diff --git a/examples/audio_module_playing.lua b/examples/audio_module_playing.lua index 38cf9afe2..3c5ad6410 100644 --- a/examples/audio_module_playing.lua +++ b/examples/audio_module_playing.lua @@ -11,16 +11,6 @@ MAX_CIRCLES = 64 ---[[ -typedef struct { -- TODO: Find a Lua alternative: TABLES? - Vector2 position - float radius - float alpha - float speed - Color color -} CircleWave ---]] - -- Initialization ------------------------------------------------------------------------------------------- local screenWidth = 800 @@ -78,7 +68,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key circles[i].radius = GetRandomValue(10, 40) circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius) circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius) - circles[i].color = colors[GetRandomValue(0, 13)] + circles[i].color = colors[GetRandomValue(1, 14)] circles[i].speed = GetRandomValue(1, 100)/20000.0 end end @@ -112,7 +102,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key -- Draw time bar DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY) - DrawRectangle(20, screenHeight - 20 - 12, timePlayed, 12, MAROON) + DrawRectangle(20, screenHeight - 20 - 12, timePlayed//1, 12, MAROON) DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE) EndDrawing() diff --git a/examples/core_2d_camera.lua b/examples/core_2d_camera.lua index a7c0515a6..95302c265 100644 --- a/examples/core_2d_camera.lua +++ b/examples/core_2d_camera.lua @@ -91,7 +91,7 @@ while not WindowShouldClose() do -- Detect window close button or ClearBackground(RAYWHITE) - Begin2dMode(camera) -- ERROR: Lua Error: attempt to index a number value (?) + Begin2dMode(camera) DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY) diff --git a/examples/core_3d_picking.lua b/examples/core_3d_picking.lua index 2e1dc7c42..1adee67c1 100644 --- a/examples/core_3d_picking.lua +++ b/examples/core_3d_picking.lua @@ -41,7 +41,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update internal camera and our camera if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then -- NOTE: This function is NOT WORKING properly! @@ -49,8 +49,10 @@ while not WindowShouldClose() do -- Detect window close button or ESC -- Check collision between ray and box collision = CheckCollisionRayBox(ray, - (BoundingBox)((Vector3)(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2), - (Vector3)(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2))) + BoundingBox(Vector3(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2), + Vector3(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2))) + + --print("collision check:", collision) end --------------------------------------------------------------------------------------- diff --git a/examples/core_world_screen.lua b/examples/core_world_screen.lua index ebad41f87..51f2cdbf0 100644 --- a/examples/core_world_screen.lua +++ b/examples/core_world_screen.lua @@ -56,7 +56,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key End3dMode() - DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y, 20, BLACK) + DrawText("Enemy: 100 / 100", cubeScreenPosition.x//1 - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y//1, 20, BLACK) DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))//2, 25, 20, GRAY) EndDrawing() diff --git a/examples/models_billboard.lua b/examples/models_billboard.lua index 25b005101..457198e61 100644 --- a/examples/models_billboard.lua +++ b/examples/models_billboard.lua @@ -34,7 +34,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update internal camera and our camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/models_box_collisions.lua b/examples/models_box_collisions.lua index d8b2e4b54..4a3107b9f 100644 --- a/examples/models_box_collisions.lua +++ b/examples/models_box_collisions.lua @@ -60,7 +60,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC enemyBoxPos.z - enemyBoxSize.z/2), Vector3(enemyBoxPos.x + enemyBoxSize.x/2, enemyBoxPos.y + enemyBoxSize.y/2, - enemyBoxPos.z + enemyBoxSize.z/2))) then collision = true + enemyBoxPos.z + enemyBoxSize.z/2)))) then collision = true end -- Check collisions player vs enemy-sphere diff --git a/examples/models_cubicmap.lua b/examples/models_cubicmap.lua index 53cb2c12d..bae3bac21 100644 --- a/examples/models_cubicmap.lua +++ b/examples/models_cubicmap.lua @@ -32,17 +32,17 @@ local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode -SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position -SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y +SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position +SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y -SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second ------------------------------------------------------------------------------------------- -- Main game loop while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update internal camera and our camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/models_heightmap.lua b/examples/models_heightmap.lua index 6d7f6f3f6..4240f8b70 100644 --- a/examples/models_heightmap.lua +++ b/examples/models_heightmap.lua @@ -37,7 +37,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update internal camera and our camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/rlua_execute_file.c b/examples/rlua_execute_file.c index 5c2d86540..6050cf149 100644 --- a/examples/rlua_execute_file.c +++ b/examples/rlua_execute_file.c @@ -29,8 +29,8 @@ int main() //-------------------------------------------------------------------------------------- // ExecuteLuaFile("core_basic_window.lua"); // OK! - // ExecuteLuaFile("core_input_keys.lua"); // OK! - // ExecuteLuaFile("core_input_mouse.lua"); // OK! + // ExecuteLuaFile("core_input_keys.lua"); // OK! + // ExecuteLuaFile("core_input_mouse.lua"); // OK! // ExecuteLuaFile("core_mouse_wheel.lua"); // OK! // ExecuteLuaFile("core_input_gamepad.lua"); // OK! // ExecuteLuaFile("core_random_values.lua"); // OK! @@ -38,13 +38,13 @@ int main() // ExecuteLuaFile("core_drop_files.lua"); // ERROR: GetDroppedFiles() // ExecuteLuaFile("core_storage_values.lua"); // OK! // ExecuteLuaFile("core_gestures_detection.lua"); // OK! - // ExecuteLuaFile("core_3d_mode.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode() - // ExecuteLuaFile("core_3d_picking.lua"); // ERROR: Lua Error: attempt to index a number value - // ExecuteLuaFile("core_3d_camera_free.lua"); // ERROR: Lua Error: attempt to index a number value - // ExecuteLuaFile("core_3d_camera_first_person.lua"); // ERROR: Lua Error: attempt to index a number value - // ExecuteLuaFile("core_2d_camera.lua"); // ERROR: Lua Error: attempt to index a number value - Begin2dMode() - // ExecuteLuaFile("core_world_screen.lua"); // ERROR: Lua Error: attempt to index a number value - // ExecuteLuaFile("core_oculus_rift.lua"); // ERROR: Lua Error: attempt to index a number value + // ExecuteLuaFile("core_3d_mode.lua"); // OK! + // ExecuteLuaFile("core_3d_picking.lua"); // ISSUE: CheckCollisionRayBox() returns false despite touching box + // ExecuteLuaFile("core_3d_camera_free.lua"); // OK! + // ExecuteLuaFile("core_3d_camera_first_person.lua"); // OK! + // ExecuteLuaFile("core_2d_camera.lua"); // OK! + // ExecuteLuaFile("core_world_screen.lua"); // OK! + // ExecuteLuaFile("core_oculus_rift.lua"); // OK! // ExecuteLuaFile("shapes_logo_raylib.lua"); // OK! // ExecuteLuaFile("shapes_basic_shapes.lua"); // OK! // ExecuteLuaFile("shapes_colors_palette.lua"); // OK! @@ -54,31 +54,31 @@ int main() // ExecuteLuaFile("textures_rectangle.lua"); // OK! // ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK! // ExecuteLuaFile("textures_to_image.lua"); // OK! - // ExecuteLuaFile("textures_raw_data.lua"); // ERROR: Lua Error: attempt to index a number value - // ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked - // ExecuteLuaFile("textures_particles_trail_blending.lua"); // ERROR: Using struct - // ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture() - // ExecuteLuaFile("textures_image_drawing.lua"); // OK! - // ExecuteLuaFile("text_sprite_fonts.lua"); // OK! - // ExecuteLuaFile("text_bmfont_ttf.lua"); // OK! - // ExecuteLuaFile("text_rbmf_fonts.lua"); // ERROR: Lua Error: attempt to index a nil value - // ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText() - // ExecuteLuaFile("text_font_select.lua"); // OK! - // ExecuteLuaFile("text_writing_anim.lua"); // ERROR: SubText() - // ExecuteLuaFile("models_geometric_shapes.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode(camera) - // ExecuteLuaFile("models_box_collisions.lua"); // - // ExecuteLuaFile("models_billboard.lua"); // - // ExecuteLuaFile("models_obj_loading.lua"); // - // ExecuteLuaFile("models_heightmap.lua"); // - // ExecuteLuaFile("models_cubicmap.lua"); // - // ExecuteLuaFile("shaders_model_shader.lua"); // - // ExecuteLuaFile("shaders_shapes_textures.lua"); // - // ExecuteLuaFile("shaders_custom_uniform.lua"); // - // ExecuteLuaFile("shaders_postprocessing.lua"); // - // ExecuteLuaFile("shaders_standard_lighting.lua"); // + // ExecuteLuaFile("textures_raw_data.lua"); // ERROR: bad argument #2 to 'LoadImageEx' (number expected, got no value) + // ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked (not really an issue...) + // ExecuteLuaFile("textures_particles_trail_blending.lua"); // OK! + // ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture() + // ExecuteLuaFile("textures_image_drawing.lua"); // OK! + // ExecuteLuaFile("text_sprite_fonts.lua"); // OK! + // ExecuteLuaFile("text_bmfont_ttf.lua"); // OK! + // ExecuteLuaFile("text_rbmf_fonts.lua"); // OK! + // ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText() + // ExecuteLuaFile("text_font_select.lua"); // OK! + // ExecuteLuaFile("text_writing_anim.lua"); // OK! + // ExecuteLuaFile("models_geometric_shapes.lua"); // OK! + // ExecuteLuaFile("models_box_collisions.lua"); // OK! + // ExecuteLuaFile("models_billboard.lua"); // OK! + // ExecuteLuaFile("models_obj_loading.lua"); // OK! + // ExecuteLuaFile("models_heightmap.lua"); // OK! + // ExecuteLuaFile("models_cubicmap.lua"); // OK! + // ExecuteLuaFile("shaders_model_shader.lua"); // OK! + // ExecuteLuaFile("shaders_shapes_textures.lua"); // OK! + // ExecuteLuaFile("shaders_custom_uniform.lua"); // ISSUE: SetShaderValue() + // ExecuteLuaFile("shaders_postprocessing.lua"); // OK! + // ExecuteLuaFile("shaders_standard_lighting.lua"); // ERROR: CreateLight() returns an opaque pointer (fields can not be accessed) // ExecuteLuaFile("audio_sound_loading.lua"); // OK! // ExecuteLuaFile("audio_music_stream.lua"); // OK! - ExecuteLuaFile("audio_module_playing.lua"); // ERROR: Using struct + // ExecuteLuaFile("audio_module_playing.lua"); // OK! ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream() // De-Initialization @@ -86,5 +86,5 @@ int main() CloseLuaDevice(); // Close Lua device and free resources //-------------------------------------------------------------------------------------- - return 0; + return 0; } \ No newline at end of file diff --git a/examples/shaders_custom_uniform.lua b/examples/shaders_custom_uniform.lua index b4e4d483f..fb93adc13 100644 --- a/examples/shaders_custom_uniform.lua +++ b/examples/shaders_custom_uniform.lua @@ -66,7 +66,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key -- Send new value to the shader to be used on drawing SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2) - UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update internal camera and our camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/shaders_model_shader.lua b/examples/shaders_model_shader.lua index b31c86092..d1436a7e5 100644 --- a/examples/shaders_model_shader.lua +++ b/examples/shaders_model_shader.lua @@ -50,7 +50,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-pe while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update internal camera and our camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/shaders_postprocessing.lua b/examples/shaders_postprocessing.lua index 0913fbbdf..f20f31ec5 100644 --- a/examples/shaders_postprocessing.lua +++ b/examples/shaders_postprocessing.lua @@ -52,7 +52,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update internal camera and our camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/shaders_standard_lighting.lua b/examples/shaders_standard_lighting.lua index 7c354d543..2f3700ffb 100644 --- a/examples/shaders_standard_lighting.lua +++ b/examples/shaders_standard_lighting.lua @@ -27,9 +27,9 @@ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader") -- Define the camera to look into our 3d world local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) -local position = Vector3(0.0, 0.0, 0.0) -- Set model position local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model +local position = Vector3(0.0, 0.0, 0.0) -- Set model position local material = LoadStandardMaterial() @@ -37,30 +37,30 @@ material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture material.colDiffuse = WHITE -material.colAmbient = (Color)(0, 0, 10, 255) +material.colAmbient = Color(0, 0, 10, 255) material.colSpecular = WHITE material.glossiness = 50.0 dwarf.material = material -- Apply material to model -local spotLight = CreateLight(LIGHT_SPOT, (Vector3)(3.0, 5.0, 2.0), (Color)(255, 255, 255, 255)) -spotLight.target = (Vector3)(0.0, 0.0, 0.0) +local spotLight = CreateLight(LightType.SPOT, Vector3(3.0, 5.0, 2.0), Color(255, 255, 255, 255)) +spotLight.target = Vector3(0.0, 0.0, 0.0) spotLight.intensity = 2.0 -spotLight.diffuse = (Color)(255, 100, 100, 255) +spotLight.diffuse = Color(255, 100, 100, 255) spotLight.coneAngle = 60.0 -local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3)(0.0, -3.0, -3.0), (Color)(255, 255, 255, 255)) -dirLight.target = (Vector3)(1.0, -2.0, -2.0) +local dirLight = CreateLight(LightType.DIRECTIONAL, Vector3(0.0, -3.0, -3.0), Color(255, 255, 255, 255)) +dirLight.target = Vector3(1.0, -2.0, -2.0) dirLight.intensity = 2.0 -dirLight.diffuse = (Color)(100, 255, 100, 255) +dirLight.diffuse = Color(100, 255, 100, 255) -local pointLight = CreateLight(LIGHT_POINT, (Vector3)(0.0, 4.0, 5.0), (Color)(255, 255, 255, 255)) +local pointLight = CreateLight(LightType.POINT, Vector3(0.0, 4.0, 5.0), Color(255, 255, 255, 255)) pointLight.intensity = 2.0 -pointLight.diffuse = (Color)(100, 100, 255, 255) +pointLight.diffuse = Color(100, 100, 255, 255) pointLight.radius = 3.0 -- Setup orbital camera -SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode +SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode SetCameraPosition(camera.position) -- Set internal camera position to match our camera position SetCameraTarget(camera.target) -- Set internal camera target to match our camera target @@ -71,7 +71,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s while not WindowShouldClose() do -- Detect window close button or ESC key -- Update --------------------------------------------------------------------------------------- - UpdateCamera(camera) -- Update internal camera and our camera + camera = UpdateCamera(camera) -- Update internal camera and our camera --------------------------------------------------------------------------------------- -- Draw diff --git a/examples/text_rbmf_fonts.lua b/examples/text_rbmf_fonts.lua index 0e0e41423..31a733f17 100644 --- a/examples/text_rbmf_fonts.lua +++ b/examples/text_rbmf_fonts.lua @@ -47,7 +47,7 @@ local positions = {} for i = 1, 8 do positions[i] = Vector2(0, 0) positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2 - positions[i].y = 60 + fonts[i].size + 50*i + positions[i].y = 60 + fonts[i].size + 45*(i - 1) end local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK } diff --git a/examples/text_writing_anim.lua b/examples/text_writing_anim.lua index 05195dc44..f4af9f58d 100644 --- a/examples/text_writing_anim.lua +++ b/examples/text_writing_anim.lua @@ -38,7 +38,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC ClearBackground(RAYWHITE) - DrawText(string.sub(message, 0, framesCounter/10), 210, 160, 20, MAROON) + DrawText(string.sub(message, 0, framesCounter//10), 210, 160, 20, MAROON) DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY) diff --git a/examples/textures_particles_trail_blending.lua b/examples/textures_particles_trail_blending.lua index 38036bcf2..d2c2518e0 100644 --- a/examples/textures_particles_trail_blending.lua +++ b/examples/textures_particles_trail_blending.lua @@ -11,7 +11,6 @@ MAX_PARTICLES = 200 --- Particle structure with basic data -- Initialization ------------------------------------------------------------------------------------------- local screenWidth = 800 @@ -56,7 +55,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC mouseTail[i].active = true mouseTail[i].alpha = 1.0 mouseTail[i].position = GetMousePosition() - i = MAX_PARTICLES + break end end @@ -90,7 +89,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC if (mouseTail[i].active) then DrawTexturePro(smoke, Rectangle(0, 0, smoke.width, smoke.height), Rectangle(mouseTail[i].position.x, mouseTail[i].position.y, - smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size), + smoke.width*mouseTail[i].size//1, smoke.height*mouseTail[i].size//1), Vector2(smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2), mouseTail[i].rotation, Fade(mouseTail[i].color, mouseTail[i].alpha)) end end diff --git a/examples/textures_raw_data.lua b/examples/textures_raw_data.lua index 16c1c0ad3..8a955adf3 100644 --- a/examples/textures_raw_data.lua +++ b/examples/textures_raw_data.lua @@ -36,7 +36,7 @@ local pixels = {} for y = 1, height do for x = 1, width do - if (((x/32+y/32)/1)%2 == 0) then pixels[y*height + x] = DARKBLUE + if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[y*height + x] = DARKBLUE else pixels[y*height + x] = SKYBLUE end end end diff --git a/src/audio.c b/src/audio.c index 0896e4ca2..32911865c 100644 --- a/src/audio.c +++ b/src/audio.c @@ -183,6 +183,8 @@ void CloseAudioDevice(void) alcMakeContextCurrent(NULL); alcDestroyContext(context); alcCloseDevice(device); + + TraceLog(INFO, "Audio device closed successfully"); } // Check if device has been initialized successfully diff --git a/src/raylib.h b/src/raylib.h index 1489546a0..bbf83ccdb 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -909,10 +909,8 @@ void DestroyLight(Light light); // Destroy a //------------------------------------------------------------------------------------ void InitVrDevice(int vdDevice); // Init VR device void CloseVrDevice(void); // Close VR device -void UpdateVrTracking(void); // Update VR tracking (position and orientation) -void BeginVrDrawing(void); // Begin VR drawing configuration -void EndVrDrawing(void); // End VR drawing process (and desktop mirror) bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +void UpdateVrTracking(void); // Update VR tracking (position and orientation) void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) //------------------------------------------------------------------------------------ diff --git a/src/rlgl.h b/src/rlgl.h index 425871a90..bcb7c24fa 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -332,6 +332,10 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data +// VR functions exposed to core module but not to raylib users +void BeginVrDrawing(void); // Begin VR