_GetCameraMatrix(lua_State* L)
-{
- Camera arg1 = LuaGetArgument_Camera(L, 1);
- Matrix result = GetCameraMatrix(arg1);
- LuaPush_Matrix(L, &result);
- return 1;
-}
-
-#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;
-}
-
-int lua_ColorToFloat(lua_State* L)
-{
- Color arg1 = LuaGetArgument_Color(L, 1);
- float * result = ColorToFloat(arg1);
- lua_createtable(L, 4, 0);
- for (int i = 0; i < 4; i++)
- {
- lua_pushnumber(L, result[i]);
- lua_rawseti(L, -2, i + 1);
- }
- free(result);
- return 1;
-}
-
-int lua_VectorToFloat(lua_State* L)
-{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float * result = VectorToFloat(arg1);
- lua_createtable(L, 3, 0);
- for (int i = 0; i < 3; i++)
- {
- lua_pushnumber(L, result[i]);
- lua_rawseti(L, -2, i + 1);
- }
- free(result);
- return 1;
-}
-
-int lua_MatrixToFloat(lua_State* L)
-{
- Matrix arg1 = LuaGetArgument_Matrix(L, 1);
- float * result = MatrixToFloat(arg1);
- lua_createtable(L, 16, 0);
- for (int i = 0; i < 16; i++)
- {
- lua_pushnumber(L, result[i]);
- lua_rawseti(L, -2, i + 1);
- }
- free(result);
- return 1;
-}
-
-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 count = 0;
- char ** result = GetDroppedFiles(&count);
- lua_createtable(L, count, 0);
- for (int i = 0; i < count; i++)
- {
- lua_pushstring(L, result[i]);
- lua_rawseti(L, -2, i + 1);
- }
- 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
-//------------------------------------------------------------------------------------
-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;
-}
-
-int lua_IsGamepadName(lua_State* L)
-{
- int arg1 = LuaGetArgument_int(L, 1);
- const char * arg2 = LuaGetArgument_string(L, 2);
- bool result = IsGamepadName(arg1, arg2);
- lua_pushboolean(L, result);
- return 1;
-}
-
-int lua_GetGamepadName(lua_State* L)
-{
- // TODO: Return gamepad name id
-
- int arg1 = LuaGetArgument_int(L, 1);
- const char * result = GetGamepadName(arg1);
- //lua_pushboolean(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;
-}
-
-int lua_GetGamepadButtonPressed(lua_State* L)
-{
- int result = GetGamepadButtonPressed();
- lua_pushinteger(L, result);
- return 1;
-}
-
-int lua_GetGamepadAxisCount(lua_State* L)
-{
- int arg1 = LuaGetArgument_int(L, 1);
- int result = GetGamepadAxisCount(arg1);
- lua_pushinteger(L, result);
- return 1;
-}
-
-int lua_GetGamepadAxisMovement(lua_State* L)
-{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- float result = GetGamepadAxisMovement(arg1, arg2);
- lua_pushnumber(L, result);
- return 1;
-}
-
-int 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;
-}
-
-
-#if defined(PLATFORM_ANDROID)
-int lua_IsButtonPressed(lua_State* L)
-{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsButtonPressed(arg1);
- lua_pushboolean(L, result);
- return 1;
-}
-
-int lua_IsButtonDown(lua_State* L)
-{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsButtonDown(arg1);
- lua_pushboolean(L, result);
- return 1;
-}
-
-int lua_IsButtonReleased(lua_State* L)
-{
- int arg1 = LuaGetArgument_int(L, 1);
- bool result = IsButtonReleased(arg1);
- lua_pushboolean(L, result);
- return 1;
-}
-#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;
-}
-
-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)
-{
- Camera arg1 = LuaGetArgument_Camera(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- SetCameraMode(arg1, arg2);
- return 0;
-}
-
-int lua_UpdateCamera(lua_State* L)
-{
- Camera arg1 = LuaGetArgument_Camera(L, 1);
- UpdateCamera(&arg1);
- LuaPush_Camera(L, arg1);
- return 1;
-}
-
-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;
-}
-
-//------------------------------------------------------------------------------------
-// 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); \
- } \
- 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)
-{
- // TODO: Image LoadImageEx(Color *pixels, int width, int height);
-
- GET_TABLE(Color, arg1, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- Image result = LoadImageEx(arg1, arg2, arg3); // ISSUE: #3 number expected, got no value
- 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;
-}
-
-int lua_LoadTextureEx(lua_State* L)
-{
- void * arg1 = (char *)LuaGetArgument_string(L, 1); // NOTE: getting argument as string?
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Texture2D result = LoadTextureEx(arg1, arg2, arg3, arg4);
- LuaPush_Texture2D(L, result);
- return 1;
-}
-
-int 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)
-{
- // TODO: Color *GetImageData(Image image);
-
- 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_UpdateTexture(lua_State* L)
-{
- // TODO: void UpdateTexture(Texture2D texture, void *pixels);
-
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string?
- UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table!
- return 0;
-}
-
-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;
-}
-
-int lua_ImageDither(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- int arg5 = LuaGetArgument_int(L, 5);
- ImageDither(&arg1, arg2, arg3, arg4, arg5);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageCopy(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Image result = ImageCopy(arg1);
- LuaPush_Image(L, result);
- return 1;
-}
-
-int lua_ImageCrop(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Rectangle arg2 = LuaGetArgument_Rectangle(L, 2);
- ImageCrop(&arg1, arg2);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageResize(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- ImageResize(&arg1, arg2, arg3);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageResizeNN(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- ImageResizeNN(&arg1, arg2, arg3);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageText(lua_State* L)
-{
- const char * arg1 = LuaGetArgument_string(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- Image result = ImageText(arg1, arg2, arg3);
- LuaPush_Image(L, result);
- return 1;
-}
-
-int lua_ImageTextEx(lua_State* L)
-{
- SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
- const char * arg2 = LuaGetArgument_string(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- Image result = ImageTextEx(arg1, arg2, arg3, arg4, arg5);
- LuaPush_Image(L, result);
- return 1;
-}
-
-int lua_ImageDraw(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Image arg2 = LuaGetArgument_Image(L, 2);
- Rectangle arg3 = LuaGetArgument_Rectangle(L, 3);
- Rectangle arg4 = LuaGetArgument_Rectangle(L, 4);
- ImageDraw(&arg1, arg2, arg3, arg4);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageDrawText(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- const char * arg3 = LuaGetArgument_string(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- Color arg5 = LuaGetArgument_Color(L, 5);
- ImageDrawText(&arg1, arg2, arg3, arg4, arg5);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageDrawTextEx(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
- SpriteFont arg3 = LuaGetArgument_SpriteFont(L, 3);
- const char * arg4 = LuaGetArgument_string(L, 4);
- float arg5 = LuaGetArgument_float(L, 5);
- int arg6 = LuaGetArgument_int(L, 6);
- Color arg7 = LuaGetArgument_Color(L, 7);
- ImageDrawTextEx(&arg1, arg2, arg3, arg4, arg5, arg6, arg7);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageFlipVertical(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- ImageFlipVertical(&arg1);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageFlipHorizontal(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- ImageFlipHorizontal(&arg1);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageColorTint(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- Color arg2 = LuaGetArgument_Color(L, 2);
- ImageColorTint(&arg1, arg2);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageColorInvert(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- ImageColorInvert(&arg1);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageColorGrayscale(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- ImageColorGrayscale(&arg1);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageColorContrast(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- ImageColorContrast(&arg1, arg2);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_ImageColorBrightness(lua_State* L)
-{
- Image arg1 = LuaGetArgument_Image(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- ImageColorBrightness(&arg1, arg2);
- LuaPush_Image(L, arg1);
- return 1;
-}
-
-int lua_GenTextureMipmaps(lua_State* L)
-{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- GenTextureMipmaps(&arg1);
- LuaPush_Texture2D(L, arg1);
- return 1;
-}
-
-int lua_SetTextureFilter(lua_State* L)
-{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- SetTextureFilter(arg1, arg2);
- return 0;
-}
-
-int lua_SetTextureWrap(lua_State* L)
-{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- SetTextureWrap(arg1, arg2);
- return 0;
-}
-
-int lua_DrawTexture(lua_State* L)
-{
- Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- Color arg4 = LuaGetArgument_Color(L, 4);
- DrawTexture(arg1, arg2, arg3, arg4);
- return 0;
-}
-
-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_LoadSpriteFontTTF(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);