drawing configuration +void EndVrDrawing(void); // End VR drawing process (and desktop mirror) + // NOTE: There is a set of shader related functions that are available to end user, // to avoid creating function wrappers through core module, they have been directly declared in raylib.h @@ -368,10 +372,8 @@ float *MatrixToFloat(Matrix mat); void InitVrDevice(int vrDevice); // Init VR device void CloseVrDevice(void); // Close VR device -void UpdateVrTracking(void); // Update VR tracking (position and orientation) -void BeginVrDrawing(void); // Begin VR drawing configuration -void EndVrDrawing(void); // End VR drawing process (and desktop mirror) bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +void UpdateVrTracking(void); // Update VR tracking (position and orientation) void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) // Oculus Rift API for direct access the device (no simulator) diff --git a/src/rlua.h b/src/rlua.h index 77a51ed5a..08ffbca0d 100644 --- a/src/rlua.h +++ b/src/rlua.h @@ -188,47 +188,47 @@ static Model LuaGetArgument_Model(lua_State* L, int index); //---------------------------------------------------------------------------------- static void LuaStartEnum(void) { - lua_newtable(L); + lua_newtable(L); } static void LuaSetEnum(const char *name, int value) { - lua_pushinteger(L, value); - lua_setfield(L, -2, name); + lua_pushinteger(L, value); + lua_setfield(L, -2, name); } static void LuaSetEnumColor(const char *name, Color color) { - LuaPush_Color(L, color); - lua_setfield(L, -2, name); + LuaPush_Color(L, color); + lua_setfield(L, -2, name); } static void LuaEndEnum(const char *name) { - lua_setglobal(L, name); + lua_setglobal(L, name); } static void LuaPushOpaque(lua_State* L, void *ptr, size_t size) { - void *ud = lua_newuserdata(L, size); - memcpy(ud, ptr, size); + void *ud = lua_newuserdata(L, size); + memcpy(ud, ptr, size); } static void LuaPushOpaqueWithMetatable(lua_State* L, void *ptr, size_t size, const char *metatable_name) { - void *ud = lua_newuserdata(L, size); - memcpy(ud, ptr, size); - luaL_setmetatable(L, metatable_name); + void *ud = lua_newuserdata(L, size); + memcpy(ud, ptr, size); + luaL_setmetatable(L, metatable_name); } static void* LuaGetArgumentOpaqueType(lua_State* L, int index) { - return lua_touserdata(L, index); + return lua_touserdata(L, index); } static void* LuaGetArgumentOpaqueTypeWithMetatable(lua_State* L, int index, const char *metatable_name) { - return luaL_checkudata(L, index, metatable_name); + return luaL_checkudata(L, index, metatable_name); } //---------------------------------------------------------------------------------- @@ -236,87 +236,87 @@ static void* LuaGetArgumentOpaqueTypeWithMetatable(lua_State* L, int index, cons //---------------------------------------------------------------------------------- static int LuaIndexImage(lua_State* L) { - Image img = LuaGetArgument_Image(L, 1); - const char *key = luaL_checkstring(L, 2); - if (!strcmp(key, "width")) - lua_pushinteger(L, img.width); - else if (!strcmp(key, "height")) - lua_pushinteger(L, img.height); - else if (!strcmp(key, "mipmaps")) - lua_pushinteger(L, img.mipmaps); - else if (!strcmp(key, "format")) - lua_pushinteger(L, img.format); - else - return 0; - return 1; + Image img = LuaGetArgument_Image(L, 1); + const char *key = luaL_checkstring(L, 2); + if (!strcmp(key, "width")) + lua_pushinteger(L, img.width); + else if (!strcmp(key, "height")) + lua_pushinteger(L, img.height); + else if (!strcmp(key, "mipmaps")) + lua_pushinteger(L, img.mipmaps); + else if (!strcmp(key, "format")) + lua_pushinteger(L, img.format); + else + return 0; + return 1; } static int LuaIndexTexture2D(lua_State* L) { - Texture2D img = LuaGetArgument_Texture2D(L, 1); - const char *key = luaL_checkstring(L, 2); - if (!strcmp(key, "width")) - lua_pushinteger(L, img.width); - else if (!strcmp(key, "height")) - lua_pushinteger(L, img.height); - else if (!strcmp(key, "mipmaps")) - lua_pushinteger(L, img.mipmaps); - else if (!strcmp(key, "format")) - lua_pushinteger(L, img.format); - else - return 0; - return 1; + Texture2D img = LuaGetArgument_Texture2D(L, 1); + const char *key = luaL_checkstring(L, 2); + if (!strcmp(key, "width")) + lua_pushinteger(L, img.width); + else if (!strcmp(key, "height")) + lua_pushinteger(L, img.height); + else if (!strcmp(key, "mipmaps")) + lua_pushinteger(L, img.mipmaps); + else if (!strcmp(key, "format")) + lua_pushinteger(L, img.format); + else + return 0; + return 1; } static int LuaIndexRenderTexture2D(lua_State* L) { - RenderTexture2D img = LuaGetArgument_RenderTexture2D(L, 1); - const char *key = luaL_checkstring(L, 2); - if (!strcmp(key, "texture")) - LuaPush_Texture2D(L, img.texture); - else if (!strcmp(key, "depth")) - LuaPush_Texture2D(L, img.depth); - else - return 0; - return 1; + RenderTexture2D img = LuaGetArgument_RenderTexture2D(L, 1); + const char *key = luaL_checkstring(L, 2); + if (!strcmp(key, "texture")) + LuaPush_Texture2D(L, img.texture); + else if (!strcmp(key, "depth")) + LuaPush_Texture2D(L, img.depth); + else + return 0; + return 1; } static int LuaIndexSpriteFont(lua_State* L) { - SpriteFont img = LuaGetArgument_SpriteFont(L, 1); - const char *key = luaL_checkstring(L, 2); - if (!strcmp(key, "size")) - lua_pushinteger(L, img.size); - else if (!strcmp(key, "texture")) - LuaPush_Texture2D(L, img.texture); - else if (!strcmp(key, "numChars")) - lua_pushinteger(L, img.numChars); - else - return 0; - return 1; + SpriteFont img = LuaGetArgument_SpriteFont(L, 1); + const char *key = luaL_checkstring(L, 2); + if (!strcmp(key, "size")) + lua_pushinteger(L, img.size); + else if (!strcmp(key, "texture")) + LuaPush_Texture2D(L, img.texture); + else if (!strcmp(key, "numChars")) + lua_pushinteger(L, img.numChars); + else + return 0; + return 1; } static void LuaBuildOpaqueMetatables(void) { - luaL_newmetatable(L, "Image"); - lua_pushcfunction(L, &LuaIndexImage); - lua_setfield(L, -2, "__index"); - lua_pop(L, 1); + luaL_newmetatable(L, "Image"); + lua_pushcfunction(L, &LuaIndexImage); + lua_setfield(L, -2, "__index"); + lua_pop(L, 1); - luaL_newmetatable(L, "Texture2D"); - lua_pushcfunction(L, &LuaIndexTexture2D); - lua_setfield(L, -2, "__index"); - lua_pop(L, 1); + luaL_newmetatable(L, "Texture2D"); + lua_pushcfunction(L, &LuaIndexTexture2D); + lua_setfield(L, -2, "__index"); + lua_pop(L, 1); luaL_newmetatable(L, "RenderTexture2D"); - lua_pushcfunction(L, &LuaIndexRenderTexture2D); - lua_setfield(L, -2, "__index"); - lua_pop(L, 1); + lua_pushcfunction(L, &LuaIndexRenderTexture2D); + lua_setfield(L, -2, "__index"); + lua_pop(L, 1); - luaL_newmetatable(L, "SpriteFont"); - lua_pushcfunction(L, &LuaIndexSpriteFont); - lua_setfield(L, -2, "__index"); - lua_pop(L, 1); + luaL_newmetatable(L, "SpriteFont"); + lua_pushcfunction(L, &LuaIndexSpriteFont); + lua_setfield(L, -2, "__index"); + lua_pop(L, 1); } //---------------------------------------------------------------------------------- @@ -325,180 +325,180 @@ static void LuaBuildOpaqueMetatables(void) static Vector2 LuaGetArgument_Vector2(lua_State* L, int index) { - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector2"); - float x = (float)lua_tonumber(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector2"); - float y = (float)lua_tonumber(L, -1); - lua_pop(L, 2); - return (Vector2) { x, y }; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector2"); + float x = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector2"); + float y = (float)lua_tonumber(L, -1); + lua_pop(L, 2); + return (Vector2) { x, y }; } static Vector3 LuaGetArgument_Vector3(lua_State* L, int index) { - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector3"); - float x = (float)lua_tonumber(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector3"); - float y = (float)lua_tonumber(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Vector3"); - float z = (float)lua_tonumber(L, -1); - lua_pop(L, 3); - return (Vector3) { x, y, z }; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector3"); + float x = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector3"); + float y = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Vector3"); + float z = (float)lua_tonumber(L, -1); + lua_pop(L, 3); + return (Vector3) { x, y, z }; } static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index) { - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Quaternion"); - float x = (float)lua_tonumber(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Quaternion"); - float y = (float)lua_tonumber(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Quaternion"); - float z = (float)lua_tonumber(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "w") == LUA_TNUMBER, index, "Expected Quaternion"); - float w = (float)lua_tonumber(L, -1); - lua_pop(L, 4); - return (Quaternion) { x, y, z, w }; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Quaternion"); + float x = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Quaternion"); + float y = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "z") == LUA_TNUMBER, index, "Expected Quaternion"); + float z = (float)lua_tonumber(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "w") == LUA_TNUMBER, index, "Expected Quaternion"); + float w = (float)lua_tonumber(L, -1); + lua_pop(L, 4); + return (Quaternion) { x, y, z, w }; } static Color LuaGetArgument_Color(lua_State* L, int index) { - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - luaL_argcheck(L, lua_getfield(L, index, "r") == LUA_TNUMBER, index, "Expected Color"); - unsigned char r = (unsigned char)lua_tointeger(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "g") == LUA_TNUMBER, index, "Expected Color"); - unsigned char g = (unsigned char)lua_tointeger(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "b") == LUA_TNUMBER, index, "Expected Color"); - unsigned char b = (unsigned char)lua_tointeger(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "a") == LUA_TNUMBER, index, "Expected Color"); - unsigned char a = (unsigned char)lua_tointeger(L, -1); - lua_pop(L, 4); - return (Color) { r, g, b, a }; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "r") == LUA_TNUMBER, index, "Expected Color"); + unsigned char r = (unsigned char)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "g") == LUA_TNUMBER, index, "Expected Color"); + unsigned char g = (unsigned char)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "b") == LUA_TNUMBER, index, "Expected Color"); + unsigned char b = (unsigned char)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "a") == LUA_TNUMBER, index, "Expected Color"); + unsigned char a = (unsigned char)lua_tointeger(L, -1); + lua_pop(L, 4); + return (Color) { r, g, b, a }; } static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index) { - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Rectangle"); - int x = (int)lua_tointeger(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Rectangle"); - int y = (int)lua_tointeger(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "width") == LUA_TNUMBER, index, "Expected Rectangle"); - int w = (int)lua_tointeger(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "height") == LUA_TNUMBER, index, "Expected Rectangle"); - int h = (int)lua_tointeger(L, -1); - lua_pop(L, 4); - return (Rectangle) { x, y, w, h }; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Rectangle"); + int x = (int)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Rectangle"); + int y = (int)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "width") == LUA_TNUMBER, index, "Expected Rectangle"); + int w = (int)lua_tointeger(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "height") == LUA_TNUMBER, index, "Expected Rectangle"); + int h = (int)lua_tointeger(L, -1); + lua_pop(L, 4); + return (Rectangle) { x, y, w, h }; } static Camera LuaGetArgument_Camera(lua_State* L, int index) { - Camera result; - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Camera"); - result.position = LuaGetArgument_Vector3(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera"); - result.target = LuaGetArgument_Vector3(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "up") == LUA_TTABLE, index, "Expected Camera"); - result.up = LuaGetArgument_Vector3(L, -1); + Camera result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Camera"); + result.position = LuaGetArgument_Vector3(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera"); + result.target = LuaGetArgument_Vector3(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "up") == LUA_TTABLE, index, "Expected Camera"); + result.up = LuaGetArgument_Vector3(L, -1); luaL_argcheck(L, lua_getfield(L, index, "fovy") == LUA_TNUMBER, index, "Expected Camera"); - result.fovy = LuaGetArgument_float(L, -1); - lua_pop(L, 4); - return result; + result.fovy = LuaGetArgument_float(L, -1); + lua_pop(L, 4); + return result; } static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index) { - Camera2D result; - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - luaL_argcheck(L, lua_getfield(L, index, "offset") == LUA_TTABLE, index, "Expected Camera2D"); - result.offset = LuaGetArgument_Vector2(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera2D"); - result.target = LuaGetArgument_Vector2(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TNUMBER, index, "Expected Camera2D"); - result.rotation = LuaGetArgument_float(L, -1); + Camera2D result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "offset") == LUA_TTABLE, index, "Expected Camera2D"); + result.offset = LuaGetArgument_Vector2(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera2D"); + result.target = LuaGetArgument_Vector2(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TNUMBER, index, "Expected Camera2D"); + result.rotation = LuaGetArgument_float(L, -1); luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TNUMBER, index, "Expected Camera2D"); - result.zoom = LuaGetArgument_float(L, -1); - lua_pop(L, 4); - return result; + result.zoom = LuaGetArgument_float(L, -1); + lua_pop(L, 4); + return result; } static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index) { - BoundingBox result; - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - luaL_argcheck(L, lua_getfield(L, index, "min") == LUA_TTABLE, index, "Expected BoundingBox"); - result.min = LuaGetArgument_Vector3(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "max") == LUA_TTABLE, index, "Expected BoundingBox"); - result.max = LuaGetArgument_Vector3(L, -1); - lua_pop(L, 2); - return result; + BoundingBox result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "min") == LUA_TTABLE, index, "Expected BoundingBox"); + result.min = LuaGetArgument_Vector3(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "max") == LUA_TTABLE, index, "Expected BoundingBox"); + result.max = LuaGetArgument_Vector3(L, -1); + lua_pop(L, 2); + return result; } static Ray LuaGetArgument_Ray(lua_State* L, int index) { - Ray result; - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Ray"); - result.position = LuaGetArgument_Vector3(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "direction") == LUA_TTABLE, index, "Expected Ray"); - result.direction = LuaGetArgument_Vector3(L, -1); - lua_pop(L, 2); - return result; + Ray result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Ray"); + result.position = LuaGetArgument_Vector3(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "direction") == LUA_TTABLE, index, "Expected Ray"); + result.direction = LuaGetArgument_Vector3(L, -1); + lua_pop(L, 2); + return result; } static Matrix LuaGetArgument_Matrix(lua_State* L, int index) { - Matrix result = { 0 }; - float* ptr = &result.m0; - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + Matrix result = { 0 }; + float* ptr = &result.m0; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - for (int i = 0; i < 16; i++) - { - lua_geti(L, index, i+1); - ptr[i] = luaL_checknumber(L, -1); - } - lua_pop(L, 16); - return result; + for (int i = 0; i < 16; i++) + { + lua_geti(L, index, i+1); + ptr[i] = luaL_checknumber(L, -1); + } + lua_pop(L, 16); + return result; } static Material LuaGetArgument_Material(lua_State* L, int index) { Material result; - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values luaL_argcheck(L, lua_getfield(L, index, "shader") == LUA_TUSERDATA, index, "Expected Material"); - result.shader = LuaGetArgument_Shader(L, -1); + result.shader = LuaGetArgument_Shader(L, -1); luaL_argcheck(L, lua_getfield(L, index, "texDiffuse") == LUA_TUSERDATA, index, "Expected Material"); - result.texDiffuse = LuaGetArgument_Texture2D(L, -1); + result.texDiffuse = LuaGetArgument_Texture2D(L, -1); luaL_argcheck(L, lua_getfield(L, index, "texNormal") == LUA_TUSERDATA, index, "Expected Material"); - result.texNormal = LuaGetArgument_Texture2D(L, -1); + result.texNormal = LuaGetArgument_Texture2D(L, -1); luaL_argcheck(L, lua_getfield(L, index, "texSpecular") == LUA_TUSERDATA, index, "Expected Material"); - result.texSpecular = LuaGetArgument_Texture2D(L, -1); + result.texSpecular = LuaGetArgument_Texture2D(L, -1); luaL_argcheck(L, lua_getfield(L, index, "colDiffuse") == LUA_TTABLE, index, "Expected Material"); - result.colDiffuse = LuaGetArgument_Color(L, -1); + result.colDiffuse = LuaGetArgument_Color(L, -1); luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TTABLE, index, "Expected Material"); - result.colAmbient = LuaGetArgument_Color(L, -1); + result.colAmbient = LuaGetArgument_Color(L, -1); luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TTABLE, index, "Expected Material"); - result.colSpecular = LuaGetArgument_Color(L, -1); + result.colSpecular = LuaGetArgument_Color(L, -1); luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TNUMBER, index, "Expected Material"); - result.glossiness = LuaGetArgument_float(L, -1); + result.glossiness = LuaGetArgument_float(L, -1); lua_pop(L, 8); return result; } static Model LuaGetArgument_Model(lua_State* L, int index) { - Model result; - index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values - luaL_argcheck(L, lua_getfield(L, index, "mesh") == LUA_TUSERDATA, index, "Expected Model"); - result.mesh = LuaGetArgument_Mesh(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "transform") == LUA_TTABLE, index, "Expected Model"); - result.transform = LuaGetArgument_Matrix(L, -1); - luaL_argcheck(L, lua_getfield(L, index, "material") == LUA_TTABLE, index, "Expected Model"); - result.material = LuaGetArgument_Material(L, -1); - lua_pop(L, 3); - return result; + Model result; + index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values + luaL_argcheck(L, lua_getfield(L, index, "mesh") == LUA_TUSERDATA, index, "Expected Model"); + result.mesh = LuaGetArgument_Mesh(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "transform") == LUA_TTABLE, index, "Expected Model"); + result.transform = LuaGetArgument_Matrix(L, -1); + luaL_argcheck(L, lua_getfield(L, index, "material") == LUA_TTABLE, index, "Expected Model"); + result.material = LuaGetArgument_Material(L, -1); + lua_pop(L, 3); + return result; } //---------------------------------------------------------------------------------- @@ -506,149 +506,149 @@ static Model LuaGetArgument_Model(lua_State* L, int index) //---------------------------------------------------------------------------------- static