- //LoadSpriteFontTTF(const char *fileName, int fontSize, int charsCount, int *fontChars);
- SpriteFont result = LoadSpriteFontTTF(arg1, arg2, arg3, &arg4);
- 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);
- float arg4 = LuaGetArgument_float(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;
-}
-
-// NOTE: FormatText() can be replaced by Lua function: string.format()
-// NOTE: SubText() can be replaced by Lua function: string.sub()
-
-//------------------------------------------------------------------------------------
-// raylib [models] module functions - Basic 3d Shapes Drawing Functions
-//------------------------------------------------------------------------------------
-int lua_DrawLine3D(lua_State* L)
-{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- DrawLine3D(arg1, arg2, arg3);
- return 0;
-}
-
-int lua_DrawCircle3D(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);
- Color arg5 = LuaGetArgument_Color(L, 5);
- DrawCircle3D(arg1, arg2, arg3, arg4, arg5);
- return 0;
-}
-
-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;
-}
-
-int lua_DrawLight(lua_State* L)
-{
- Light arg1 = LuaGetArgument_Light(L, 1);
- DrawLight(arg1);
- return 0;
-}
-
-//------------------------------------------------------------------------------------
-// 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*() functionality (not ready yet on raylib 1.6)
-
-int lua_LoadMaterial(lua_State* L)
-{
- const char * arg1 = LuaGetArgument_string(L, 1);
- Material result = LoadMaterial(arg1);
- LuaPush_Material(L, result);
- return 1;
-}
-
-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 1;
-}
-
-int lua_CheckCollisionSpheres(lua_State* L)
-{
- Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
- float arg4 = LuaGetArgument_float(L, 4);
- bool result = CheckCollisionSpheres(arg1, arg2, arg3, arg4);
- lua_pushboolean(L, result);
- return 1;
-}
-
-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, 3);
- bool result = CheckCollisionBoxSphere(arg1, arg2, arg3);
- lua_pushboolean(L, result);
- return 1;
-}
-
-int lua_CheckCollisionRaySphere(lua_State* L)
-{
- Ray arg1 = LuaGetArgument_Ray(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- bool result = CheckCollisionRaySphere(arg1, arg2, arg3);
- lua_pushboolean(L, result);
- return 1;
-}
-
-int lua_CheckCollisionRaySphereEx(lua_State* L)
-{
- Ray arg1 = LuaGetArgument_Ray(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- float arg3 = LuaGetArgument_float(L, 3);
- Vector3 arg4 = LuaGetArgument_Vector3(L, 4);
- bool result = CheckCollisionRaySphereEx(arg1, arg2, arg3, &arg4);
- lua_pushboolean(L, result);
- LuaPush_Vector3(L, arg4);
- return 2;
-}
-
-int lua_CheckCollisionRayBox(lua_State* L)
-{
- Ray arg1 = LuaGetArgument_Ray(L, 1);
- BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2);
- bool result = CheckCollisionRayBox(arg1, arg2);
- lua_pushboolean(L, result);
- return 1;
-}
-
-//------------------------------------------------------------------------------------
-// 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;
-}
-
-int lua_CreateLight(lua_State* L)
-{
- int arg1 = LuaGetArgument_int(L, 1);
- Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
- Color arg3 = LuaGetArgument_Color(L, 3);
- Light result = CreateLight(arg1, arg2, arg3);
- LuaPush_Light(L, result);
- return 1;
-}
-
-int lua_DestroyLight(lua_State* L)
-{
- Light arg1 = LuaGetArgument_Light(L, 1);
- DestroyLight(arg1);
- return 0;
-}
-
-
-//------------------------------------------------------------------------------------
-// raylib [rlgl] module functions - VR experience
-//------------------------------------------------------------------------------------
-int lua_InitVrDevice(lua_State* L)
-{
- int arg1 = LuaGetArgument_int(L, 1);
- InitVrDevice(arg1);
- return 0;
-}
-
-int lua_CloseVrDevice(lua_State* L)
-{
- CloseVrDevice();
- return 0;
-}
-
-int lua_IsVrDeviceReady(lua_State* L)
-{
- bool result = IsVrDeviceReady();
- lua_pushboolean(L, result);
- return 1;
-}
-
-int lua_IsVrSimulator(lua_State* L)
-{
- bool result = IsVrSimulator();
- lua_pushboolean(L, result);
- return 1;
-}
-
-int lua_UpdateVrTracking(lua_State* L)
-{
- Camera arg1 = LuaGetArgument_Camera(L, 1);
- UpdateVrTracking(&arg1);
- LuaPush_Camera(L, arg1);
- return 1;
-}
-
-int lua_ToggleVrMode(lua_State* L)
-{
- ToggleVrMode();
- return 0;
-}
-
-//------------------------------------------------------------------------------------
-// raylib [audio] module functions - Audio Loading and Playing
-//------------------------------------------------------------------------------------
-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 1;
-}
-
-int lua_LoadWave(lua_State* L)
-{
- const char * arg1 = LuaGetArgument_string(L, 1);
- Wave result = LoadWave((char *)arg1);
- LuaPush_Wave(L, result);
- return 1;
-}
-
-int lua_LoadWaveEx(lua_State* L)
-{
- // TODO: Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels);
-
- float * arg1 = 0;
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- int arg5 = LuaGetArgument_int(L, 5);
- Wave result = LoadWaveEx(arg1, arg2, arg3, arg4, arg5);
- LuaPush_Wave(L, result);
- return 1;
-}
-
-int lua_LoadSound(lua_State* L)
-{
- const char * arg1 = LuaGetArgument_string(L, 1);
- Sound result = LoadSound((char*)arg1);
- LuaPush_Sound(L, result);
- return 1;
-}
-
-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_UpdateSound(lua_State* L)
-{
- // TODO: void UpdateSound(Sound sound, void *data, int numSamples);
-
- Sound arg1 = LuaGetArgument_Sound(L, 1);
- const char * arg2 = LuaGetArgument_string(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- UpdateSound(arg1, arg2, arg3);
- return 0;
-}
-
-int lua_UnloadWave(lua_State* L)
-{
- Wave arg1 = LuaGetArgument_Wave(L, 1);
- UnloadWave(arg1);
- return 0;
-}
-
-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_WaveFormat(lua_State* L)
-{
- Wave arg1 = LuaGetArgument_Wave(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- int arg4 = LuaGetArgument_int(L, 4);
- WaveFormat(&arg1, arg2, arg3, arg4);
- return 0;
-}
-
-int lua_WaveCopy(lua_State* L)
-{
- Wave arg1 = LuaGetArgument_Wave(L, 1);
- Wave result = WaveCopy(arg1);
- LuaPush_Wave(L, result);
- return 1;
-}
-
-int lua_WaveCrop(lua_State* L)
-{
- Wave arg1 = LuaGetArgument_Wave(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- WaveCrop(&arg1, arg2, arg3);
- return 0;
-}
-
-int lua_GetWaveData(lua_State* L)
-{
- // TODO: float *GetWaveData(Wave wave);
-
- Wave arg1 = LuaGetArgument_Wave(L, 1);
- float * result = GetWaveData(arg1);
- //LuaPush_float(L, result);
- //lua_pushnumber(L, result);
- 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 1;
-}
-
-int lua_UnloadMusicStream(lua_State* L)
-{
- Music arg1 = LuaGetArgument_Music(L, 1);
- UnloadMusicStream(arg1);
- return 0;
-}
-
-int lua_UpdateMusicStream(lua_State* L)
-{
- Music arg1 = LuaGetArgument_Music(L, 1);
- UpdateMusicStream(arg1);
- return 0;
-}
-
-int lua_PlayMusicStream(lua_State* L)
-{
- Music arg1 = LuaGetArgument_Music(L, 1);
- PlayMusicStream(arg1);
- return 0;
-}
-
-int lua_StopMusicStream(lua_State* L)
-{
- Music arg1 = LuaGetArgument_Music(L, 1);
- StopMusicStream(arg1);
- return 0;
-}
-
-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_SetMusicPitch(lua_State* L)
-{
- Music arg1 = LuaGetArgument_Music(L, 1);
- float arg2 = LuaGetArgument_float(L, 2);
- SetMusicPitch(arg1, arg2);
- return 0;
-}
-
-int lua_GetMusicTimeLength(lua_State* L)
-{
- Music arg1 = LuaGetArgument_Music(L, 1);
- float result = GetMusicTimeLength(arg1);
- lua_pushnumber(L, result);
- return 1;
-}
-
-int lua_GetMusicTimePlayed(lua_State* L)
-{
- Music arg1 = LuaGetArgument_Music(L, 1);
- float result = GetMusicTimePlayed(arg1);
- lua_pushnumber(L, result);
- return 1;
-}
-
-int lua_InitAudioStream(lua_State* L)
-{
- int arg1 = LuaGetArgument_int(L, 1);
- int arg2 = LuaGetArgument_int(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- AudioStream result = InitAudioStream(arg1, arg2, arg3);
- LuaPush_AudioStream(L, result);
- return 1;
-}
-
-int lua_CloseAudioStream(lua_State* L)
-{
- AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- CloseAudioStream(arg1);
- return 0;
-}
-
-int lua_UpdateAudioStream(lua_State* L)
-{
- // TODO: void UpdateAudioStream(AudioStream stream, void *data, int numSamples);
-
- AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- void * arg2 = (char *)LuaGetArgument_string(L, 2);
- int arg3 = LuaGetArgument_int(L, 3);
- UpdateAudioStream(arg1, arg2, arg3);
- return 0;
-}
-
-int lua_IsAudioBufferProcessed(lua_State* L)
-{
- AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- bool result = IsAudioBufferProcessed(arg1);
- lua_pushboolean(L, result);
- return 1;
-}
-
-int lua_PlayAudioStream(lua_State* L)
-{
- AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- PlayAudioStream(arg1);
- return 0;
-}
-
-
-int lua_StopAudioStream(lua_State* L)