void LuaPush_Color(lua_State* L, Color color) { - lua_createtable(L, 0, 4); - lua_pushinteger(L, color.r); - lua_setfield(L, -2, "r"); - lua_pushinteger(L, color.g); - lua_setfield(L, -2, "g"); - lua_pushinteger(L, color.b); - lua_setfield(L, -2, "b"); - lua_pushinteger(L, color.a); - lua_setfield(L, -2, "a"); + lua_createtable(L, 0, 4); + lua_pushinteger(L, color.r); + lua_setfield(L, -2, "r"); + lua_pushinteger(L, color.g); + lua_setfield(L, -2, "g"); + lua_pushinteger(L, color.b); + lua_setfield(L, -2, "b"); + lua_pushinteger(L, color.a); + lua_setfield(L, -2, "a"); } static void LuaPush_Vector2(lua_State* L, Vector2 vec) { - lua_createtable(L, 0, 2); - lua_pushnumber(L, vec.x); - lua_setfield(L, -2, "x"); - lua_pushnumber(L, vec.y); - lua_setfield(L, -2, "y"); + lua_createtable(L, 0, 2); + lua_pushnumber(L, vec.x); + lua_setfield(L, -2, "x"); + lua_pushnumber(L, vec.y); + lua_setfield(L, -2, "y"); } static void LuaPush_Vector3(lua_State* L, Vector3 vec) { - lua_createtable(L, 0, 3); - lua_pushnumber(L, vec.x); - lua_setfield(L, -2, "x"); - lua_pushnumber(L, vec.y); - lua_setfield(L, -2, "y"); - lua_pushnumber(L, vec.z); - lua_setfield(L, -2, "z"); + lua_createtable(L, 0, 3); + lua_pushnumber(L, vec.x); + lua_setfield(L, -2, "x"); + lua_pushnumber(L, vec.y); + lua_setfield(L, -2, "y"); + lua_pushnumber(L, vec.z); + lua_setfield(L, -2, "z"); } static void LuaPush_Quaternion(lua_State* L, Quaternion vec) { - lua_createtable(L, 0, 4); - lua_pushnumber(L, vec.x); - lua_setfield(L, -2, "x"); - lua_pushnumber(L, vec.y); - lua_setfield(L, -2, "y"); - lua_pushnumber(L, vec.z); - lua_setfield(L, -2, "z"); - lua_pushnumber(L, vec.w); - lua_setfield(L, -2, "w"); + lua_createtable(L, 0, 4); + lua_pushnumber(L, vec.x); + lua_setfield(L, -2, "x"); + lua_pushnumber(L, vec.y); + lua_setfield(L, -2, "y"); + lua_pushnumber(L, vec.z); + lua_setfield(L, -2, "z"); + lua_pushnumber(L, vec.w); + lua_setfield(L, -2, "w"); } static void LuaPush_Matrix(lua_State* L, Matrix *matrix) { - int i; - lua_createtable(L, 16, 0); - float* num = (&matrix->m0); - for (i = 0; i < 16; i++) - { - lua_pushnumber(L, num[i]); - lua_rawseti(L, -2, i + 1); - } + int i; + lua_createtable(L, 16, 0); + float* num = (&matrix->m0); + for (i = 0; i < 16; i++) + { + lua_pushnumber(L, num[i]); + lua_rawseti(L, -2, i + 1); + } } static void LuaPush_Rectangle(lua_State* L, Rectangle rect) { - lua_createtable(L, 0, 4); - lua_pushinteger(L, rect.x); - lua_setfield(L, -2, "x"); - lua_pushinteger(L, rect.y); - lua_setfield(L, -2, "y"); - lua_pushinteger(L, rect.width); - lua_setfield(L, -2, "width"); - lua_pushinteger(L, rect.height); - lua_setfield(L, -2, "height"); + lua_createtable(L, 0, 4); + lua_pushinteger(L, rect.x); + lua_setfield(L, -2, "x"); + lua_pushinteger(L, rect.y); + lua_setfield(L, -2, "y"); + lua_pushinteger(L, rect.width); + lua_setfield(L, -2, "width"); + lua_pushinteger(L, rect.height); + lua_setfield(L, -2, "height"); } static void LuaPush_Ray(lua_State* L, Ray ray) { - lua_createtable(L, 0, 2); - LuaPush_Vector3(L, ray.position); - lua_setfield(L, -2, "position"); - LuaPush_Vector3(L, ray.direction); - lua_setfield(L, -2, "direction"); + lua_createtable(L, 0, 2); + LuaPush_Vector3(L, ray.position); + lua_setfield(L, -2, "position"); + LuaPush_Vector3(L, ray.direction); + lua_setfield(L, -2, "direction"); } static void LuaPush_BoundingBox(lua_State* L, BoundingBox bb) { - lua_createtable(L, 0, 2); - LuaPush_Vector3(L, bb.min); - lua_setfield(L, -2, "min"); - LuaPush_Vector3(L, bb.max); - lua_setfield(L, -2, "max"); + lua_createtable(L, 0, 2); + LuaPush_Vector3(L, bb.min); + lua_setfield(L, -2, "min"); + LuaPush_Vector3(L, bb.max); + lua_setfield(L, -2, "max"); } static void LuaPush_Camera(lua_State* L, Camera cam) { - lua_createtable(L, 0, 4); - LuaPush_Vector3(L, cam.position); - lua_setfield(L, -2, "position"); - LuaPush_Vector3(L, cam.target); - lua_setfield(L, -2, "target"); - LuaPush_Vector3(L, cam.up); - lua_setfield(L, -2, "up"); + lua_createtable(L, 0, 4); + LuaPush_Vector3(L, cam.position); + lua_setfield(L, -2, "position"); + LuaPush_Vector3(L, cam.target); + lua_setfield(L, -2, "target"); + LuaPush_Vector3(L, cam.up); + lua_setfield(L, -2, "up"); lua_pushnumber(L, cam.fovy); - lua_setfield(L, -2, "fovy"); + lua_setfield(L, -2, "fovy"); } static void LuaPush_Camera2D(lua_State* L, Camera2D cam) { - lua_createtable(L, 0, 4); - LuaPush_Vector2(L, cam.offset); - lua_setfield(L, -2, "offset"); - LuaPush_Vector2(L, cam.target); - lua_setfield(L, -2, "target"); - lua_pushnumber(L, cam.rotation); - lua_setfield(L, -2, "rotation"); + lua_createtable(L, 0, 4); + LuaPush_Vector2(L, cam.offset); + lua_setfield(L, -2, "offset"); + LuaPush_Vector2(L, cam.target); + lua_setfield(L, -2, "target"); + lua_pushnumber(L, cam.rotation); + lua_setfield(L, -2, "rotation"); lua_pushnumber(L, cam.zoom); - lua_setfield(L, -2, "zoom"); + lua_setfield(L, -2, "zoom"); } static void LuaPush_Material(lua_State* L, Material mat) { - lua_createtable(L, 0, 8); - LuaPush_Shader(L, mat.shader); - lua_setfield(L, -2, "shader"); - LuaPush_Texture2D(L, mat.texDiffuse); - lua_setfield(L, -2, "texDiffuse"); - LuaPush_Texture2D(L, mat.texNormal); - lua_setfield(L, -2, "texNormal"); + lua_createtable(L, 0, 8); + LuaPush_Shader(L, mat.shader); + lua_setfield(L, -2, "shader"); + LuaPush_Texture2D(L, mat.texDiffuse); + lua_setfield(L, -2, "texDiffuse"); + LuaPush_Texture2D(L, mat.texNormal); + lua_setfield(L, -2, "texNormal"); LuaPush_Texture2D(L, mat.texSpecular); - lua_setfield(L, -2, "texSpecular"); + lua_setfield(L, -2, "texSpecular"); LuaPush_Color(L, mat.colDiffuse); - lua_setfield(L, -2, "colDiffuse"); + lua_setfield(L, -2, "colDiffuse"); LuaPush_Color(L, mat.colAmbient); - lua_setfield(L, -2, "colAmbient"); + lua_setfield(L, -2, "colAmbient"); LuaPush_Color(L, mat.colSpecular); - lua_setfield(L, -2, "colSpecular"); + lua_setfield(L, -2, "colSpecular"); lua_pushnumber(L, mat.glossiness); - lua_setfield(L, -2, "glossiness"); + lua_setfield(L, -2, "glossiness"); } static void LuaPush_Model(lua_State* L, Model mdl) { - lua_createtable(L, 0, 4); - LuaPush_Mesh(L, mdl.mesh); - lua_setfield(L, -2, "mesh"); - LuaPush_Matrix(L, &mdl.transform); - lua_setfield(L, -2, "transform"); - LuaPush_Material(L, mdl.material); - lua_setfield(L, -2, "material"); + lua_createtable(L, 0, 4); + LuaPush_Mesh(L, mdl.mesh); + lua_setfield(L, -2, "mesh"); + LuaPush_Matrix(L, &mdl.transform); + lua_setfield(L, -2, "transform"); + LuaPush_Material(L, mdl.material); + lua_setfield(L, -2, "material"); } //---------------------------------------------------------------------------------- @@ -656,95 +656,95 @@ static void LuaPush_Model(lua_State* L, Model mdl) //---------------------------------------------------------------------------------- static int lua_Color(lua_State* L) { - LuaPush_Color(L, (Color) { (unsigned char)luaL_checkinteger(L, 1), (unsigned char)luaL_checkinteger(L, 2), (unsigned char)luaL_checkinteger(L, 3), (unsigned char)luaL_checkinteger(L, 4) }); - return 1; + LuaPush_Color(L, (Color) { (unsigned char)luaL_checkinteger(L, 1), (unsigned char)luaL_checkinteger(L, 2), (unsigned char)luaL_checkinteger(L, 3), (unsigned char)luaL_checkinteger(L, 4) }); + return 1; } static int lua_Vector2(lua_State* L) { - LuaPush_Vector2(L, (Vector2) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2) }); - return 1; + LuaPush_Vector2(L, (Vector2) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2) }); + return 1; } static int lua_Vector3(lua_State* L) { - LuaPush_Vector3(L, (Vector3) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3) }); - return 1; + LuaPush_Vector3(L, (Vector3) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3) }); + return 1; } static int lua_Quaternion(lua_State* L) { - LuaPush_Quaternion(L, (Quaternion) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4) }); - return 1; + LuaPush_Quaternion(L, (Quaternion) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4) }); + return 1; } /* static int lua_Matrix(lua_State* L) { - LuaPush_Matrix(L, (Matrix) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4), + LuaPush_Matrix(L, (Matrix) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4), (float)luaL_checknumber(L, 5), (float)luaL_checknumber(L, 6), (float)luaL_checknumber(L, 7), (float)luaL_checknumber(L, 8), (float)luaL_checknumber(L, 9), (float)luaL_checknumber(L, 10), (float)luaL_checknumber(L, 11), (float)luaL_checknumber(L, 12), (float)luaL_checknumber(L, 13), (float)luaL_checknumber(L, 14), (float)luaL_checknumber(L, 15), (float)luaL_checknumber(L, 16) }); - return 1; + return 1; } */ static int lua_Rectangle(lua_State* L) { - LuaPush_Rectangle(L, (Rectangle) { (int)luaL_checkinteger(L, 1), (int)luaL_checkinteger(L, 2), (int)luaL_checkinteger(L, 3), (int)luaL_checkinteger(L, 4) }); - return 1; + LuaPush_Rectangle(L, (Rectangle) { (int)luaL_checkinteger(L, 1), (int)luaL_checkinteger(L, 2), (int)luaL_checkinteger(L, 3), (int)luaL_checkinteger(L, 4) }); + return 1; } static int lua_Ray(lua_State* L) { - Vector2 pos = LuaGetArgument_Vector2(L, 1); - Vector2 dir = LuaGetArgument_Vector2(L, 2); - LuaPush_Ray(L, (Ray) { { pos.x, pos.y }, { dir.x, dir.y } }); - return 1; + Vector2 pos = LuaGetArgument_Vector2(L, 1); + Vector2 dir = LuaGetArgument_Vector2(L, 2); + LuaPush_Ray(L, (Ray) { { pos.x, pos.y }, { dir.x, dir.y } }); + return 1; } static int lua_BoundingBox(lua_State* L) { - Vector3 min = LuaGetArgument_Vector3(L, 1); - Vector3 max = LuaGetArgument_Vector3(L, 2); - LuaPush_BoundingBox(L, (BoundingBox) { { min.x, min.y }, { max.x, max.y } }); - return 1; + Vector3 min = LuaGetArgument_Vector3(L, 1); + Vector3 max = LuaGetArgument_Vector3(L, 2); + LuaPush_BoundingBox(L, (BoundingBox) { { min.x, min.y }, { max.x, max.y } }); + return 1; } static int lua_Camera(lua_State* L) { - Vector3 pos = LuaGetArgument_Vector3(L, 1); - Vector3 tar = LuaGetArgument_Vector3(L, 2); - Vector3 up = LuaGetArgument_Vector3(L, 3); + Vector3 pos = LuaGetArgument_Vector3(L, 1); + Vector3 tar = LuaGetArgument_Vector3(L, 2); + Vector3 up = LuaGetArgument_Vector3(L, 3); //float fovy = LuaGetArgument_float(L, 4); // ??? - LuaPush_Camera(L, (Camera) { { pos.x, pos.y, pos.z }, { tar.x, tar.y, tar.z }, { up.x, up.y, up.z }, (float)luaL_checknumber(L, 4) }); - return 1; + LuaPush_Camera(L, (Camera) { { pos.x, pos.y, pos.z }, { tar.x, tar.y, tar.z }, { up.x, up.y, up.z }, (float)luaL_checknumber(L, 4) }); + return 1; } static int lua_Camera2D(lua_State* L) { - Vector2 off = LuaGetArgument_Vector2(L, 1); - Vector2 tar = LuaGetArgument_Vector2(L, 2); - float rot = LuaGetArgument_float(L, 3); + Vector2 off = LuaGetArgument_Vector2(L, 1); + Vector2 tar = LuaGetArgument_Vector2(L, 2); + float rot = LuaGetArgument_float(L, 3); float zoom = LuaGetArgument_float(L, 4); - LuaPush_Camera2D(L, (Camera2D) { { off.x, off.y }, { tar.x, tar.y }, rot, zoom }); - return 1; + LuaPush_Camera2D(L, (Camera2D) { { off.x, off.y }, { tar.x, tar.y }, rot, zoom }); + return 1; } /* // NOTE: does it make sense to have this constructor? Probably not... static int lua_Material(lua_State* L) { - Shader sdr = LuaGetArgument_Shader(L, 1); - Texture2D td = LuaGetArgument_Texture2D(L, 2); - Texture2D tn = LuaGetArgument_Texture2D(L, 3); - Texture2D ts = LuaGetArgument_Texture2D(L, 4); - Color cd = LuaGetArgument_Color(L, 5); - Color ca = LuaGetArgument_Color(L, 6); - Color cs = LuaGetArgument_Color(L, 7); + Shader sdr = LuaGetArgument_Shader(L, 1); + Texture2D td = LuaGetArgument_Texture2D(L, 2); + Texture2D tn = LuaGetArgument_Texture2D(L, 3); + Texture2D ts = LuaGetArgument_Texture2D(L, 4); + Color cd = LuaGetArgument_Color(L, 5); + Color ca = LuaGetArgument_Color(L, 6); + Color cs = LuaGetArgument_Color(L, 7); float gloss = LuaGetArgument_float(L, 8); - LuaPush_Material(L, (Material) { sdr, td, tn, ts cd, ca, cs, gloss }); - return 1; + LuaPush_Material(L, (Material) { sdr, td, tn, ts cd, ca, cs, gloss }); + return 1; } */ @@ -757,166 +757,166 @@ static int lua_Material(lua_State* L) //------------------------------------------------------------------------------------ int lua_InitWindow(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - const char * arg3 = LuaGetArgument_string(L, 3); - InitWindow(arg1, arg2, arg3); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + const char * arg3 = LuaGetArgument_string(L, 3); + InitWindow(arg1, arg2, arg3); + return 0; } int lua_CloseWindow(lua_State* L) { - CloseWindow(); - return 0; + CloseWindow(); + return 0; } int lua_WindowShouldClose(lua_State* L) { - bool result = WindowShouldClose(); - lua_pushboolean(L, result); - return 1; + bool result = WindowShouldClose(); + lua_pushboolean(L, result); + return 1; } int lua_IsWindowMinimized(lua_State* L) { - bool result = IsWindowMinimized(); - lua_pushboolean(L, result); - return 1; + bool result = IsWindowMinimized(); + lua_pushboolean(L, result); + return 1; } int lua_ToggleFullscreen(lua_State* L) { - ToggleFullscreen(); - return 0; + ToggleFullscreen(); + return 0; } int lua_GetScreenWidth(lua_State* L) { - int result = GetScreenWidth(); - lua_pushinteger(L, result); - return 1; + int result = GetScreenWidth(); + lua_pushinteger(L, result); + return 1; } int lua_GetScreenHeight(lua_State* L) { - int result = GetScreenHeight(); - lua_pushinteger(L, result); - return 1; + int result = GetScreenHeight(); + lua_pushinteger(L, result); + return 1; } int lua_ShowCursor(lua_State* L) { - ShowCursor(); - return 0; + ShowCursor(); + return 0; } int lua_HideCursor(lua_State* L) { - HideCursor(); - return 0; + HideCursor(); + return 0; } int lua_IsCursorHidden(lua_State* L) { - bool result = IsCursorHidden(); - lua_pushboolean(L, result); - return 1; + bool result = IsCursorHidden(); + lua_pushboolean(L, result); + return 1; } int lua_EnableCursor(lua_State* L) { - EnableCursor(); - return 0; + EnableCursor(); + return 0; } int lua_DisableCursor(lua_State* L) { - DisableCursor(); - return 0; + DisableCursor(); + return 0; } int lua_ClearBackground(lua_State* L) { - Color arg1 = LuaGetArgument_Color(L, 1); - ClearBackground(arg1); - return 0; + Color arg1 = LuaGetArgument_Color(L, 1); + ClearBackground(arg1); + return 0; } int lua_BeginDrawing(lua_State* L) { - BeginDrawing(); - return 0; + BeginDrawing(); + return 0; } int lua_EndDrawing(lua_State* L) { - EndDrawing(); - return 0; + EndDrawing(); + return 0; } int lua_Begin2dMode(lua_State* L) { - Camera2D arg1 = LuaGetArgument_Camera2D(L, 1); - Begin2dMode(arg1); - return 0; + Camera2D arg1 = LuaGetArgument_Camera2D(L, 1); + Begin2dMode(arg1); + return 0; } int lua_End2dMode(lua_State* L) { - End2dMode(); - return 0; + End2dMode(); + return 0; } int lua_Begin3dMode(lua_State* L) { - Camera arg1 = LuaGetArgument_Camera(L, 1); - Begin3dMode(arg1); - return 0; + Camera arg1 = LuaGetArgument_Camera(L, 1); + Begin3dMode(arg1); + return 0; } int lua_End3dMode(lua_State* L) { - End3dMode(); - return 0; + End3dMode(); + return 0; } int lua_BeginTextureMode(lua_State* L) { - RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1); - BeginTextureMode(arg1); - return 0; + RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1); + BeginTextureMode(arg1); + return 0; } int lua_EndTextureMode(lua_State* L) { - EndTextureMode(); - return 0; + EndTextureMode(); + return 0; } int lua_GetMouseRay(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - Camera arg2 = LuaGetArgument_Camera(L, 2); - Ray result = GetMouseRay(arg1, arg2); - LuaPush_Ray(L, result); - return 1; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Camera arg2 = LuaGetArgument_Camera(L, 2); + Ray result = GetMouseRay(arg1, arg2); + LuaPush_Ray(L, result); + return 1; } int lua_GetWorldToScreen(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Camera arg2 = LuaGetArgument_Camera(L, 2); - Vector2 result = GetWorldToScreen(arg1, arg2); - LuaPush_Vector2(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Camera arg2 = LuaGetArgument_Camera(L, 2); + Vector2 result = GetWorldToScreen(arg1, arg2); + LuaPush_Vector2(L, result); + return 1; } int lua_GetCameraMatrix(lua_State* L) { - Camera arg1 = LuaGetArgument_Camera(L, 1); - Matrix result = GetCameraMatrix(arg1); - LuaPush_Matrix(L, &result); - return 1; + Camera arg1 = LuaGetArgument_Camera(L, 1); + Matrix result = GetCameraMatrix(arg1); + LuaPush_Matrix(L, &result); + return 1; } #if defined(PLATFORM_WEB) @@ -925,167 +925,167 @@ static int LuaDrawLoopFunc; static void LuaDrawLoop() { - lua_rawgeti(L, LUA_REGISTRYINDEX, LuaDrawLoopFunc); - lua_call(L, 0, 0); + lua_rawgeti(L, LUA_REGISTRYINDEX, LuaDrawLoopFunc); + lua_call(L, 0, 0); } int lua_SetDrawingLoop(lua_State* L) { - luaL_argcheck(L, lua_isfunction(L, 1), 1, "Loop function expected"); - lua_pushvalue(L, 1); - LuaDrawLoopFunc = luaL_ref(L, LUA_REGISTRYINDEX); - SetDrawingLoop(&LuaDrawLoop); - return 0; + luaL_argcheck(L, lua_isfunction(L, 1), 1, "Loop function expected"); + lua_pushvalue(L, 1); + LuaDrawLoopFunc = luaL_ref(L, LUA_REGISTRYINDEX); + SetDrawingLoop(&LuaDrawLoop); + return 0; } #else int lua_SetTargetFPS(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - SetTargetFPS(arg1); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + SetTargetFPS(arg1); + return 0; } #endif int lua_GetFPS(lua_State* L) { - float result = GetFPS(); - lua_pushnumber(L, result); - return 1; + float result = GetFPS(); + lua_pushnumber(L, result); + return 1; } int lua_GetFrameTime(lua_State* L) { - float result = GetFrameTime(); - lua_pushnumber(L, result); - return 1; + float result = GetFrameTime(); + lua_pushnumber(L, result); + return 1; } int lua_GetColor(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - Color result = GetColor(arg1); - LuaPush_Color(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + Color result = GetColor(arg1); + LuaPush_Color(L, result); + return 1; } int lua_GetHexValue(lua_State* L) { - Color arg1 = LuaGetArgument_Color(L, 1); - int result = GetHexValue(arg1); - lua_pushinteger(L, result); - return 1; + Color arg1 = LuaGetArgument_Color(L, 1); + int result = GetHexValue(arg1); + lua_pushinteger(L, result); + return 1; } int lua_ColorToFloat(lua_State* L) { - Color arg1 = LuaGetArgument_Color(L, 1); - float * result = ColorToFloat(arg1); - lua_createtable(L, 4, 0); - for (int i = 0; i < 4; i++) - { - lua_pushnumber(L, result[i]); - lua_rawseti(L, -2, i + 1); - } - free(result); - return 1; + Color arg1 = LuaGetArgument_Color(L, 1); + float * result = ColorToFloat(arg1); + lua_createtable(L, 4, 0); + for (int i = 0; i < 4; i++) + { + lua_pushnumber(L, result[i]); + lua_rawseti(L, -2, i + 1); + } + free(result); + return 1; } int lua_VectorToFloat(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float * result = VectorToFloat(arg1); - lua_createtable(L, 3, 0); - for (int i = 0; i < 3; i++) - { - lua_pushnumber(L, result[i]); - lua_rawseti(L, -2, i + 1); - } - free(result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float * result = VectorToFloat(arg1); + lua_createtable(L, 3, 0); + for (int i = 0; i < 3; i++) + { + lua_pushnumber(L, result[i]); + lua_rawseti(L, -2, i + 1); + } + free(result); + return 1; } int lua_MatrixToFloat(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - float * result = MatrixToFloat(arg1); - lua_createtable(L, 16, 0); - for (int i = 0; i < 