-{
- AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- StopAudioStream(arg1);
- return 0;
-}
-
-int lua_PauseAudioStream(lua_State* L)
-{
- AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- PauseAudioStream(arg1);
- return 0;
-}
-
-int lua_ResumeAudioStream(lua_State* L)
-{
- AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
- ResumeAudioStream(arg1);
- return 0;
-}
-
-//----------------------------------------------------------------------------------
-// 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;
-}
-
-//----------------------------------------------------------------------------------
-// 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[] = {
-
- // Register non-opaque data types
- REG(Color)
- REG(Vector2)
- REG(Vector3)
- //REG(Matrix)
- REG(Quaternion)
- REG(Rectangle)
- REG(Ray)
- REG(Camera)
- REG(Camera2D)
- REG(BoundingBox)
- //REG(Material)
-
- // Register functions
- REG(InitWindow)
- REG(CloseWindow)
- REG(WindowShouldClose)
- REG(IsWindowMinimized)
- REG(ToggleFullscreen)
- REG(GetScreenWidth)
- REG(GetScreenHeight)
-
- REG(ShowCursor)
- REG(HideCursor)
- REG(IsCursorHidden)
- REG(EnableCursor)
- REG(DisableCursor)
-
- REG(ClearBackground)
- REG(BeginDrawing)
- REG(EndDrawing)
- REG(Begin2dMode)
- REG(End2dMode)
- REG(Begin3dMode)
- REG(End3dMode)
- REG(BeginTextureMode)
- REG(EndTextureMode)
-
- REG(GetMouseRay)
- REG(GetWorldToScreen)
- REG(GetCameraMatrix)
-
-#if defined(PLATFORM_WEB)
- REG(SetDrawingLoop)
-#else
- REG(SetTargetFPS)
-#endif
- REG(GetFPS)
- REG(GetFrameTime)
-
- REG(GetColor)
- REG(GetHexValue)
- REG(ColorToFloat)
- REG(VectorToFloat)
- REG(MatrixToFloat)
- REG(GetRandomValue)
- REG(Fade)
- REG(SetConfigFlags)
- REG(ShowLogo)
-
- REG(IsFileDropped)
- REG(GetDroppedFiles)
- REG(ClearDroppedFiles)
- REG(StorageSaveValue)
- REG(StorageLoadValue)
-
- REG(IsKeyPressed)
- REG(IsKeyDown)
- REG(IsKeyReleased)
- REG(IsKeyUp)
- REG(GetKeyPressed)
- REG(SetExitKey)
-
- REG(IsGamepadAvailable)
- REG(IsGamepadName)
- REG(GetGamepadName)
- REG(IsGamepadButtonPressed)
- REG(IsGamepadButtonDown)
- REG(IsGamepadButtonReleased)
- REG(IsGamepadButtonUp)
- REG(GetGamepadButtonPressed)
- REG(GetGamepadAxisCount)
- REG(GetGamepadAxisMovement)
-
- REG(IsMouseButtonPressed)
- REG(IsMouseButtonDown)
- REG(IsMouseButtonReleased)
- REG(IsMouseButtonUp)
- REG(GetMouseX)
- REG(GetMouseY)
- REG(GetMousePosition)
- REG(SetMousePosition)
- REG(GetMouseWheelMove)
- REG(GetTouchX)
- REG(GetTouchY)
- REG(GetTouchPosition)
-
-#if defined(PLATFORM_ANDROID)
- REG(IsButtonPressed)
- REG(IsButtonDown)
- REG(IsButtonReleased)
-#endif
-
- REG(SetGesturesEnabled)
- REG(IsGestureDetected)
- REG(GetGestureDetected)
- REG(GetTouchPointsCount)
- REG(GetGestureHoldDuration)
- REG(GetGestureDragVector)
- REG(GetGestureDragAngle)
- REG(GetGesturePinchVector)
- REG(GetGesturePinchAngle)
-
- REG(SetCameraMode)
- REG(UpdateCamera)
- REG(SetCameraPanControl)
- REG(SetCameraAltControl)
- REG(SetCameraSmoothZoomControl)
- REG(SetCameraMoveControls)
-
- 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(LoadTextureEx)
- REG(LoadTextureFromRES)
- REG(LoadTextureFromImage)
- REG(LoadRenderTexture)
- REG(UnloadImage)
- REG(UnloadTexture)
- REG(UnloadRenderTexture)
- REG(GetImageData)
- REG(GetTextureData)
- REG(UpdateTexture)
- REG(ImageToPOT)
- REG(ImageFormat)
- REG(ImageDither)
- REG(ImageCopy)
- REG(ImageCrop)
- REG(ImageResize)
- REG(ImageResizeNN)
- REG(ImageText)
- REG(ImageTextEx)
- REG(ImageDraw)
- REG(ImageDrawText)
- REG(ImageDrawTextEx)
- REG(ImageFlipVertical)
- REG(ImageFlipHorizontal)
- REG(ImageColorTint)
- REG(ImageColorInvert)
- REG(ImageColorGrayscale)
- REG(ImageColorContrast)
- REG(ImageColorBrightness)
- REG(GenTextureMipmaps)
- REG(SetTextureFilter)
- REG(SetTextureWrap)
-
- REG(DrawTexture)
- REG(DrawTextureV)
- REG(DrawTextureEx)
- REG(DrawTextureRec)
- REG(DrawTexturePro)
-
- REG(GetDefaultFont)
- REG(LoadSpriteFont)
- REG(LoadSpriteFontTTF)
- REG(UnloadSpriteFont)
- REG(DrawText)
- REG(DrawTextEx)
- REG(MeasureText)
- REG(MeasureTextEx)
- REG(DrawFPS)
-
- REG(DrawLine3D)
- REG(DrawCircle3D)
- 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(DrawLight)
-
- REG(LoadModel)
- REG(LoadModelEx)
- REG(LoadModelFromRES)
- REG(LoadHeightmap)
- REG(LoadCubicmap)
- REG(UnloadModel)
- REG(LoadMaterial)
- REG(LoadDefaultMaterial)
- REG(LoadStandardMaterial)
- REG(UnloadMaterial)
- //REG(GenMesh*) // Not ready yet...
-
- REG(DrawModel)
- REG(DrawModelEx)
- REG(DrawModelWires)
- REG(DrawModelWiresEx)
- REG(DrawBillboard)
- REG(DrawBillboardRec)
- REG(CalculateBoundingBox)
- REG(CheckCollisionSpheres)
- REG(CheckCollisionBoxes)
- REG(CheckCollisionBoxSphere)
- REG(CheckCollisionRaySphere)
- REG(CheckCollisionRaySphereEx)
- REG(CheckCollisionRayBox)
-
- REG(LoadShader)
- REG(UnloadShader)
- REG(GetDefaultShader)
- REG(GetStandardShader)
- REG(GetDefaultTexture)
- REG(GetShaderLocation)
- REG(SetShaderValue)
- REG(SetShaderValuei)
- REG(SetShaderValueMatrix)
- REG(SetMatrixProjection)
- REG(SetMatrixModelview)
- REG(BeginShaderMode)
- REG(EndShaderMode)
- REG(BeginBlendMode)
- REG(EndBlendMode)
- REG(CreateLight)
- REG(DestroyLight)
-
- REG(InitVrDevice)
- REG(CloseVrDevice)
- REG(IsVrDeviceReady)
- REG(IsVrSimulator)
- REG(UpdateVrTracking)
- REG(ToggleVrMode)
-
- REG(InitAudioDevice)
- REG(CloseAudioDevice)
- REG(IsAudioDeviceReady)
- REG(LoadWave)
- REG(LoadWaveEx)
- REG(LoadSound)
- REG(LoadSoundFromWave)
- REG(LoadSoundFromRES)
- REG(UpdateSound)
- REG(UnloadWave)
- REG(UnloadSound)
- REG(PlaySound)
- REG(PauseSound)
- REG(ResumeSound)
- REG(StopSound)
- REG(IsSoundPlaying)
- REG(SetSoundVolume)
- REG(SetSoundPitch)
- REG(WaveFormat)
- REG(WaveCopy)
- REG(WaveCrop)
- REG(GetWaveData)
-
- REG(LoadMusicStream)
- REG(UnloadMusicStream)
- REG(UpdateMusicStream)
- REG(PlayMusicStream)
- REG(StopMusicStream)
- REG(PauseMusicStream)
- REG(ResumeMusicStream)
- REG(IsMusicPlaying)
- REG(SetMusicVolume)
- REG(SetMusicPitch)
- REG(GetMusicTimeLength)
- REG(GetMusicTimePlayed)
-
- REG(InitAudioStream)
- REG(UpdateAudioStream)
- REG(CloseAudioStream)
- REG(IsAudioBufferProcessed)
- REG(PlayAudioStream)
- REG(PauseAudioStream)
- REG(ResumeAudioStream)
- REG(StopAudioStream)
-
- /// Math and util
- REG(DecompressData)
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
- REG(WriteBitmap)
- REG(WritePNG)
-#endif
- REG(TraceLog)
- REG(GetExtension)
- 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)
-
- {NULL, NULL} // sentinel: end signal
-};
-
-// 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("PS3_BUTTON_TRIANGLE", 0);
- LuaSetEnum("PS3_BUTTON_CIRCLE", 1);
- LuaSetEnum("PS3_BUTTON_CROSS", 2);
- LuaSetEnum("PS3_BUTTON_SQUARE", 3);
- LuaSetEnum("PS3_BUTTON_L1", 6);
- LuaSetEnum("PS3_BUTTON_R1", 7);
- LuaSetEnum("PS3_BUTTON_L2", 4);
- LuaSetEnum("PS3_BUTTON_R2", 5);
- LuaSetEnum("PS3_BUTTON_START", 8);
- LuaSetEnum("PS3_BUTTON_SELECT", 9);
- LuaSetEnum("PS3_BUTTON_UP", 24);
- LuaSetEnum("PS3_BUTTON_RIGHT", 25);
- LuaSetEnum("PS3_BUTTON_DOWN", 26);
- LuaSetEnum("PS3_BUTTON_LEFT", 27);
- LuaSetEnum("PS3_BUTTON_PS", 12);
- LuaSetEnum("PS3_AXIS_LEFT_X", 0);
- LuaSetEnum("PS3_AXIS_LEFT_Y", 1);
- LuaSetEnum("PS3_AXIS_RIGHT_X", 2);
- LuaSetEnum("PS3_AXIS_RIGHT_Y", 5);