16; i++) - { - lua_pushnumber(L, result[i]); - lua_rawseti(L, -2, i + 1); - } - free(result); - return 1; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + float * result = MatrixToFloat(arg1); + lua_createtable(L, 16, 0); + for (int i = 0; i < 16; i++) + { + lua_pushnumber(L, result[i]); + lua_rawseti(L, -2, i + 1); + } + free(result); + return 1; } int lua_GetRandomValue(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int result = GetRandomValue(arg1, arg2); - lua_pushinteger(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int result = GetRandomValue(arg1, arg2); + lua_pushinteger(L, result); + return 1; } int lua_Fade(lua_State* L) { - Color arg1 = LuaGetArgument_Color(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - Color result = Fade(arg1, arg2); - LuaPush_Color(L, result); - return 1; + Color arg1 = LuaGetArgument_Color(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Color result = Fade(arg1, arg2); + LuaPush_Color(L, result); + return 1; } int lua_SetConfigFlags(lua_State* L) { - char arg1 = LuaGetArgument_char(L, 1); - SetConfigFlags(arg1); - return 0; + char arg1 = LuaGetArgument_char(L, 1); + SetConfigFlags(arg1); + return 0; } int lua_ShowLogo(lua_State* L) { - ShowLogo(); - return 0; + ShowLogo(); + return 0; } int lua_IsFileDropped(lua_State* L) { - bool result = IsFileDropped(); - lua_pushboolean(L, result); - return 1; + bool result = IsFileDropped(); + lua_pushboolean(L, result); + return 1; } /* int lua_*GetDroppedFiles(lua_State* L) { - int * arg1 = LuaGetArgument_int *(L, 1); - //char * result = *GetDroppedFiles(arg1); - LuaPush_//char *(L, result); - return 1; + int * arg1 = LuaGetArgument_int *(L, 1); + //char * result = *GetDroppedFiles(arg1); + LuaPush_//char *(L, result); + return 1; } */ int lua_ClearDroppedFiles(lua_State* L) { - ClearDroppedFiles(); - return 0; + ClearDroppedFiles(); + return 0; } int lua_StorageSaveValue(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - StorageSaveValue(arg1, arg2); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + StorageSaveValue(arg1, arg2); + return 0; } int lua_StorageLoadValue(lua_State* L) { int arg1 = LuaGetArgument_int(L, 1); - int result = StorageLoadValue(arg1); - lua_pushinteger(L, result); - return 1; + int result = StorageLoadValue(arg1); + lua_pushinteger(L, result); + return 1; } //------------------------------------------------------------------------------------ @@ -1094,217 +1094,217 @@ int lua_StorageLoadValue(lua_State* L) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) int lua_IsKeyPressed(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsKeyPressed(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsKeyPressed(arg1); + lua_pushboolean(L, result); + return 1; } int lua_IsKeyDown(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsKeyDown(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsKeyDown(arg1); + lua_pushboolean(L, result); + return 1; } int lua_IsKeyReleased(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsKeyReleased(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsKeyReleased(arg1); + lua_pushboolean(L, result); + return 1; } int lua_IsKeyUp(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsKeyUp(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsKeyUp(arg1); + lua_pushboolean(L, result); + return 1; } int lua_GetKeyPressed(lua_State* L) { - int result = GetKeyPressed(); - lua_pushinteger(L, result); - return 1; + int result = GetKeyPressed(); + lua_pushinteger(L, result); + return 1; } int lua_SetExitKey(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - SetExitKey(arg1); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + SetExitKey(arg1); + return 0; } int lua_IsGamepadAvailable(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsGamepadAvailable(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsGamepadAvailable(arg1); + lua_pushboolean(L, result); + return 1; } int lua_GetGamepadAxisMovement(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - float result = GetGamepadAxisMovement(arg1, arg2); - lua_pushnumber(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float result = GetGamepadAxisMovement(arg1, arg2); + lua_pushnumber(L, result); + return 1; } int lua_IsGamepadButtonPressed(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - bool result = IsGamepadButtonPressed(arg1, arg2); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + bool result = IsGamepadButtonPressed(arg1, arg2); + lua_pushboolean(L, result); + return 1; } int lua_IsGamepadButtonDown(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - bool result = IsGamepadButtonDown(arg1, arg2); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + bool result = IsGamepadButtonDown(arg1, arg2); + lua_pushboolean(L, result); + return 1; } int lua_IsGamepadButtonReleased(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - bool result = IsGamepadButtonReleased(arg1, arg2); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + bool result = IsGamepadButtonReleased(arg1, arg2); + lua_pushboolean(L, result); + return 1; } int lua_IsGamepadButtonUp(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - bool result = IsGamepadButtonUp(arg1, arg2); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + bool result = IsGamepadButtonUp(arg1, arg2); + lua_pushboolean(L, result); + return 1; } #endif int lua_IsMouseButtonPressed(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsMouseButtonPressed(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsMouseButtonPressed(arg1); + lua_pushboolean(L, result); + return 1; } int lua_IsMouseButtonDown(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsMouseButtonDown(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsMouseButtonDown(arg1); + lua_pushboolean(L, result); + return 1; } int lua_IsMouseButtonReleased(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsMouseButtonReleased(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsMouseButtonReleased(arg1); + lua_pushboolean(L, result); + return 1; } int lua_IsMouseButtonUp(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsMouseButtonUp(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsMouseButtonUp(arg1); + lua_pushboolean(L, result); + return 1; } int lua_GetMouseX(lua_State* L) { - int result = GetMouseX(); - lua_pushinteger(L, result); - return 1; + int result = GetMouseX(); + lua_pushinteger(L, result); + return 1; } int lua_GetMouseY(lua_State* L) { - int result = GetMouseY(); - lua_pushinteger(L, result); - return 1; + int result = GetMouseY(); + lua_pushinteger(L, result); + return 1; } int lua_GetMousePosition(lua_State* L) { - Vector2 result = GetMousePosition(); - LuaPush_Vector2(L, result); - return 1; + Vector2 result = GetMousePosition(); + LuaPush_Vector2(L, result); + return 1; } int lua_SetMousePosition(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - SetMousePosition(arg1); - return 0; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + SetMousePosition(arg1); + return 0; } int lua_GetMouseWheelMove(lua_State* L) { - int result = GetMouseWheelMove(); - lua_pushinteger(L, result); - return 1; + int result = GetMouseWheelMove(); + lua_pushinteger(L, result); + return 1; } int lua_GetTouchX(lua_State* L) { - int result = GetTouchX(); - lua_pushinteger(L, result); - return 1; + int result = GetTouchX(); + lua_pushinteger(L, result); + return 1; } int lua_GetTouchY(lua_State* L) { - int result = GetTouchY(); - lua_pushinteger(L, result); - return 1; + int result = GetTouchY(); + lua_pushinteger(L, result); + return 1; } int lua_GetTouchPosition(lua_State* L) { int arg1 = LuaGetArgument_int(L, 1); - Vector2 result = GetTouchPosition(arg1); - LuaPush_Vector2(L, result); - return 1; + Vector2 result = GetTouchPosition(arg1); + LuaPush_Vector2(L, result); + return 1; } #if defined(PLATFORM_ANDROID) int lua_IsButtonPressed(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsButtonPressed(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsButtonPressed(arg1); + lua_pushboolean(L, result); + return 1; } int lua_IsButtonDown(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsButtonDown(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsButtonDown(arg1); + lua_pushboolean(L, result); + return 1; } int lua_IsButtonReleased(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - bool result = IsButtonReleased(arg1); - lua_pushboolean(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + bool result = IsButtonReleased(arg1); + lua_pushboolean(L, result); + return 1; } #endif @@ -1313,66 +1313,66 @@ int lua_IsButtonReleased(lua_State* L) //------------------------------------------------------------------------------------ int lua_SetGesturesEnabled(lua_State* L) { - unsigned arg1 = LuaGetArgument_unsigned(L, 1); - SetGesturesEnabled(arg1); - return 0; + unsigned arg1 = LuaGetArgument_unsigned(L, 1); + SetGesturesEnabled(arg1); + return 0; } int lua_IsGestureDetected(lua_State* L) { int arg1 = LuaGetArgument_int(L, 1); - bool result = IsGestureDetected(arg1); - lua_pushboolean(L, result); - return 1; + bool result = IsGestureDetected(arg1); + lua_pushboolean(L, result); + return 1; } int lua_GetTouchPointsCount(lua_State* L) { - int result = GetTouchPointsCount(); - lua_pushinteger(L, result); - return 1; + int result = GetTouchPointsCount(); + lua_pushinteger(L, result); + return 1; } int lua_GetGestureDetected(lua_State* L) { - int result = GetGestureDetected(); - lua_pushinteger(L, result); - return 1; + int result = GetGestureDetected(); + lua_pushinteger(L, result); + return 1; } int lua_GetGestureHoldDuration(lua_State* L) { - int result = GetGestureHoldDuration(); - lua_pushinteger(L, result); - return 1; + int result = GetGestureHoldDuration(); + lua_pushinteger(L, result); + return 1; } int lua_GetGestureDragVector(lua_State* L) { - Vector2 result = GetGestureDragVector(); - LuaPush_Vector2(L, result); - return 1; + Vector2 result = GetGestureDragVector(); + LuaPush_Vector2(L, result); + return 1; } int lua_GetGestureDragAngle(lua_State* L) { - float result = GetGestureDragAngle(); - lua_pushnumber(L, result); - return 1; + float result = GetGestureDragAngle(); + lua_pushnumber(L, result); + return 1; } int lua_GetGesturePinchVector(lua_State* L) { - Vector2 result = GetGesturePinchVector(); - LuaPush_Vector2(L, result); - return 1; + Vector2 result = GetGesturePinchVector(); + LuaPush_Vector2(L, result); + return 1; } int lua_GetGesturePinchAngle(lua_State* L) { - float result = GetGesturePinchAngle(); - lua_pushnumber(L, result); - return 1; + float result = GetGesturePinchAngle(); + lua_pushnumber(L, result); + return 1; } //------------------------------------------------------------------------------------ @@ -1380,88 +1380,88 @@ int lua_GetGesturePinchAngle(lua_State* L) //------------------------------------------------------------------------------------ int lua_SetCameraMode(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - SetCameraMode(arg1); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + SetCameraMode(arg1); + return 0; } int lua_UpdateCamera(lua_State* L) { - Camera arg1 = LuaGetArgument_Camera(L, 1); - UpdateCamera(&arg1); - LuaPush_Camera(L, arg1); - return 1; + Camera arg1 = LuaGetArgument_Camera(L, 1); + UpdateCamera(&arg1); + LuaPush_Camera(L, arg1); + return 1; } int lua_UpdateCameraPlayer(lua_State* L) { - Camera arg1 = LuaGetArgument_Camera(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - UpdateCameraPlayer(&arg1, &arg2); - LuaPush_Camera(L, arg1); - LuaPush_Vector3(L, arg2); - return 2; + Camera arg1 = LuaGetArgument_Camera(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + UpdateCameraPlayer(&arg1, &arg2); + LuaPush_Camera(L, arg1); + LuaPush_Vector3(L, arg2); + return 2; } int lua_SetCameraPosition(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - SetCameraPosition(arg1); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + SetCameraPosition(arg1); + return 0; } int lua_SetCameraTarget(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - SetCameraTarget(arg1); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + SetCameraTarget(arg1); + return 0; } int lua_SetCameraFovy(lua_State* L) { - float arg1 = LuaGetArgument_float(L, 1); - SetCameraFovy(arg1); - return 0; + float arg1 = LuaGetArgument_float(L, 1); + SetCameraFovy(arg1); + return 0; } int lua_SetCameraPanControl(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - SetCameraPanControl(arg1); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + SetCameraPanControl(arg1); + return 0; } int lua_SetCameraAltControl(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - SetCameraAltControl(arg1); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + SetCameraAltControl(arg1); + return 0; } int lua_SetCameraSmoothZoomControl(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - SetCameraSmoothZoomControl(arg1); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + SetCameraSmoothZoomControl(arg1); + return 0; } int lua_SetCameraMoveControls(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - int arg5 = LuaGetArgument_int(L, 5); - int arg6 = LuaGetArgument_int(L, 6); - SetCameraMoveControls(arg1, arg2, arg3, arg4, arg5, arg6); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + int arg6 = LuaGetArgument_int(L, 6); + SetCameraMoveControls(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; } int lua_SetCameraMouseSensitivity(lua_State* L) { - float arg1 = LuaGetArgument_float(L, 1); - SetCameraMouseSensitivity(arg1); - return 0; + float arg1 = LuaGetArgument_float(L, 1); + SetCameraMouseSensitivity(arg1); + return 0; } //------------------------------------------------------------------------------------ @@ -1469,274 +1469,274 @@ int lua_SetCameraMouseSensitivity(lua_State* L) //------------------------------------------------------------------------------------ int lua_DrawPixel(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - Color arg3 = LuaGetArgument_Color(L, 3); - DrawPixel(arg1, arg2, arg3); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawPixel(arg1, arg2, arg3); + return 0; } int lua_DrawPixelV(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - Color arg2 = LuaGetArgument_Color(L, 2); - DrawPixelV(arg1, arg2); - return 0; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + DrawPixelV(arg1, arg2); + return 0; } int lua_DrawLine(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawLine(arg1, arg2, arg3, arg4, arg5); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawLine(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawLineV(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - Color arg3 = LuaGetArgument_Color(L, 3); - DrawLineV(arg1, arg2, arg3); - return 0; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawLineV(arg1, arg2, arg3); + return 0; } int lua_DrawCircle(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - Color arg4 = LuaGetArgument_Color(L, 4); - DrawCircle(arg1, arg2, arg3, arg4); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawCircle(arg1, arg2, arg3, arg4); + return 0; } int lua_DrawCircleGradient(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - Color arg4 = LuaGetArgument_Color(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawCircleGradient(arg1, arg2, arg3, arg4, arg5); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawCircleGradient(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawCircleV(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - Color arg3 = LuaGetArgument_Color(L, 3); - DrawCircleV(arg1, arg2, arg3); - return 0; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawCircleV(arg1, arg2, arg3); + return 0; } int lua_DrawCircleLines(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - Color arg4 = LuaGetArgument_Color(L, 4); - DrawCircleLines(arg1, arg2, arg3, arg4); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawCircleLines(arg1, arg2, arg3, arg4); + return 0; } int lua_DrawRectangle(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawRectangle(arg1, arg2, arg3, arg4, arg5); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawRectangle(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawRectangleRec(lua_State* L) { - Rectangle arg1 = LuaGetArgument_Rectangle(L, 1); - Color arg2 = LuaGetArgument_Color(L, 2); - DrawRectangleRec(arg1, arg2); - return 0; + Rectangle arg1 = LuaGetArgument_Rectangle(L, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + DrawRectangleRec(arg1, arg2); + return 0; } int lua_DrawRectangleGradient(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - Color arg6 = LuaGetArgument_Color(L, 6); - DrawRectangleGradient(arg1, arg2, arg3, arg4, arg5, arg6); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawRectangleGradient(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; } int lua_DrawRectangleV(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - Color arg3 = LuaGetArgument_Color(L, 3); - DrawRectangleV(arg1, arg2, arg3); - return 0; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawRectangleV(arg1, arg2, arg3); + return 0; } int lua_DrawRectangleLines(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawRectangleLines(arg1, arg2, arg3, arg4, arg5); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawRectangleLines(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawTriangle(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - Vector2 arg3 = LuaGetArgument_Vector2(L, 3); - Color arg4 = LuaGetArgument_Color(L, 4); - DrawTriangle(arg1, arg2, arg3, arg4); - return 0; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawTriangle(arg1, arg2, arg3, arg4); + return 0; } int lua_DrawTriangleLines(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - Vector2 arg3 = LuaGetArgument_Vector2(L, 3); - Color arg4 = LuaGetArgument_Color(L, 4); - DrawTriangleLines(arg1, arg2, arg3, arg4); - return 0; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawTriangleLines(arg1, arg2, arg3, arg4); + return 0; } int lua_DrawPoly(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawPoly(arg1, arg2, arg3, arg4, arg5); - return 0; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawPoly(arg1, arg2, arg3, arg4, arg5); + return 0; } #define GET_TABLE(type, name, index) \ - type* name = 0; \ - size_t name##_size = 0; \ - { \ - size_t sz = 0; \ - luaL_checktype(L, index, LUA_TTABLE); \ - lua_pushnil(L); \ - while (lua_next(L, index)) { \ - LuaGetArgument_##type(L, -1); \ - sz++; \ - lua_pop(L, 1); \ - } \ - lua_pop(L, 1); \ - name = calloc(sz, sizeof(type)); \ - sz = 0; \ - lua_pushnil(L); \ - while (lua_next(L, index)) { \ - name[sz] = LuaGetArgument_##type(L, -1); \ - sz++; \ - lua_pop(L, 1); \ - } \ - lua_pop(L, 1); \ - name##_size = sz; \ - } + type* name = 0; \ + size_t name##_size = 0; \ + { \ + size_t sz = 0; \ + luaL_checktype(L, index, LUA_TTABLE); \ + lua_pushnil(L); \ + while (lua_next(L, index)) { \ + LuaGetArgument_##type(L, -1); \ + sz++; \ + lua_pop(L, 1); \ + } \ + lua_pop(L, 1); \ + name = calloc(sz, sizeof(type)); \ + sz = 0; \ + lua_pushnil(L); \ + while (lua_next(L, index)) { \ + name[sz] = LuaGetArgument_##type(L, -1); \ + sz++; \ + lua_pop(L, 1); \ + } \ + lua_pop(L, 1); \ + name##_size = sz; \ + } int lua_DrawPolyEx(lua_State* L) { - GET_TABLE(Vector2, arg1, 1); - Color arg2 = LuaGetArgument_Color(L, 2); - DrawPolyEx(arg1, arg1_size, arg2); - free(arg1); - return 