- LuaSetEnum("PS3_AXIS_L2", 3); // [1..-1] (pressure-level)
- LuaSetEnum("PS3_AXIS_R2", 4); // [1..-1] (pressure-level)
-
-// Xbox360 USB Controller Buttons
- LuaSetEnum("XBOX_BUTTON_A", 0);
- LuaSetEnum("XBOX_BUTTON_B", 1);
- LuaSetEnum("XBOX_BUTTON_X", 2);
- LuaSetEnum("XBOX_BUTTON_Y", 3);
- LuaSetEnum("XBOX_BUTTON_LB", 4);
- LuaSetEnum("XBOX_BUTTON_RB", 5);
- LuaSetEnum("XBOX_BUTTON_SELECT", 6);
- LuaSetEnum("XBOX_BUTTON_START", 7);
- LuaSetEnum("XBOX_BUTTON_UP", 10);
- LuaSetEnum("XBOX_BUTTON_RIGHT", 11);
- LuaSetEnum("XBOX_BUTTON_DOWN", 12);
- LuaSetEnum("XBOX_BUTTON_LEFT", 13);
- LuaSetEnum("XBOX_BUTTON_HOME", 8);
-#if defined(PLATFORM_RPI)
- LuaSetEnum("XBOX_AXIS_LEFT_X", 0); // [-1..1] (left->right)
- LuaSetEnum("XBOX_AXIS_LEFT_Y", 1); // [-1..1] (up->down)
- LuaSetEnum("XBOX_AXIS_RIGHT_X", 3); // [-1..1] (left->right)
- LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4); // [-1..1] (up->down)
- LuaSetEnum("XBOX_AXIS_LT", 2); // [-1..1] (pressure-level)
- LuaSetEnum("XBOX_AXIS_RT", 5); // [-1..1] (pressure-level)
-#else
- LuaSetEnum("XBOX_AXIS_LEFT_X", 0); // [-1..1] (left->right)
- LuaSetEnum("XBOX_AXIS_LEFT_Y", 1); // [1..-1] (up->down)
- LuaSetEnum("XBOX_AXIS_RIGHT_X", 2); // [-1..1] (left->right)
- LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3); // [1..-1] (up->down)
- LuaSetEnum("XBOX_AXIS_LT", 4); // [-1..1] (pressure-level)
- LuaSetEnum("XBOX_AXIS_RT", 5); // [-1..1] (pressure-level)
-#endif
- LuaEndEnum("GAMEPAD");
-
- lua_pushglobaltable(L);
- LuaSetEnumColor("LIGHTGRAY", LIGHTGRAY);
- LuaSetEnumColor("GRAY", GRAY);
- LuaSetEnumColor("DARKGRAY", DARKGRAY);
- LuaSetEnumColor("YELLOW", YELLOW);
- LuaSetEnumColor("GOLD", GOLD);
- LuaSetEnumColor("ORANGE", ORANGE);
- LuaSetEnumColor("PINK", PINK);
- LuaSetEnumColor("RED", RED);
- LuaSetEnumColor("MAROON", MAROON);
- LuaSetEnumColor("GREEN", GREEN);
- LuaSetEnumColor("LIME", LIME);
- LuaSetEnumColor("DARKGREEN", DARKGREEN);
- LuaSetEnumColor("SKYBLUE", SKYBLUE);
- LuaSetEnumColor("BLUE", BLUE);
- LuaSetEnumColor("DARKBLUE", DARKBLUE);
- LuaSetEnumColor("PURPLE", PURPLE);
- LuaSetEnumColor("VIOLET", VIOLET);
- LuaSetEnumColor("DARKPURPLE", DARKPURPLE);
- LuaSetEnumColor("BEIGE", BEIGE);
- LuaSetEnumColor("BROWN", BROWN);
- LuaSetEnumColor("DARKBROWN", DARKBROWN);
- LuaSetEnumColor("WHITE", WHITE);
- LuaSetEnumColor("BLACK", BLACK);
- LuaSetEnumColor("BLANK", BLANK);
- LuaSetEnumColor("MAGENTA", MAGENTA);
- LuaSetEnumColor("RAYWHITE", RAYWHITE);
- lua_pop(L, 1);
-
- LuaStartEnum();
- LuaSetEnum("UNCOMPRESSED_GRAYSCALE", UNCOMPRESSED_GRAYSCALE);
- LuaSetEnum("UNCOMPRESSED_GRAY_ALPHA", UNCOMPRESSED_GRAY_ALPHA);
- LuaSetEnum("UNCOMPRESSED_R5G6B5", UNCOMPRESSED_R5G6B5);
- LuaSetEnum("UNCOMPRESSED_R8G8B8", UNCOMPRESSED_R8G8B8);
- LuaSetEnum("UNCOMPRESSED_R5G5B5A1", UNCOMPRESSED_R5G5B5A1);