0; + GET_TABLE(Vector2, arg1, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + DrawPolyEx(arg1, arg1_size, arg2); + free(arg1); + return 0; } int lua_DrawPolyExLines(lua_State* L) { - GET_TABLE(Vector2, arg1, 1); - Color arg2 = LuaGetArgument_Color(L, 2); - DrawPolyExLines(arg1, arg1_size, arg2); - free(arg1); - return 0; + GET_TABLE(Vector2, arg1, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + DrawPolyExLines(arg1, arg1_size, arg2); + free(arg1); + return 0; } int lua_CheckCollisionRecs(lua_State* L) { - Rectangle arg1 = LuaGetArgument_Rectangle(L, 1); - Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); - bool result = CheckCollisionRecs(arg1, arg2); - lua_pushboolean(L, result); - return 1; + Rectangle arg1 = LuaGetArgument_Rectangle(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + bool result = CheckCollisionRecs(arg1, arg2); + lua_pushboolean(L, result); + return 1; } int lua_CheckCollisionCircles(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - Vector2 arg3 = LuaGetArgument_Vector2(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - bool result = CheckCollisionCircles(arg1, arg2, arg3, arg4); - lua_pushboolean(L, result); - return 1; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + bool result = CheckCollisionCircles(arg1, arg2, arg3, arg4); + lua_pushboolean(L, result); + return 1; } int lua_CheckCollisionCircleRec(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); - bool result = CheckCollisionCircleRec(arg1, arg2, arg3); - lua_pushboolean(L, result); - return 1; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); + bool result = CheckCollisionCircleRec(arg1, arg2, arg3); + lua_pushboolean(L, result); + return 1; } int lua_GetCollisionRec(lua_State* L) { - Rectangle arg1 = LuaGetArgument_Rectangle(L, 1); - Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); - Rectangle result = GetCollisionRec(arg1, arg2); - LuaPush_Rectangle(L, result); - return 1; + Rectangle arg1 = LuaGetArgument_Rectangle(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + Rectangle result = GetCollisionRec(arg1, arg2); + LuaPush_Rectangle(L, result); + return 1; } int lua_CheckCollisionPointRec(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); - bool result = CheckCollisionPointRec(arg1, arg2); - lua_pushboolean(L, result); - return 1; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + bool result = CheckCollisionPointRec(arg1, arg2); + lua_pushboolean(L, result); + return 1; } int lua_CheckCollisionPointCircle(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - bool result = CheckCollisionPointCircle(arg1, arg2, arg3); - lua_pushboolean(L, result); - return 1; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + bool result = CheckCollisionPointCircle(arg1, arg2, arg3); + lua_pushboolean(L, result); + return 1; } int lua_CheckCollisionPointTriangle(lua_State* L) { - Vector2 arg1 = LuaGetArgument_Vector2(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - Vector2 arg3 = LuaGetArgument_Vector2(L, 3); - Vector2 arg4 = LuaGetArgument_Vector2(L, 4); - bool result = CheckCollisionPointTriangle(arg1, arg2, arg3, arg4); - lua_pushboolean(L, result); - return 1; + Vector2 arg1 = LuaGetArgument_Vector2(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + Vector2 arg4 = LuaGetArgument_Vector2(L, 4); + bool result = CheckCollisionPointTriangle(arg1, arg2, arg3, arg4); + lua_pushboolean(L, result); + return 1; } //------------------------------------------------------------------------------------ @@ -1744,385 +1744,385 @@ int lua_CheckCollisionPointTriangle(lua_State* L) //------------------------------------------------------------------------------------ int lua_LoadImage(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - Image result = LoadImage(arg1); - LuaPush_Image(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + Image result = LoadImage(arg1); + LuaPush_Image(L, result); + return 1; } int lua_LoadImageEx(lua_State* L) { - //Color * arg1 = LuaGetArgument_Color *(L, 1); - GET_TABLE(Color, arg1, 1); + //Color * arg1 = LuaGetArgument_Color *(L, 1); + GET_TABLE(Color, arg1, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - Image result = LoadImageEx(arg1, arg2, arg3); - LuaPush_Image(L, result); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + Image result = LoadImageEx(arg1, arg2, arg3); + LuaPush_Image(L, result); - free(arg1); - return 1; + free(arg1); + return 1; } int lua_LoadImageRaw(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - int arg5 = LuaGetArgument_int(L, 5); - Image result = LoadImageRaw(arg1, arg2, arg3, arg4, arg5); - LuaPush_Image(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + Image result = LoadImageRaw(arg1, arg2, arg3, arg4, arg5); + LuaPush_Image(L, result); + return 1; } int lua_LoadImageFromRES(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - Image result = LoadImageFromRES(arg1, arg2); - LuaPush_Image(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Image result = LoadImageFromRES(arg1, arg2); + LuaPush_Image(L, result); + return 1; } int lua_LoadTexture(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - Texture2D result = LoadTexture(arg1); - LuaPush_Texture2D(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + Texture2D result = LoadTexture(arg1); + LuaPush_Texture2D(L, result); + return 1; } int lua_LoadTextureEx(lua_State* L) { - void * arg1 = (char *)LuaGetArgument_string(L, 1); // NOTE: getting argument as string + void * arg1 = (char *)LuaGetArgument_string(L, 1); // NOTE: getting argument as string int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Texture2D result = LoadTextureEx(arg1, arg2, arg3, arg4); - LuaPush_Texture2D(L, result); - return 1; + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Texture2D result = LoadTextureEx(arg1, arg2, arg3, arg4); + LuaPush_Texture2D(L, result); + return 1; } int lua_LoadTextureFromRES(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - Texture2D result = LoadTextureFromRES(arg1, arg2); - LuaPush_Texture2D(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Texture2D result = LoadTextureFromRES(arg1, arg2); + LuaPush_Texture2D(L, result); + return 1; } int lua_LoadTextureFromImage(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Texture2D result = LoadTextureFromImage(arg1); - LuaPush_Texture2D(L, result); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + Texture2D result = LoadTextureFromImage(arg1); + LuaPush_Texture2D(L, result); + return 1; } int lua_LoadRenderTexture(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - RenderTexture2D result = LoadRenderTexture(arg1, arg2); - LuaPush_RenderTexture2D(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + RenderTexture2D result = LoadRenderTexture(arg1, arg2); + LuaPush_RenderTexture2D(L, result); + return 1; } int lua_UnloadImage(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - UnloadImage(arg1); - return 0; + Image arg1 = LuaGetArgument_Image(L, 1); + UnloadImage(arg1); + return 0; } int lua_UnloadTexture(lua_State* L) { - Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - UnloadTexture(arg1); - return 0; + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + UnloadTexture(arg1); + return 0; } int lua_UnloadRenderTexture(lua_State* L) { - RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1); - UnloadRenderTexture(arg1); - return 0; + RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1); + UnloadRenderTexture(arg1); + return 0; } int lua_GetImageData(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Color * result = GetImageData(arg1); - lua_createtable(L, arg1.width*arg1.height, 0); - for (int i = 0; i < arg1.width*arg1.height; i++) - { - LuaPush_Color(L, result[i]); - lua_rawseti(L, -2, i + 1); - } - free(result); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + Color * result = GetImageData(arg1); + lua_createtable(L, arg1.width*arg1.height, 0); + for (int i = 0; i < arg1.width*arg1.height; i++) + { + LuaPush_Color(L, result[i]); + lua_rawseti(L, -2, i + 1); + } + free(result); + return 1; } int lua_GetTextureData(lua_State* L) { - Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - Image result = GetTextureData(arg1); - LuaPush_Image(L, result); - return 1; + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Image result = GetTextureData(arg1); + LuaPush_Image(L, result); + return 1; } int lua_ImageToPOT(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Color arg2 = LuaGetArgument_Color(L, 2); - ImageToPOT(&arg1, arg2); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + ImageToPOT(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageFormat(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - ImageFormat(&arg1, arg2); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + ImageFormat(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageDither(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); + Image arg1 = LuaGetArgument_Image(L, 1); int arg2 = LuaGetArgument_int(L, 2); int arg3 = LuaGetArgument_int(L, 3); int arg4 = LuaGetArgument_int(L, 4); int arg5 = LuaGetArgument_int(L, 5); - ImageDither(&arg1, arg2, arg3, arg4, arg5); - LuaPush_Image(L, arg1); - return 1; + ImageDither(&arg1, arg2, arg3, arg4, arg5); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageCopy(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Image result = ImageCopy(arg1); - LuaPush_Image(L, result); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + Image result = ImageCopy(arg1); + LuaPush_Image(L, result); + return 1; } int lua_ImageCrop(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); - ImageCrop(&arg1, arg2); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + ImageCrop(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageResize(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - ImageResize(&arg1, arg2, arg3); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + ImageResize(&arg1, arg2, arg3); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageResizeNN(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - ImageResizeNN(&arg1, arg2, arg3); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + ImageResizeNN(&arg1, arg2, arg3); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageText(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - Color arg3 = LuaGetArgument_Color(L, 3); - Image result = ImageText(arg1, arg2, arg3); - LuaPush_Image(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + Image result = ImageText(arg1, arg2, arg3); + LuaPush_Image(L, result); + return 1; } int lua_ImageTextEx(lua_State* L) { SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); - const char * arg2 = LuaGetArgument_string(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - Image result = ImageTextEx(arg1, arg2, arg3, arg4, arg5); - LuaPush_Image(L, result); - return 1; + const char * arg2 = LuaGetArgument_string(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + Image result = ImageTextEx(arg1, arg2, arg3, arg4, arg5); + LuaPush_Image(L, result); + return 1; } int lua_ImageDraw(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Image arg2 = LuaGetArgument_Image(L, 2); - Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); - Rectangle arg4 = LuaGetArgument_Rectangle(L, 4); - ImageDraw(&arg1, arg2, arg3, arg4); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + Image arg2 = LuaGetArgument_Image(L, 2); + Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); + Rectangle arg4 = LuaGetArgument_Rectangle(L, 4); + ImageDraw(&arg1, arg2, arg3, arg4); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageDrawText(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - const char * arg3 = LuaGetArgument_string(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - ImageDrawText(&arg1, arg2, arg3, arg4, arg5); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + const char * arg3 = LuaGetArgument_string(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + ImageDrawText(&arg1, arg2, arg3, arg4, arg5); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageDrawTextEx(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - SpriteFont arg3 = LuaGetArgument_SpriteFont(L, 3); - const char * arg4 = LuaGetArgument_string(L, 4); - int arg5 = LuaGetArgument_int(L, 5); + Image arg1 = LuaGetArgument_Image(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + SpriteFont arg3 = LuaGetArgument_SpriteFont(L, 3); + const char * arg4 = LuaGetArgument_string(L, 4); + int arg5 = LuaGetArgument_int(L, 5); int arg6 = LuaGetArgument_int(L, 6); - Color arg7 = LuaGetArgument_Color(L, 7); - ImageDrawTextEx(&arg1, arg2, arg3, arg4, arg5, arg6, arg7); - LuaPush_Image(L, arg1); - return 1; + Color arg7 = LuaGetArgument_Color(L, 7); + ImageDrawTextEx(&arg1, arg2, arg3, arg4, arg5, arg6, arg7); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageFlipVertical(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - ImageFlipVertical(&arg1); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + ImageFlipVertical(&arg1); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageFlipHorizontal(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - ImageFlipHorizontal(&arg1); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + ImageFlipHorizontal(&arg1); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageColorTint(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Color arg2 = LuaGetArgument_Color(L, 2); - ImageColorTint(&arg1, arg2); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + ImageColorTint(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageColorInvert(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - ImageColorInvert(&arg1); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + ImageColorInvert(&arg1); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageColorGrayscale(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - ImageColorGrayscale(&arg1); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + ImageColorGrayscale(&arg1); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageColorContrast(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - ImageColorContrast(&arg1, arg2); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + ImageColorContrast(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; } int lua_ImageColorBrightness(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - ImageColorBrightness(&arg1, arg2); - LuaPush_Image(L, arg1); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + ImageColorBrightness(&arg1, arg2); + LuaPush_Image(L, arg1); + return 1; } int lua_GenTextureMipmaps(lua_State* L) { - Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - GenTextureMipmaps(arg1); - return 0; + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + GenTextureMipmaps(arg1); + return 0; } int lua_UpdateTexture(lua_State* L) { - Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string? - UpdateTexture(arg1, arg2); - return 0; + UpdateTexture(arg1, arg2); + return 0; } int lua_DrawTexture(lua_State* L) { - Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - Color arg4 = LuaGetArgument_Color(L, 4); - DrawTexture(arg1, arg2, arg3, arg4); - return 0; + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawTexture(arg1, arg2, arg3, arg4); + return 0; } int lua_DrawTextureV(lua_State* L) { - Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - Color arg3 = LuaGetArgument_Color(L, 3); - DrawTextureV(arg1, arg2, arg3); - return 0; + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawTextureV(arg1, arg2, arg3); + return 0; } int lua_DrawTextureEx(lua_State* L) { - Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawTextureEx(arg1, arg2, arg3, arg4, arg5); - return 0; + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawTextureEx(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawTextureRec(lua_State* L) { - Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); - Vector2 arg3 = LuaGetArgument_Vector2(L, 3); - Color arg4 = LuaGetArgument_Color(L, 4); - DrawTextureRec(arg1, arg2, arg3, arg4); - return 0; + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawTextureRec(arg1, arg2, arg3, arg4); + return 0; } int lua_DrawTexturePro(lua_State* L) { - Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); - Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); - Vector2 arg4 = LuaGetArgument_Vector2(L, 4); - float arg5 = LuaGetArgument_float(L, 5); - Color arg6 = LuaGetArgument_Color(L, 6); - DrawTexturePro(arg1, arg2, arg3, arg4, arg5, arg6); - return 0; + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Rectangle arg2 = LuaGetArgument_Rectangle(L, 2); + Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); + Vector2 arg4 = LuaGetArgument_Vector2(L, 4); + float arg5 = LuaGetArgument_float(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawTexturePro(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; } //------------------------------------------------------------------------------------ @@ -2130,230 +2130,230 @@ int lua_DrawTexturePro(lua_State* L) //------------------------------------------------------------------------------------ int lua_GetDefaultFont(lua_State* L) { - SpriteFont result = GetDefaultFont(); - LuaPush_SpriteFont(L, result); - return 1; + SpriteFont result = GetDefaultFont(); + LuaPush_SpriteFont(L, result); + return 1; } int lua_LoadSpriteFont(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - SpriteFont result = LoadSpriteFont(arg1); - LuaPush_SpriteFont(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + SpriteFont result = LoadSpriteFont(arg1); + LuaPush_SpriteFont(L, result); + return 1; } int lua_UnloadSpriteFont(lua_State* L) { - SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); - UnloadSpriteFont(arg1); - return 0; + SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); + UnloadSpriteFont(arg1); + return 0; } int lua_DrawText(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawText(arg1, arg2, arg3, arg4, arg5); - return 0; + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawText(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawTextEx(lua_State* L) { - SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); - const char * arg2 = LuaGetArgument_string(L, 2); - Vector2 arg3 = LuaGetArgument_Vector2(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - int arg5 = LuaGetArgument_int(L, 5); - Color arg6 = LuaGetArgument_Color(L, 6); - DrawTextEx(arg1, arg2, arg3, arg4, arg5, arg6); - return 0; + SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); + const char * arg2 = LuaGetArgument_string(L, 2); + Vector2 arg3 = LuaGetArgument_Vector2(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawTextEx(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; } int lua_MeasureText(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int result = MeasureText(arg1, arg2); - lua_pushinteger(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int result = MeasureText(arg1, arg2); + lua_pushinteger(L, result); + return 1; } int lua_MeasureTextEx(lua_State* L) { - SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); - const char * arg2 = LuaGetArgument_string(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Vector2 result = MeasureTextEx(arg1, arg2, arg3, arg4); - LuaPush_Vector2(L, result); - return 1; + SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); + const char * arg2 = LuaGetArgument_string(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Vector2 result = MeasureTextEx(arg1, arg2, arg3, arg4); + LuaPush_Vector2(L, result); + return 1; } int lua_DrawFPS(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - DrawFPS(arg1, arg2); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + DrawFPS(arg1, arg2); + return 0; } -// TODO: const char *FormatText(const char *text, ...); -// TODO: const char *SubText(const char *text, int position, int length); +// NOTE: FormatText() can be replaced by Lua function: string.format() +// NOTE: SubText() can be replaced by Lua function: string.sub() int lua_DrawCube(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawCube(arg1, arg2, arg3, arg4, arg5); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawCube(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawCubeV(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - Color arg3 = LuaGetArgument_Color(L, 3); - DrawCubeV(arg1, arg2, arg3); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawCubeV(arg1, arg2, arg3); + return 0; } int lua_DrawCubeWires(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawCubeWires(arg1, arg2, arg3, arg4, arg5); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawCubeWires(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawCubeTexture(lua_State* L) { - Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - float arg5 = LuaGetArgument_float(L, 5); - Color arg6 = LuaGetArgument_Color(L, 6); - DrawCubeTexture(arg1, arg2, arg3, arg4, arg5, arg6); - return 0; + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + float arg5 = LuaGetArgument_float(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawCubeTexture(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; } int lua_DrawSphere(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - Color arg3 = LuaGetArgument_Color(L, 3); - DrawSphere(arg1, arg2, arg3); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawSphere(arg1, arg2, arg3); + return 0; } int lua_DrawSphereEx(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawSphereEx(arg1, arg2, arg3, arg4, arg5); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawSphereEx(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawSphereWires(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawSphereWires(arg1, arg2, arg3, arg4, arg5); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawSphereWires(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawCylinder(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - int arg5 = LuaGetArgument_int(L, 5); - Color arg6 = LuaGetArgument_Color(L, 6); - DrawCylinder(arg1, arg2, arg3, arg4, arg5, arg6); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawCylinder(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; } int lua_DrawCylinderWires(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - int arg5 = LuaGetArgument_int(L, 5); - Color arg6 = LuaGetArgument_Color(L, 6); - DrawCylinderWires(arg1, arg2, arg3, arg4, arg5, arg6); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawCylinderWires(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; } int lua_DrawPlane(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector2 arg2 = LuaGetArgument_Vector2(L, 2); - Color arg3 = LuaGetArgument_Color(L, 3); - DrawPlane(arg1, arg2, arg3); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector2 arg2 = LuaGetArgument_Vector2(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + DrawPlane(arg1, arg2, arg3); + return 0; } int lua_DrawRay(lua_State* L) { - Ray arg1 = LuaGetArgument_Ray(L, 1); - Color arg2 = LuaGetArgument_Color(L, 2); - DrawRay(arg1, arg2); - return 0; + Ray arg1 = LuaGetArgument_Ray(L, 1); + Color arg2 = LuaGetArgument_Color(L, 2); + DrawRay(arg1, arg2); + return 0; } int lua_DrawGrid(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - DrawGrid(arg1, arg2); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + DrawGrid(arg1, arg2); + return 0; } int lua_DrawGizmo(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - DrawGizmo(arg1); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + DrawGizmo(arg1); + return 0; } // TODO: DrawLight(Light light); int lua_Draw3DLine(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - Color arg3 = LuaGetArgument_Color(L, 3); - Draw3DLine(arg1, arg2, arg3); - return 0; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + Draw3DLine(arg1, arg2, arg3); + return 0; } int lua_Draw3DCircle(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); float arg2 = LuaGetArgument_float(L, 2); float arg3 = LuaGetArgument_float(L, 3); - Vector3 arg4 = LuaGetArgument_Vector3(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - Draw3DCircle(arg1, arg2, arg3, arg4, arg5); - return 0; + Vector3 arg4 = LuaGetArgument_Vector3(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + Draw3DCircle(arg1, arg2, arg3, arg4, arg5); + return 0; } //------------------------------------------------------------------------------------ @@ -2361,231 +2361,231 @@ int lua_Draw3DCircle(lua_State* L) //------------------------------------------------------------------------------------ int lua_LoadModel(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - Model result = LoadModel(arg1); - LuaPush_Model(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + Model result = LoadModel(arg1); + LuaPush_Model(L, result); + return 1; } int lua_LoadModelEx(lua_State* L) { - Mesh arg1 = LuaGetArgument_Mesh(L, 1); - bool arg2 = LuaGetArgument_int(L, 2); - Model result = LoadModelEx(arg1, arg2); - LuaPush_Model(L, result); - return 1; + Mesh arg1 = LuaGetArgument_Mesh(L, 1); + bool arg2 = LuaGetArgument_int(L, 2); + Model result = LoadModelEx(arg1, arg2); + LuaPush_Model(L, result); + return 1; } int lua_LoadModelFromRES(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - Model result = LoadModelFromRES(arg1, arg2); - LuaPush_Model(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Model result = LoadModelFromRES(arg1, arg2); + LuaPush_Model(L, result); + return 1; } int lua_LoadHeightmap(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - Model result = LoadHeightmap(arg1, arg2); - LuaPush_Model(L, result); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Model result = LoadHeightmap(arg1, arg2); + LuaPush_Model(L, result); + return 1; } int lua_LoadCubicmap(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Model result = LoadCubicmap(arg1); - LuaPush_Model(L, result); - return 1; + Image arg1 = LuaGetArgument_Image(L, 1); + Model result = LoadCubicmap(arg1); + LuaPush_Model(L, result); + return 1; } int lua_UnloadModel(lua_State* L) { - Model arg1 = LuaGetArgument_Model(L, 1); - UnloadModel(arg1); - return 0; + Model arg1 = LuaGetArgument_Model(L, 1); + UnloadModel(arg1); + return 0; } // TODO: GenMesh*() functionality (not ready yet on raylib 1.6) int lua_LoadMaterial(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - Material result = LoadMaterial(arg1); - LuaPush_Material(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + Material result = LoadMaterial(arg1); + LuaPush_Material(L, result); + return 1; } int lua_LoadDefaultMaterial(lua_State* L) { - Material result = LoadDefaultMaterial(); - LuaPush_Material(L, result); - return 1; + Material result = LoadDefaultMaterial(); + LuaPush_Material(L, result); + return 1; } int lua_LoadStandardMaterial(lua_State* L) { - Material result = LoadStandardMaterial(); - LuaPush_Material(L, result); - return 1; + Material result = LoadStandardMaterial(); + LuaPush_Material(L, result); + return 1; } int lua_UnloadMaterial(lua_State* L) { - Material arg1 = LuaGetArgument_Material(L, 1); - UnloadMaterial(arg1); - return 0; + Material arg1 = LuaGetArgument_Material(L, 1); + UnloadMaterial(arg1); + return 0; } int lua_DrawModel(lua_State* L) { - Model arg1 = LuaGetArgument_Model(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - Color arg4 = LuaGetArgument_Color(L, 4); - DrawModel(arg1, arg2, arg3, arg4); - return 0; + Model arg1 = LuaGetArgument_Model(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawModel(arg1, arg2, arg3, arg4); + return 0; } int lua_DrawModelEx(lua_State* L) { - Model arg1 = LuaGetArgument_Model(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Model arg1 = LuaGetArgument_Model(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); Vector3 arg3 = LuaGetArgument_Vector3(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - Vector3 arg5 = LuaGetArgument_Vector3(L, 5); - Color arg6 = LuaGetArgument_Color(L, 6); - DrawModelEx(arg1, arg2, arg3, arg4, arg5, arg6); - return 0; + float arg4 = LuaGetArgument_float(L, 4); + Vector3 arg5 = LuaGetArgument_Vector3(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawModelEx(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; } int lua_DrawModelWires(lua_State* L) { - Model arg1 = LuaGetArgument_Model(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - Color arg4 = LuaGetArgument_Color(L, 4); - DrawModelWires(arg1, arg2, arg3, arg4); - return 0; + Model arg1 = LuaGetArgument_Model(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Color arg4 = LuaGetArgument_Color(L, 4); + DrawModelWires(arg1, arg2, arg3, arg4); + return 0; } int lua_DrawModelWiresEx(lua_State* L) { - Model arg1 = LuaGetArgument_Model(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Model arg1 = LuaGetArgument_Model(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); Vector3 arg3 = LuaGetArgument_Vector3(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - Vector3 arg5 = LuaGetArgument_Vector3(L, 5); - Color arg6 = LuaGetArgument_Color(L, 6); - DrawModelWiresEx(arg1, arg2, arg3, arg4, arg5, arg6); - return 0; + float arg4 = LuaGetArgument_float(L, 4); + Vector3 arg5 = LuaGetArgument_Vector3(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawModelWiresEx(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; } int lua_DrawBillboard(lua_State* L) { - Camera arg1 = LuaGetArgument_Camera(L, 1); - Texture2D arg2 = LuaGetArgument_Texture2D(L, 2); - Vector3 arg3 = LuaGetArgument_Vector3(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - Color arg5 = LuaGetArgument_Color(L, 5); - DrawBillboard(arg1, arg2, arg3, arg4, arg5); - return 0; + Camera arg1 = LuaGetArgument_Camera(L, 1); + Texture2D arg2 = LuaGetArgument_Texture2D(L, 2); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Color arg5 = LuaGetArgument_Color(L, 5); + DrawBillboard(arg1, arg2, arg3, arg4, arg5); + return 0; } int lua_DrawBillboardRec(lua_State* L) { - Camera arg1 = LuaGetArgument_Camera(L, 1); - Texture2D arg2 = LuaGetArgument_Texture2D(L, 2); - Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); - Vector3 arg4 = LuaGetArgument_Vector3(L, 4); - float arg5 = LuaGetArgument_float(L, 5); - Color arg6 = LuaGetArgument_Color(L, 6); - DrawBillboardRec(arg1, arg2, arg3, arg4, arg5, arg6); - return 0; + Camera arg1 = LuaGetArgument_Camera(L, 1); + Texture2D arg2 = LuaGetArgument_Texture2D(L, 2); + Rectangle arg3 = LuaGetArgument_Rectangle(L, 3); + Vector3 arg4 = LuaGetArgument_Vector3(L, 4); + float arg5 = LuaGetArgument_float(L, 5); + Color arg6 = LuaGetArgument_Color(L, 6); + DrawBillboardRec(arg1, arg2, arg3, arg4, arg5, arg6); + return 0; } int lua_CalculateBoundingBox(lua_State* L) { - Mesh arg1 = LuaGetArgument_Mesh(L, 1); + Mesh arg1 = LuaGetArgument_Mesh(L, 1); BoundingBox result = CalculateBoundingBox(arg1); - LuaPush_BoundingBox(L, result); - return 1; + LuaPush_BoundingBox(L, result); + return 1; } int lua_CheckCollisionSpheres(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - Vector3 arg3 = LuaGetArgument_Vector3(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - bool result = CheckCollisionSpheres(arg1, arg2, arg3, arg4); - lua_pushboolean(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + bool result = CheckCollisionSpheres(arg1, arg2, arg3, arg4); + lua_pushboolean(L, result); + return 1; } int lua_CheckCollisionBoxes(lua_State* L) { - BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1); - BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2); - bool result = CheckCollisionBoxes(arg1, arg2); - lua_pushboolean(L, result); - return 1; + BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1); + BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2); + bool result = CheckCollisionBoxes(arg1, arg2); + lua_pushboolean(L, result); + return 1; } int lua_CheckCollisionBoxSphere(lua_State* L) { - BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - bool result = CheckCollisionBoxSphere(arg1, arg2, arg3); - lua_pushboolean(L, result); - return 1; + BoundingBox arg1 = LuaGetArgument_BoundingBox(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + bool result = CheckCollisionBoxSphere(arg1, arg2, arg3); + lua_pushboolean(L, result); + return 1; } int lua_CheckCollisionRaySphere(lua_State* L) { - Ray arg1 = LuaGetArgument_Ray(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - bool result = CheckCollisionRaySphere(arg1, arg2, arg3); - lua_pushboolean(L, result); - return 1; + Ray arg1 = LuaGetArgument_Ray(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + bool result = CheckCollisionRaySphere(arg1, arg2, arg3); + lua_pushboolean(L, result); + return 1; } int lua_CheckCollisionRaySphereEx(lua_State* L) { - Ray arg1 = LuaGetArgument_Ray(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - float arg3 = LuaGetArgument_float(L, 3); + Ray arg1 = LuaGetArgument_Ray(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); Vector3 arg4 = LuaGetArgument_Vector3(L, 4); - bool result = CheckCollisionRaySphereEx(arg1, arg2, arg3, &arg4); - lua_pushboolean(L, result); + bool result = CheckCollisionRaySphereEx(arg1, arg2, arg3, &arg4); + lua_pushboolean(L, result); LuaPush_Vector3(L, arg4); - return 2; + return 2; } int lua_CheckCollisionRayBox(lua_State* L) { - Ray arg1 = LuaGetArgument_Ray(L, 1); - BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2); - bool result = CheckCollisionRayBox(arg1, arg2); - lua_pushboolean(L, result); - return 1; + Ray arg1 = LuaGetArgument_Ray(L, 1); + BoundingBox arg2 = LuaGetArgument_BoundingBox(L, 2); + bool result = CheckCollisionRayBox(arg1, arg2); + lua_pushboolean(L, result); + return 1; } int lua_ResolveCollisionCubicmap(lua_State* L) { - Image arg1 = LuaGetArgument_Image(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - Vector3 arg3 = LuaGetArgument_Vector3(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - Vector3 result = ResolveCollisionCubicmap(arg1, arg2, &arg3, arg4); - LuaPush_Vector3(L, result); - LuaPush_Vector3(L, arg3); - return 2; + Image arg1 = LuaGetArgument_Image(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + float arg4 = LuaGetArgument_float(L, 4); + Vector3 result = ResolveCollisionCubicmap(arg1, arg2, &arg3, arg4); + LuaPush_Vector3(L, result); + LuaPush_Vector3(L, arg3); + return 2; } //------------------------------------------------------------------------------------ @@ -2593,167 +2593,170 @@ int lua_ResolveCollisionCubicmap(lua_State* L) //------------------------------------------------------------------------------------ int lua_LoadShader(lua_State* L) { - char * arg1 = (char *)LuaGetArgument_string(L, 1); - char * arg2 = (char *)LuaGetArgument_string(L, 2); - Shader result = LoadShader(arg1, arg2); - LuaPush_Shader(L, result); - return 1; + char * arg1 = (char *)LuaGetArgument_string(L, 1); + char * arg2 = (char *)LuaGetArgument_string(L, 2); + Shader result = LoadShader(arg1, arg2); + LuaPush_Shader(L, result); + return 1; } int lua_UnloadShader(lua_State* L) { - Shader arg1 = LuaGetArgument_Shader(L, 1); - UnloadShader(arg1); - return 0; + Shader arg1 = LuaGetArgument_Shader(L, 1); + UnloadShader(arg1); + return 0; } int lua_GetDefaultShader(lua_State* L) { - Shader result = GetDefaultShader(); - LuaPush_Shader(L, result); - return 1; + Shader result = GetDefaultShader(); + LuaPush_Shader(L, result); + return 1; } int lua_GetStandardShader(lua_State* L) { - Shader result = GetStandardShader(); - LuaPush_Shader(L, result); - return 1; + Shader result = GetStandardShader(); + LuaPush_Shader(L, result); + return 1; } int lua_GetDefaultTexture(lua_State* L) { - Texture2D result = GetDefaultTexture(); - LuaPush_Texture2D(L, result); - return 1; + Texture2D result = GetDefaultTexture(); + LuaPush_Texture2D(L, result); + return 1; } int lua_GetShaderLocation(lua_State* L) { - Shader arg1 = LuaGetArgument_Shader(L, 1); - const char * arg2 = LuaGetArgument_string(L, 2); - int result = GetShaderLocation(arg1, arg2); - lua_pushinteger(L, result); - return 1; + Shader arg1 = LuaGetArgument_Shader(L, 1); + const char * arg2 = LuaGetArgument_string(L, 2); + int result = GetShaderLocation(arg1, arg2); + lua_pushinteger(L, result); + return 1; } int lua_SetShaderValue(lua_State* L) { - Shader arg1 = LuaGetArgument_Shader(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - GET_TABLE(float, arg3, 3); - SetShaderValue(arg1, arg2, arg3, arg3_size); - free(arg3); - return 0; + Shader arg1 = LuaGetArgument_Shader(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + GET_TABLE(float, arg3, 3); + SetShaderValue(arg1, arg2, arg3, arg3_size); + free(arg3); + return 0; } int lua_SetShaderValuei(lua_State* L) { - Shader arg1 = LuaGetArgument_Shader(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - GET_TABLE(int, arg3, 3); - SetShaderValuei(arg1, arg2, arg3, arg3_size); - free(arg3); - return 0; + Shader arg1 = LuaGetArgument_Shader(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + GET_TABLE(int, arg3, 3); + SetShaderValuei(arg1, arg2, arg3, arg3_size); + free(arg3); + return 0; } int lua_SetShaderValueMatrix(lua_State* L) { - Shader arg1 = LuaGetArgument_Shader(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - Matrix arg3 = LuaGetArgument_Matrix(L, 3); - SetShaderValueMatrix(arg1, arg2, arg3); - return 0; + Shader arg1 = LuaGetArgument_Shader(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Matrix arg3 = LuaGetArgument_Matrix(L, 3); + SetShaderValueMatrix(arg1, arg2, arg3); + return 0; } int lua_SetMatrixProjection(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - SetMatrixProjection(arg1); - return 0; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + SetMatrixProjection(arg1); + return 0; } int lua_SetMatrixModelview(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - SetMatrixModelview(arg1); - return 0; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + SetMatrixModelview(arg1); + return 0; } int lua_BeginShaderMode(lua_State* L) { - Shader arg1 = LuaGetArgument_Shader(L, 1); - BeginShaderMode(arg1); - return 0; + Shader arg1 = LuaGetArgument_Shader(L, 1); + BeginShaderMode(arg1); + return 0; } int lua_EndShaderMode(lua_State* L) { - EndShaderMode(); - return 0; + EndShaderMode(); + return 0; } int lua_BeginBlendMode(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - BeginBlendMode(arg1); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + BeginBlendMode(arg1); + return 0; } int lua_EndBlendMode(lua_State* L) { - EndBlendMode(); - return 0; + EndBlendMode(); + return 0; } -// TODO: Light CreateLight(int type, Vector3 position, Color diffuse); -// TODO: void DestroyLight(Light light); - -//------------------------------------------------------------------------------------ -// raylib [rlgl] module functions - VR experience -//------------------------------------------------------------------------------------ -int lua_InitVrDevice(lua_State* L) +int