- LuaSetEnum("UNCOMPRESSED_R4G4B4A4", UNCOMPRESSED_R4G4B4A4);
- LuaSetEnum("UNCOMPRESSED_R8G8B8A8", UNCOMPRESSED_R8G8B8A8);
- LuaSetEnum("COMPRESSED_DXT1_RGB", COMPRESSED_DXT1_RGB);
- LuaSetEnum("COMPRESSED_DXT1_RGBA", COMPRESSED_DXT1_RGBA);
- LuaSetEnum("COMPRESSED_DXT3_RGBA", COMPRESSED_DXT3_RGBA);
- LuaSetEnum("COMPRESSED_DXT5_RGBA", COMPRESSED_DXT5_RGBA);
- LuaSetEnum("COMPRESSED_ETC1_RGB", COMPRESSED_ETC1_RGB);
- LuaSetEnum("COMPRESSED_ETC2_RGB", COMPRESSED_ETC2_RGB);
- LuaSetEnum("COMPRESSED_ETC2_EAC_RGBA", COMPRESSED_ETC2_EAC_RGBA);
- LuaSetEnum("COMPRESSED_PVRT_RGB", COMPRESSED_PVRT_RGB);
- LuaSetEnum("COMPRESSED_PVRT_RGBA", COMPRESSED_PVRT_RGBA);
- LuaSetEnum("COMPRESSED_ASTC_4x4_RGBA", COMPRESSED_ASTC_4x4_RGBA);
- LuaSetEnum("COMPRESSED_ASTC_8x8_RGBA", COMPRESSED_ASTC_8x8_RGBA);
- LuaEndEnum("TextureFormat");
-
- LuaStartEnum();
- LuaSetEnum("ALPHA", BLEND_ALPHA);
- LuaSetEnum("ADDITIVE", BLEND_ADDITIVE);
- LuaSetEnum("MULTIPLIED", BLEND_MULTIPLIED);
- LuaEndEnum("BlendMode");
-
- LuaStartEnum();
- LuaSetEnum("POINT", LIGHT_POINT);
- LuaSetEnum("DIRECTIONAL", LIGHT_DIRECTIONAL);
- LuaSetEnum("SPOT", LIGHT_SPOT);
- LuaEndEnum("LightType");
-
- LuaStartEnum();
- LuaSetEnum("POINT", FILTER_POINT);
- LuaSetEnum("BILINEAR", FILTER_BILINEAR);
- LuaSetEnum("TRILINEAR", FILTER_TRILINEAR);
- LuaSetEnum("ANISOTROPIC_4X", FILTER_ANISOTROPIC_4X);
- LuaSetEnum("ANISOTROPIC_8X", FILTER_ANISOTROPIC_8X);
- LuaSetEnum("ANISOTROPIC_16X", FILTER_ANISOTROPIC_16X);
- LuaEndEnum("TextureFilter");
-
- LuaStartEnum();
- LuaSetEnum("NONE", GESTURE_NONE);
- LuaSetEnum("TAP", GESTURE_TAP);
- LuaSetEnum("DOUBLETAP", GESTURE_DOUBLETAP);
- LuaSetEnum("HOLD", GESTURE_HOLD);
- LuaSetEnum("DRAG", GESTURE_DRAG);
- LuaSetEnum("SWIPE_RIGHT", GESTURE_SWIPE_RIGHT);
- LuaSetEnum("SWIPE_LEFT", GESTURE_SWIPE_LEFT);
- LuaSetEnum("SWIPE_UP", GESTURE_SWIPE_UP);
- LuaSetEnum("SWIPE_DOWN", GESTURE_SWIPE_DOWN);
- LuaSetEnum("PINCH_IN", GESTURE_PINCH_IN);
- LuaSetEnum("PINCH_OUT", GESTURE_PINCH_OUT);
- LuaEndEnum("Gestures");
-
- LuaStartEnum();
- LuaSetEnum("CUSTOM", CAMERA_CUSTOM);
- LuaSetEnum("FREE", CAMERA_FREE);
- LuaSetEnum("ORBITAL", CAMERA_ORBITAL);
- LuaSetEnum("FIRST_PERSON", CAMERA_FIRST_PERSON);
- LuaSetEnum("THIRD_PERSON", CAMERA_THIRD_PERSON);
- LuaEndEnum("CameraMode");
-
- LuaStartEnum();
- LuaSetEnum("DEFAULT_DEVICE", HMD_DEFAULT_DEVICE);
- LuaSetEnum("OCULUS_RIFT_DK2", HMD_OCULUS_RIFT_DK2);
- LuaSetEnum("OCULUS_RIFT_CV1", HMD_OCULUS_RIFT_CV1);
- LuaSetEnum("VALVE_HTC_VIVE", HMD_VALVE_HTC_VIVE);
- LuaSetEnum("SAMSUNG_GEAR_VR", HMD_SAMSUNG_GEAR_VR);
- LuaSetEnum("GOOGLE_CARDBOARD", HMD_GOOGLE_CARDBOARD);
- LuaSetEnum("SONY_PLAYSTATION_VR", HMD_SONY_PLAYSTATION_VR);
- LuaSetEnum("RAZER_OSVR", HMD_RAZER_OSVR);
- LuaSetEnum("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