lua_CreateLight(lua_State* L) { int arg1 = LuaGetArgument_int(L, 1); - InitVrDevice(arg1); - return 0; + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Color arg3 = LuaGetArgument_Color(L, 3); + Light result = CreateLight(arg1, arg2, arg3); + LuaPush_Light(L, result); + return 1; } -int lua_CloseVrDevice(lua_State* L) +int lua_DestroyLight(lua_State* L) { - CloseVrDevice(); - return 0; + Light arg1 = LuaGetArgument_Light(L, 1); + DestroyLight(arg1); + return 0; } -int lua_UpdateVrTracking(lua_State* L) + +//------------------------------------------------------------------------------------ +// raylib [rlgl] module functions - VR experience +//------------------------------------------------------------------------------------ +int lua_InitVrDevice(lua_State* L) { - UpdateVrTracking(); - return 0; + int arg1 = LuaGetArgument_int(L, 1); + InitVrDevice(arg1); + return 0; } -int lua_BeginVrDrawing(lua_State* L) +int lua_CloseVrDevice(lua_State* L) { - BeginVrDrawing(); - return 0; + CloseVrDevice(); + return 0; } -int lua_EndVrDrawing(lua_State* L) +int lua_IsVrDeviceReady(lua_State* L) { - EndVrDrawing(); - return 0; + bool result = IsVrDeviceReady(); + lua_pushboolean(L, result); + return 1; } -int lua_IsVrDeviceReady(lua_State* L) +int lua_UpdateVrTracking(lua_State* L) { - bool result = IsVrDeviceReady(); - lua_pushboolean(L, result); - return 1; + UpdateVrTracking(); + return 0; } int lua_ToggleVrMode(lua_State* L) { - ToggleVrMode(); - return 0; + ToggleVrMode(); + return 0; } //------------------------------------------------------------------------------------ @@ -2761,213 +2764,213 @@ int lua_ToggleVrMode(lua_State* L) //------------------------------------------------------------------------------------ int lua_InitAudioDevice(lua_State* L) { - InitAudioDevice(); - return 0; + InitAudioDevice(); + return 0; } int lua_CloseAudioDevice(lua_State* L) { - CloseAudioDevice(); - return 0; + CloseAudioDevice(); + return 0; } int lua_IsAudioDeviceReady(lua_State* L) { - bool result = IsAudioDeviceReady(); + bool result = IsAudioDeviceReady(); lua_pushboolean(L, result); - return 1; + return 1; } int lua_LoadSound(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - Sound result = LoadSound((char*)arg1); - LuaPush_Sound(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + Sound result = LoadSound((char*)arg1); + LuaPush_Sound(L, result); + return 1; } int lua_LoadSoundFromWave(lua_State* L) { - Wave arg1 = LuaGetArgument_Wave(L, 1); - Sound result = LoadSoundFromWave(arg1); - LuaPush_Sound(L, result); - return 1; + Wave arg1 = LuaGetArgument_Wave(L, 1); + Sound result = LoadSoundFromWave(arg1); + LuaPush_Sound(L, result); + return 1; } int lua_LoadSoundFromRES(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - Sound result = LoadSoundFromRES(arg1, arg2); - LuaPush_Sound(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + Sound result = LoadSoundFromRES(arg1, arg2); + LuaPush_Sound(L, result); + return 1; } int lua_UnloadSound(lua_State* L) { - Sound arg1 = LuaGetArgument_Sound(L, 1); - UnloadSound(arg1); - return 0; + Sound arg1 = LuaGetArgument_Sound(L, 1); + UnloadSound(arg1); + return 0; } int lua_PlaySound(lua_State* L) { - Sound arg1 = LuaGetArgument_Sound(L, 1); - PlaySound(arg1); - return 0; + Sound arg1 = LuaGetArgument_Sound(L, 1); + PlaySound(arg1); + return 0; } int lua_PauseSound(lua_State* L) { - Sound arg1 = LuaGetArgument_Sound(L, 1); - PauseSound(arg1); - return 0; + Sound arg1 = LuaGetArgument_Sound(L, 1); + PauseSound(arg1); + return 0; } int lua_ResumeSound(lua_State* L) { - Sound arg1 = LuaGetArgument_Sound(L, 1); - ResumeSound(arg1); - return 0; + Sound arg1 = LuaGetArgument_Sound(L, 1); + ResumeSound(arg1); + return 0; } int lua_StopSound(lua_State* L) { - Sound arg1 = LuaGetArgument_Sound(L, 1); - StopSound(arg1); - return 0; + Sound arg1 = LuaGetArgument_Sound(L, 1); + StopSound(arg1); + return 0; } int lua_IsSoundPlaying(lua_State* L) { - Sound arg1 = LuaGetArgument_Sound(L, 1); - bool result = IsSoundPlaying(arg1); - lua_pushboolean(L, result); - return 1; + Sound arg1 = LuaGetArgument_Sound(L, 1); + bool result = IsSoundPlaying(arg1); + lua_pushboolean(L, result); + return 1; } int lua_SetSoundVolume(lua_State* L) { - Sound arg1 = LuaGetArgument_Sound(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - SetSoundVolume(arg1, arg2); - return 0; + Sound arg1 = LuaGetArgument_Sound(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + SetSoundVolume(arg1, arg2); + return 0; } int lua_SetSoundPitch(lua_State* L) { - Sound arg1 = LuaGetArgument_Sound(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - SetSoundPitch(arg1, arg2); - return 0; + Sound arg1 = LuaGetArgument_Sound(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + SetSoundPitch(arg1, arg2); + return 0; } int lua_LoadMusicStream(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); + const char * arg1 = LuaGetArgument_string(L, 1); Music result = LoadMusicStream((char *)arg1); - LuaPush_Music(L, result); - return 1; + LuaPush_Music(L, result); + return 1; } int lua_UnloadMusicStream(lua_State* L) { - Music arg1 = LuaGetArgument_Music(L, 1); - UnloadMusicStream(arg1); - return 0; + Music arg1 = LuaGetArgument_Music(L, 1); + UnloadMusicStream(arg1); + return 0; } int lua_UpdateMusicStream(lua_State* L) { Music arg1 = LuaGetArgument_Music(L, 1); - UpdateMusicStream(arg1); - return 0; + UpdateMusicStream(arg1); + return 0; } int lua_PlayMusicStream(lua_State* L) { - Music arg1 = LuaGetArgument_Music(L, 1); - PlayMusicStream(arg1); - return 0; + Music arg1 = LuaGetArgument_Music(L, 1); + PlayMusicStream(arg1); + return 0; } int lua_StopMusicStream(lua_State* L) { Music arg1 = LuaGetArgument_Music(L, 1); - StopMusicStream(arg1); - return 0; + StopMusicStream(arg1); + return 0; } int lua_PauseMusicStream(lua_State* L) { Music arg1 = LuaGetArgument_Music(L, 1); - PauseMusicStream(arg1); - return 0; + PauseMusicStream(arg1); + return 0; } int lua_ResumeMusicStream(lua_State* L) { Music arg1 = LuaGetArgument_Music(L, 1); - ResumeMusicStream(arg1); - return 0; + ResumeMusicStream(arg1); + return 0; } int lua_IsMusicPlaying(lua_State* L) { Music arg1 = LuaGetArgument_Music(L, 1); - bool result = IsMusicPlaying(arg1); - lua_pushboolean(L, result); - return 1; + bool result = IsMusicPlaying(arg1); + lua_pushboolean(L, result); + return 1; } int lua_SetMusicVolume(lua_State* L) { Music arg1 = LuaGetArgument_Music(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - SetMusicVolume(arg1, arg2); - return 0; + float arg2 = LuaGetArgument_float(L, 2); + SetMusicVolume(arg1, arg2); + return 0; } int lua_SetMusicPitch(lua_State* L) { Music arg1 = LuaGetArgument_Music(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - SetMusicPitch(arg1, arg2); - return 0; + float arg2 = LuaGetArgument_float(L, 2); + SetMusicPitch(arg1, arg2); + return 0; } int lua_GetMusicTimeLength(lua_State* L) { Music arg1 = LuaGetArgument_Music(L, 1); - float result = GetMusicTimeLength(arg1); - lua_pushnumber(L, result); - return 1; + float result = GetMusicTimeLength(arg1); + lua_pushnumber(L, result); + return 1; } int lua_GetMusicTimePlayed(lua_State* L) { Music arg1 = LuaGetArgument_Music(L, 1); - float result = GetMusicTimePlayed(arg1); - lua_pushnumber(L, result); - return 1; + float result = GetMusicTimePlayed(arg1); + lua_pushnumber(L, result); + return 1; } int lua_InitAudioStream(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); AudioStream result = InitAudioStream(arg1, arg2, arg3); - LuaPush_AudioStream(L, result); - return 1; + LuaPush_AudioStream(L, result); + return 1; } int lua_CloseAudioStream(lua_State* L) { - AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); - CloseAudioStream(arg1); - return 0; + AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); + CloseAudioStream(arg1); + return 0; } int lua_UpdateAudioStream(lua_State* L) @@ -2975,45 +2978,45 @@ int lua_UpdateAudioStream(lua_State* L) AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); void * arg2 = (char *)LuaGetArgument_string(L, 2); int arg3 = LuaGetArgument_int(L, 3); - UpdateAudioStream(arg1, arg2, arg3); - return 0; + UpdateAudioStream(arg1, arg2, arg3); + return 0; } int lua_IsAudioBufferProcessed(lua_State* L) { AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); - bool result = IsAudioBufferProcessed(arg1); - lua_pushboolean(L, result); - return 1; + bool result = IsAudioBufferProcessed(arg1); + lua_pushboolean(L, result); + return 1; } int lua_PlayAudioStream(lua_State* L) { - AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); - PlayAudioStream(arg1); - return 0; + AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); + PlayAudioStream(arg1); + return 0; } int lua_StopAudioStream(lua_State* L) { AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); - StopAudioStream(arg1); - return 0; + StopAudioStream(arg1); + return 0; } int lua_PauseAudioStream(lua_State* L) { AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); - PauseAudioStream(arg1); - return 0; + PauseAudioStream(arg1); + return 0; } int lua_ResumeAudioStream(lua_State* L) { AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); - ResumeAudioStream(arg1); - return 0; + ResumeAudioStream(arg1); + return 0; } //---------------------------------------------------------------------------------- @@ -3021,70 +3024,70 @@ int lua_ResumeAudioStream(lua_State* L) //---------------------------------------------------------------------------------- int lua_DecompressData(lua_State* L) { - unsigned char *arg1 = (unsigned char *)LuaGetArgument_string(L, 1); - unsigned arg2 = (unsigned)LuaGetArgument_int(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - unsigned char *result = DecompressData(arg1, arg2, arg3); - lua_pushlstring(L, (const char *)result, arg3); - return 1; + unsigned char *arg1 = (unsigned char *)LuaGetArgument_string(L, 1); + unsigned arg2 = (unsigned)LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + unsigned char *result = DecompressData(arg1, arg2, arg3); + lua_pushlstring(L, (const char *)result, arg3); + return 1; } #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) int lua_WriteBitmap(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - unsigned char* arg2 = (unsigned char*)LuaGetArgument_string(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - WriteBitmap(arg1, arg2, arg3, arg4); - return 0; + const char * arg1 = LuaGetArgument_string(L, 1); + unsigned char* arg2 = (unsigned char*)LuaGetArgument_string(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + WriteBitmap(arg1, arg2, arg3, arg4); + return 0; } int lua_WritePNG(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - unsigned char* arg2 = (unsigned char*)LuaGetArgument_string(L, 2); - int arg3 = LuaGetArgument_int(L, 3); - int arg4 = LuaGetArgument_int(L, 4); - int arg5 = LuaGetArgument_int(L, 5); - WritePNG(arg1, arg2, arg3, arg4, arg5); - return 0; + const char * arg1 = LuaGetArgument_string(L, 1); + unsigned char* arg2 = (unsigned char*)LuaGetArgument_string(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + int arg5 = LuaGetArgument_int(L, 5); + WritePNG(arg1, arg2, arg3, arg4, arg5); + return 0; } #endif int lua_TraceLog(lua_State* L) { - int num_args = lua_gettop(L) - 1; - int arg1 = LuaGetArgument_int(L, 1); + int num_args = lua_gettop(L) - 1; + int arg1 = LuaGetArgument_int(L, 1); - /// type, fmt, args... + /// type, fmt, args... - lua_rotate(L, 1, -1); /// fmt, args..., type - lua_pop(L, 1); /// fmt, args... + lua_rotate(L, 1, -1); /// fmt, args..., type + lua_pop(L, 1); /// fmt, args... - lua_getglobal(L, "string"); /// fmt, args..., [string] - lua_getfield(L, 1, "format"); /// fmt, args..., [string], format() - lua_rotate(L, 1, 2); /// [string], format(), fmt, args... - lua_call(L, num_args, 1); /// [string], formatted_string - - TraceLog(arg1, "%s", luaL_checkstring(L,-1)); - return 0; + lua_getglobal(L, "string"); /// fmt, args..., [string] + lua_getfield(L, 1, "format"); /// fmt, args..., [string], format() + lua_rotate(L, 1, 2); /// [string], format(), fmt, args... + lua_call(L, num_args, 1); /// [string], formatted_string + + TraceLog(arg1, "%s", luaL_checkstring(L,-1)); + return 0; } int lua_GetExtension(lua_State* L) { - const char * arg1 = LuaGetArgument_string(L, 1); - const char* result = GetExtension(arg1); - lua_pushstring(L, result); - return 1; + const char * arg1 = LuaGetArgument_string(L, 1); + const char* result = GetExtension(arg1); + lua_pushstring(L, result); + return 1; } int lua_GetNextPOT(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - int result = GetNextPOT(arg1); - lua_pushinteger(L, result); - return 1; + int arg1 = LuaGetArgument_int(L, 1); + int result = GetNextPOT(arg1); + lua_pushinteger(L, result); + return 1; } //---------------------------------------------------------------------------------- @@ -3092,123 +3095,123 @@ int lua_GetNextPOT(lua_State* L) //---------------------------------------------------------------------------------- int lua_VectorAdd(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - Vector3 result = VectorAdd(arg1, arg2); - LuaPush_Vector3(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 result = VectorAdd(arg1, arg2); + LuaPush_Vector3(L, result); + return 1; } int lua_VectorSubtract(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - Vector3 result = VectorSubtract(arg1, arg2); - LuaPush_Vector3(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 result = VectorSubtract(arg1, arg2); + LuaPush_Vector3(L, result); + return 1; } int lua_VectorCrossProduct(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - Vector3 result = VectorCrossProduct(arg1, arg2); - LuaPush_Vector3(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 result = VectorCrossProduct(arg1, arg2); + LuaPush_Vector3(L, result); + return 1; } int lua_VectorPerpendicular(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 result = VectorPerpendicular(arg1); - LuaPush_Vector3(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 result = VectorPerpendicular(arg1); + LuaPush_Vector3(L, result); + return 1; } int lua_VectorDotProduct(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - float result = VectorDotProduct(arg1, arg2); - lua_pushnumber(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float result = VectorDotProduct(arg1, arg2); + lua_pushnumber(L, result); + return 1; } int lua_VectorLength(lua_State* L) { - const Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float result = VectorLength(arg1); - lua_pushnumber(L, result); - return 1; + const Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float result = VectorLength(arg1); + lua_pushnumber(L, result); + return 1; } int lua_VectorScale(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - VectorScale(&arg1, arg2); - LuaPush_Vector3(L, arg1); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + VectorScale(&arg1, arg2); + LuaPush_Vector3(L, arg1); + return 1; } int lua_VectorNegate(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - VectorNegate(&arg1); - LuaPush_Vector3(L, arg1); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + VectorNegate(&arg1); + LuaPush_Vector3(L, arg1); + return 1; } int lua_VectorNormalize(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - VectorNormalize(&arg1); - LuaPush_Vector3(L, arg1); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + VectorNormalize(&arg1); + LuaPush_Vector3(L, arg1); + return 1; } int lua_VectorDistance(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - float result = VectorDistance(arg1, arg2); - lua_pushnumber(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float result = VectorDistance(arg1, arg2); + lua_pushnumber(L, result); + return 1; } int lua_VectorLerp(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - Vector3 result = VectorLerp(arg1, arg2, arg3); - LuaPush_Vector3(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Vector3 result = VectorLerp(arg1, arg2, arg3); + LuaPush_Vector3(L, result); + return 1; } int lua_VectorReflect(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - Vector3 result = VectorReflect(arg1, arg2); - LuaPush_Vector3(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 result = VectorReflect(arg1, arg2); + LuaPush_Vector3(L, result); + return 1; } int lua_VectorTransform(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Matrix arg2 = LuaGetArgument_Matrix(L, 2); - VectorTransform(&arg1, arg2); - LuaPush_Vector3(L, arg1); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Matrix arg2 = LuaGetArgument_Matrix(L, 2); + VectorTransform(&arg1, arg2); + LuaPush_Vector3(L, arg1); + return 1; } int lua_VectorZero(lua_State* L) { - Vector3 result = VectorZero(); - LuaPush_Vector3(L, result); - return 1; + Vector3 result = VectorZero(); + LuaPush_Vector3(L, result); + return 1; } //---------------------------------------------------------------------------------- @@ -3216,176 +3219,176 @@ int lua_VectorZero(lua_State* L) //---------------------------------------------------------------------------------- int lua_MatrixDeterminant(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - float result = MatrixDeterminant(arg1); - lua_pushnumber(L, result); - return 1; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + float result = MatrixDeterminant(arg1); + lua_pushnumber(L, result); + return 1; } int lua_MatrixTrace(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - float result = MatrixTrace(arg1); - lua_pushnumber(L, result); - return 1; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + float result = MatrixTrace(arg1); + lua_pushnumber(L, result); + return 1; } int lua_MatrixTranspose(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - MatrixTranspose(&arg1); - LuaPush_Matrix(L, &arg1); - return 1; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + MatrixTranspose(&arg1); + LuaPush_Matrix(L, &arg1); + return 1; } int lua_MatrixInvert(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - MatrixInvert(&arg1); - LuaPush_Matrix(L, &arg1); - return 1; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + MatrixInvert(&arg1); + LuaPush_Matrix(L, &arg1); + return 1; } int lua_MatrixNormalize(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - MatrixNormalize(&arg1); - LuaPush_Matrix(L, &arg1); - return 1; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + MatrixNormalize(&arg1); + LuaPush_Matrix(L, &arg1); + return 1; } int lua_MatrixIdentity(lua_State* L) { - Matrix result = MatrixIdentity(); - LuaPush_Matrix(L, &result); - return 1; + Matrix result = MatrixIdentity(); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixAdd(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - Matrix arg2 = LuaGetArgument_Matrix(L, 2); - Matrix result = MatrixAdd(arg1, arg2); - LuaPush_Matrix(L, &result); - return 1; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + Matrix arg2 = LuaGetArgument_Matrix(L, 2); + Matrix result = MatrixAdd(arg1, arg2); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixSubstract(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - Matrix arg2 = LuaGetArgument_Matrix(L, 2); - Matrix result = MatrixSubstract(arg1, arg2); - LuaPush_Matrix(L, &result); - return 1; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + Matrix arg2 = LuaGetArgument_Matrix(L, 2); + Matrix result = MatrixSubstract(arg1, arg2); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixTranslate(lua_State* L) { - float arg1 = LuaGetArgument_float(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - Matrix result = MatrixTranslate(arg1, arg2, arg3); - LuaPush_Matrix(L, &result); - return 1; + float arg1 = LuaGetArgument_float(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Matrix result = MatrixTranslate(arg1, arg2, arg3); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixRotate(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - Matrix result = MatrixRotate(arg1, arg2); - LuaPush_Matrix(L, &result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Matrix result = MatrixRotate(arg1, arg2); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixRotateX(lua_State* L) { - float arg1 = LuaGetArgument_float(L, 1); - Matrix result = MatrixRotateX(arg1); - LuaPush_Matrix(L, &result); - return 1; + float arg1 = LuaGetArgument_float(L, 1); + Matrix result = MatrixRotateX(arg1); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixRotateY(lua_State* L) { - float arg1 = LuaGetArgument_float(L, 1); - Matrix result = MatrixRotateY(arg1); - LuaPush_Matrix(L, &result); - return 1; + float arg1 = LuaGetArgument_float(L, 1); + Matrix result = MatrixRotateY(arg1); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixRotateZ(lua_State* L) { - float arg1 = LuaGetArgument_float(L, 1); - Matrix result = MatrixRotateZ(arg1); - LuaPush_Matrix(L, &result); - return 1; + float arg1 = LuaGetArgument_float(L, 1); + Matrix result = MatrixRotateZ(arg1); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixScale(lua_State* L) { - float arg1 = LuaGetArgument_float(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - Matrix result = MatrixScale(arg1, arg2, arg3); - LuaPush_Matrix(L, &result); - return 1; + float arg1 = LuaGetArgument_float(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Matrix result = MatrixScale(arg1, arg2, arg3); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixMultiply(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - Matrix arg2 = LuaGetArgument_Matrix(L, 2); - Matrix result = MatrixMultiply(arg1, arg2); - LuaPush_Matrix(L, &result); - return 1; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + Matrix arg2 = LuaGetArgument_Matrix(L, 2); + Matrix result = MatrixMultiply(arg1, arg2); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixFrustum(lua_State* L) { - double arg1 = LuaGetArgument_double(L, 1); - double arg2 = LuaGetArgument_double(L, 2); - double arg3 = LuaGetArgument_double(L, 3); - double arg4 = LuaGetArgument_double(L, 4); - double arg5 = LuaGetArgument_double(L, 5); - double arg6 = LuaGetArgument_double(L, 6); - Matrix result = MatrixFrustum(arg1, arg2, arg3, arg4, arg5, arg6); - LuaPush_Matrix(L, &result); - return 1; + double arg1 = LuaGetArgument_double(L, 1); + double arg2 = LuaGetArgument_double(L, 2); + double arg3 = LuaGetArgument_double(L, 3); + double arg4 = LuaGetArgument_double(L, 4); + double arg5 = LuaGetArgument_double(L, 5); + double arg6 = LuaGetArgument_double(L, 6); + Matrix result = MatrixFrustum(arg1, arg2, arg3, arg4, arg5, arg6); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixPerspective(lua_State* L) { - double arg1 = LuaGetArgument_double(L, 1); - double arg2 = LuaGetArgument_double(L, 2); - double arg3 = LuaGetArgument_double(L, 3); - double arg4 = LuaGetArgument_double(L, 4); - Matrix result = MatrixPerspective(arg1, arg2, arg3, arg4); - LuaPush_Matrix(L, &result); - return 1; + double arg1 = LuaGetArgument_double(L, 1); + double arg2 = LuaGetArgument_double(L, 2); + double arg3 = LuaGetArgument_double(L, 3); + double arg4 = LuaGetArgument_double(L, 4); + Matrix result = MatrixPerspective(arg1, arg2, arg3, arg4); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixOrtho(lua_State* L) { - double arg1 = LuaGetArgument_double(L, 1); - double arg2 = LuaGetArgument_double(L, 2); - double arg3 = LuaGetArgument_double(L, 3); - double arg4 = LuaGetArgument_double(L, 4); - double arg5 = LuaGetArgument_double(L, 5); - double arg6 = LuaGetArgument_double(L, 6); - Matrix result = MatrixOrtho(arg1, arg2, arg3, arg4, arg5, arg6); - LuaPush_Matrix(L, &result); - return 1; + double arg1 = LuaGetArgument_double(L, 1); + double arg2 = LuaGetArgument_double(L, 2); + double arg3 = LuaGetArgument_double(L, 3); + double arg4 = LuaGetArgument_double(L, 4); + double arg5 = LuaGetArgument_double(L, 5); + double arg6 = LuaGetArgument_double(L, 6); + Matrix result = MatrixOrtho(arg1, arg2, arg3, arg4, arg5, arg6); + LuaPush_Matrix(L, &result); + return 1; } int lua_MatrixLookAt(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - Vector3 arg3 = LuaGetArgument_Vector3(L, 3); - Matrix result = MatrixLookAt(arg1, arg2, arg3); - LuaPush_Matrix(L, &result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + Vector3 arg2 = LuaGetArgument_Vector3(L, 2); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + Matrix result = MatrixLookAt(arg1, arg2, arg3); + LuaPush_Matrix(L, &result); + return 1; } //---------------------------------------------------------------------------------- @@ -3393,82 +3396,82 @@ int lua_MatrixLookAt(lua_State* L) //---------------------------------------------------------------------------------- int lua_QuaternionLength(lua_State* L) { - Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); - float result = QuaternionLength(arg1); - lua_pushnumber(L, result); - return 1; + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + float result = QuaternionLength(arg1); + lua_pushnumber(L, result); + return 1; } int lua_QuaternionNormalize(lua_State* L) { - Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); - QuaternionNormalize(&arg1); - LuaPush_Quaternion(L, arg1); - return 1; + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + QuaternionNormalize(&arg1); + LuaPush_Quaternion(L, arg1); + return 1; } int lua_QuaternionMultiply(lua_State* L) { - Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); - Quaternion arg2 = LuaGetArgument_Quaternion(L, 2); - Quaternion result = QuaternionMultiply(arg1, arg2); - LuaPush_Quaternion(L, result); - return 1; + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + Quaternion arg2 = LuaGetArgument_Quaternion(L, 2); + Quaternion result = QuaternionMultiply(arg1, arg2); + LuaPush_Quaternion(L, result); + return 1; } int lua_QuaternionSlerp(lua_State* L) { - Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); - Quaternion arg2 = LuaGetArgument_Quaternion(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - Quaternion result = QuaternionSlerp(arg1, arg2, arg3); - LuaPush_Quaternion(L, result); - return 1; + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + Quaternion arg2 = LuaGetArgument_Quaternion(L, 2); + float arg3 = LuaGetArgument_float(L, 3); + Quaternion result = QuaternionSlerp(arg1, arg2, arg3); + LuaPush_Quaternion(L, result); + return 1; } int lua_QuaternionFromMatrix(lua_State* L) { - Matrix arg1 = LuaGetArgument_Matrix(L, 1); - Quaternion result = QuaternionFromMatrix(arg1); - LuaPush_Quaternion(L, result); - return 1; + Matrix arg1 = LuaGetArgument_Matrix(L, 1); + Quaternion result = QuaternionFromMatrix(arg1); + LuaPush_Quaternion(L, result); + return 1; } int lua_QuaternionToMatrix(lua_State* L) { - Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); - Matrix result = QuaternionToMatrix(arg1); - LuaPush_Matrix(L, &result); - return 1; + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + Matrix result = QuaternionToMatrix(arg1); + LuaPush_Matrix(L, &result); + return 1; } int lua_QuaternionFromAxisAngle(lua_State* L) { - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - float arg2 = LuaGetArgument_float(L, 2); - Quaternion result = QuaternionFromAxisAngle(arg1, arg2); - LuaPush_Quaternion(L, result); - return 1; + Vector3 arg1 = LuaGetArgument_Vector3(L, 1); + float arg2 = LuaGetArgument_float(L, 2); + Quaternion result = QuaternionFromAxisAngle(arg1, arg2); + LuaPush_Quaternion(L, result); + return 1; } int lua_QuaternionToAxisAngle(lua_State* L) { - Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); Vector3 arg2; - float arg3 = 0; - QuaternionToAxisAngle(arg1, &arg2, &arg3); - LuaPush_Vector3(L, arg2); - lua_pushnumber(L, arg3); - return 2; + float arg3 = 0; + QuaternionToAxisAngle(arg1, &arg2, &arg3); + LuaPush_Vector3(L, arg2); + lua_pushnumber(L, arg3); + return 2; } int lua_QuaternionTransform(lua_State* L) { - Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); - Matrix arg2 = LuaGetArgument_Matrix(L, 2); - QuaternionTransform(&arg1, arg2); - LuaPush_Quaternion(L, arg1); - return 1; + Quaternion arg1 = LuaGetArgument_Quaternion(L, 1); + Matrix arg2 = LuaGetArgument_Matrix(L, 2); + QuaternionTransform(&arg1, arg2); + LuaPush_Quaternion(L, arg1); + return 1; } @@ -3479,174 +3482,174 @@ int lua_QuaternionTransform(lua_State* L) // raylib Functions (and data types) list static luaL_Reg raylib_functions[] = { - + // Register non-opaque data types REG(Color) - REG(Vector2) - REG(Vector3) + REG(Vector2) + REG(Vector3) //REG(Matrix) REG(Quaternion) - REG(Rectangle) - REG(Ray) - REG(Camera) - REG(Camera2D) + REG(Rectangle) + REG(Ray) + REG(Camera) + REG(Camera2D) REG(BoundingBox) //REG(Material) // Register functions - REG(InitWindow) - REG(CloseWindow) - REG(WindowShouldClose) - REG(IsWindowMinimized) - REG(ToggleFullscreen) - REG(GetScreenWidth) - REG(GetScreenHeight) + REG(InitWindow) + REG(CloseWindow) + REG(WindowShouldClose) + REG(IsWindowMinimized) + REG(ToggleFullscreen) + REG(GetScreenWidth) + REG(GetScreenHeight) - REG(ShowCursor) - REG(HideCursor) - REG(IsCursorHidden) - REG(EnableCursor) - REG(DisableCursor) - - REG(ClearBackground) - REG(BeginDrawing) - REG(EndDrawing) + REG(ShowCursor) + REG(HideCursor) + REG(IsCursorHidden) + REG(EnableCursor) + REG(DisableCursor) + + REG(ClearBackground) + REG(BeginDrawing) + REG(EndDrawing) REG(Begin2dMode) - REG(End2dMode) - REG(Begin3dMode) - REG(End3dMode) + REG(End2dMode) + REG(Begin3dMode) + REG(End3dMode) REG(BeginTextureMode) - REG(EndTextureMode) + REG(EndTextureMode) - REG(GetMouseRay) - REG(GetWorldToScreen) - REG(GetCameraMatrix) + REG(GetMouseRay) + REG(GetWorldToScreen) + REG(GetCameraMatrix) #if defined(PLATFORM_WEB) - REG(SetDrawingLoop) + REG(SetDrawingLoop) #else - REG(SetTargetFPS) + REG(SetTargetFPS) #endif - REG(GetFPS) - REG(GetFrameTime) + REG(GetFPS) + REG(GetFrameTime) - REG(GetColor) - REG(GetHexValue) - REG(ColorToFloat) - REG(VectorToFloat) - REG(MatrixToFloat) - REG(GetRandomValue) - REG(Fade) - REG(SetConfigFlags) - REG(ShowLogo) + REG(GetColor) + REG(GetHexValue) + REG(ColorToFloat) + REG(VectorToFloat) + REG(MatrixToFloat) + REG(GetRandomValue) + REG(Fade) + REG(SetConfigFlags) + REG(ShowLogo) - REG(IsFileDropped) - //REG(*GetDroppedFiles) - REG(ClearDroppedFiles) - REG(StorageSaveValue) - REG(StorageLoadValue) + REG(IsFileDropped) + //REG(*GetDroppedFiles) + REG(ClearDroppedFiles) + REG(StorageSaveValue) + REG(StorageLoadValue) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) - REG(IsKeyPressed) - REG(IsKeyDown) - REG(IsKeyReleased) - REG(IsKeyUp) - REG(GetKeyPressed) + REG(IsKeyPressed) + REG(IsKeyDown) + REG(IsKeyReleased) + REG(IsKeyUp) + REG(GetKeyPressed) REG(SetExitKey) - REG(IsGamepadAvailable) + REG(IsGamepadAvailable) REG(GetGamepadAxisMovement) - REG(IsGamepadButtonPressed) - REG(IsGamepadButtonDown) - REG(IsGamepadButtonReleased) - REG(IsGamepadButtonUp) + REG(IsGamepadButtonPressed) + REG(IsGamepadButtonDown) + REG(IsGamepadButtonReleased) + REG(IsGamepadButtonUp) #endif - REG(IsMouseButtonPressed) - REG(IsMouseButtonDown) - REG(IsMouseButtonReleased) - REG(IsMouseButtonUp) - REG(GetMouseX) - REG(GetMouseY) - REG(GetMousePosition) - REG(SetMousePosition) - REG(GetMouseWheelMove) - REG(GetTouchX) - REG(GetTouchY) - REG(GetTouchPosition) + REG(IsMouseButtonPressed) + REG(IsMouseButtonDown) + REG(IsMouseButtonReleased) + REG(IsMouseButtonUp) + REG(GetMouseX) + REG(GetMouseY) + REG(GetMousePosition) + REG(SetMousePosition) + REG(GetMouseWheelMove) + REG(GetTouchX) + REG(GetTouchY) + REG(GetTouchPosition) #if defined(PLATFORM_ANDROID) - REG(IsButtonPressed) - REG(IsButtonDown) - REG(IsButtonReleased) + REG(IsButtonPressed) + REG(IsButtonDown) + REG(IsButtonReleased) #endif - REG(SetGesturesEnabled) - REG(IsGestureDetected) - REG(GetGestureDetected) + REG(SetGesturesEnabled) + REG(IsGestureDetected) + REG(GetGestureDetected) REG(GetTouchPointsCount) - REG(GetGestureHoldDuration) - REG(GetGestureDragVector) - REG(GetGestureDragAngle) - REG(GetGesturePinchVector) - REG(GetGesturePinchAngle) - - REG(SetCameraMode) - REG(UpdateCamera) - REG(UpdateCameraPlayer) - REG(SetCameraPosition) - REG(SetCameraTarget) + REG(GetGestureHoldDuration) + REG(GetGestureDragVector) + REG(GetGestureDragAngle) + REG(GetGesturePinchVector) + REG(GetGesturePinchAngle) + + REG(SetCameraMode) + REG(UpdateCamera) + REG(UpdateCameraPlayer) + REG(SetCameraPosition) + REG(SetCameraTarget) REG(SetCameraFovy) - REG(SetCameraPanControl) - REG(SetCameraAltControl) - REG(SetCameraSmoothZoomControl) - REG(SetCameraMoveControls) - REG(SetCameraMouseSensitivity) + REG(SetCameraPanControl) + REG(SetCameraAltControl) + REG(SetCameraSmoothZoomControl) + REG(SetCameraMoveControls) + REG(SetCameraMouseSensitivity) - REG(DrawPixel) - REG(DrawPixelV) - REG(DrawLine) - REG(DrawLineV) - REG(DrawCircle) - REG(DrawCircleGradient) - REG(DrawCircleV) - REG(DrawCircleLines) - REG(DrawRectangle) - REG(DrawRectangleRec) - REG(DrawRectangleGradient) - REG(DrawRectangleV) - REG(DrawRectangleLines) - REG(DrawTriangle) - REG(DrawTriangleLines) - REG(DrawPoly) - REG(DrawPolyEx) - REG(DrawPolyExLines) + REG(DrawPixel) + REG(DrawPixelV) + REG(DrawLine) + REG(DrawLineV) + REG(DrawCircle) + REG(DrawCircleGradient) + REG(DrawCircleV) + REG(DrawCircleLines) + REG(DrawRectangle) + REG(DrawRectangleRec) + REG(DrawRectangleGradient) + REG(DrawRectangleV) + REG(DrawRectangleLines) + REG(DrawTriangle) + REG(DrawTriangleLines) + REG(DrawPoly) + REG(DrawPolyEx) + REG(DrawPolyExLines) - REG(CheckCollisionRecs) - REG(CheckCollisionCircles) - REG(CheckCollisionCircleRec) - REG(GetCollisionRec) - REG(CheckCollisionPointRec) - REG(CheckCollisionPointCircle) - REG(CheckCollisionPointTriangle) + REG(CheckCollisionRecs) + REG(CheckCollisionCircles) + REG(CheckCollisionCircleRec) + REG(GetCollisionRec) + REG(CheckCollisionPointRec) + REG(CheckCollisionPointCircle) + REG(CheckCollisionPointTriangle) - REG(LoadImage) - REG(LoadImageEx) - REG(LoadImageRaw) - REG(LoadImageFromRES) - REG(LoadTexture) - REG(LoadTextureEx) - REG(LoadTextureFromRES) - REG(LoadTextureFromImage) + REG(LoadImage) + REG(LoadImageEx) + REG(LoadImageRaw) + REG(LoadImageFromRES) + REG(LoadTexture) + REG(LoadTextureEx) + REG(LoadTextureFromRES) + REG(LoadTextureFromImage) REG(LoadRenderTexture) - REG(UnloadImage) - REG(UnloadTexture) - REG(UnloadRenderTexture) - REG(GetImageData) - REG(GetTextureData) - REG(ImageToPOT) - REG(ImageFormat) + REG(UnloadImage) + REG(UnloadTexture) + REG(UnloadRenderTexture) + REG(GetImageData) + REG(GetTextureData) + REG(ImageToPOT) + REG(ImageFormat) REG(ImageDither) REG(ImageCopy) REG(ImageCrop) @@ -3664,192 +3667,188 @@ static luaL_Reg raylib_functions[] = { REG(ImageColorGrayscale) REG(ImageColorContrast) REG(ImageColorBrightness) - REG(GenTextureMipmaps) + REG(GenTextureMipmaps) REG(UpdateTexture) - REG(DrawTexture) - REG(DrawTextureV) - REG(DrawTextureEx) - REG(DrawTextureRec) - REG(DrawTexturePro) + REG(DrawTexture) + REG(DrawTextureV) + REG(DrawTextureEx) + REG(DrawTextureRec) + REG(DrawTexturePro) - REG(GetDefaultFont) - REG(LoadSpriteFont) - REG(UnloadSpriteFont) - REG(DrawText) - REG(DrawTextEx) - REG(MeasureText) - REG(MeasureTextEx) - REG(DrawFPS) - //REG(FormatText) - //REG(SubText) + REG(GetDefaultFont) + REG(LoadSpriteFont) + REG(UnloadSpriteFont) + REG(DrawText) + REG(DrawTextEx) + REG(MeasureText) + REG(MeasureTextEx) + REG(DrawFPS) - REG(DrawCube) - REG(DrawCubeV) - REG(DrawCubeWires) - REG(DrawCubeTexture) - REG(DrawSphere) - REG(DrawSphereEx) - REG(DrawSphereWires) - REG(DrawCylinder) - REG(DrawCylinderWires) - REG(DrawPlane) - REG(DrawRay) - REG(DrawGrid) - REG(DrawGizmo) + REG(DrawCube) + REG(DrawCubeV) + REG(DrawCubeWires) + REG(DrawCubeTexture) + REG(DrawSphere) + REG(DrawSphereEx) + REG(DrawSphereWires) + REG(DrawCylinder) + REG(DrawCylinderWires) + REG(DrawPlane) + REG(DrawRay) + REG(DrawGrid) + REG(DrawGizmo) - REG(LoadModel) - REG(LoadModelEx) + REG(LoadModel) + REG(LoadModelEx) REG(LoadModelFromRES) - REG(LoadHeightmap) - REG(LoadCubicmap) - REG(UnloadModel) - REG(LoadMaterial) - REG(LoadDefaultMaterial) - REG(LoadStandardMaterial) - REG(UnloadMaterial) + REG(LoadHeightmap) + REG(LoadCubicmap) + REG(UnloadModel) + REG(LoadMaterial) + REG(LoadDefaultMaterial) + REG(LoadStandardMaterial) + REG(UnloadMaterial) //REG(GenMesh*) // Not ready yet... - REG(DrawModel) - REG(DrawModelEx) - REG(DrawModelWires) - REG(DrawModelWiresEx) - REG(DrawBillboard) - REG(DrawBillboardRec) + REG(DrawModel) + REG(DrawModelEx) + REG(DrawModelWires) + REG(DrawModelWiresEx) + REG(DrawBillboard) + REG(DrawBillboardRec) REG(CalculateBoundingBox) - REG(CheckCollisionSpheres) - REG(CheckCollisionBoxes) - REG(CheckCollisionBoxSphere) + REG(CheckCollisionSpheres) + REG(CheckCollisionBoxes) + REG(CheckCollisionBoxSphere) REG(CheckCollisionRaySphere) REG(CheckCollisionRaySphereEx) REG(CheckCollisionRayBox) - REG(ResolveCollisionCubicmap) + REG(ResolveCollisionCubicmap) - REG(LoadShader) - REG(UnloadShader) + REG(LoadShader) + REG(UnloadShader) REG(GetDefaultShader) REG(GetStandardShader) REG(GetDefaultTexture) - REG(GetShaderLocation) - REG(SetShaderValue) - REG(SetShaderValuei) - REG(SetShaderValueMatrix) - REG(SetMatrixProjection) - REG(SetMatrixModelview) - REG(BeginShaderMode) - REG(EndShaderMode) - REG(BeginBlendMode) - REG(EndBlendMode) - //REG(CreateLight) - //REG(DestroyLight) + REG(GetShaderLocation) + REG(SetShaderValue) + REG(SetShaderValuei) + REG(SetShaderValueMatrix) + REG(SetMatrixProjection) + REG(SetMatrixModelview) + REG(BeginShaderMode) + REG(EndShaderMode) + REG(BeginBlendMode) + REG(EndBlendMode) + REG(CreateLight) + REG(DestroyLight) - REG(InitVrDevice) - REG(CloseVrDevice) - REG(UpdateVrTracking) - REG(BeginVrDrawing) - REG(EndVrDrawing) - REG(IsVrDeviceReady) - REG(ToggleVrMode) + REG(InitVrDevice) + REG(CloseVrDevice) + REG(IsVrDeviceReady) + REG(UpdateVrTracking) + REG(ToggleVrMode) - REG(InitAudioDevice) - REG(CloseAudioDevice) + REG(InitAudioDevice) + REG(CloseAudioDevice) REG(IsAudioDeviceReady) - REG(LoadSound) - REG(LoadSoundFromWave) - REG(LoadSoundFromRES) - REG(UnloadSound) - REG(PlaySound) - REG(PauseSound) - REG(ResumeSound) - REG(StopSound) - REG(IsSoundPlaying) - REG(SetSoundVolume) - REG(SetSoundPitch) + REG(LoadSound) + REG(LoadSoundFromWave) + REG(LoadSoundFromRES) + REG(UnloadSound) + REG(PlaySound) + REG(PauseSound) + REG(ResumeSound) + REG(StopSound) + REG(IsSoundPlaying) + REG(SetSoundVolume) + REG(SetSoundPitch) - REG(LoadMusicStream) - REG(UnloadMusicStream) - REG(UpdateMusicStream) + REG(LoadMusicStream) + REG(UnloadMusicStream) + REG(UpdateMusicStream) REG(PlayMusicStream) - REG(StopMusicStream) - REG(PauseMusicStream) - REG(ResumeMusicStream) - REG(IsMusicPlaying) - REG(SetMusicVolume) - REG(SetMusicPitch) - REG(GetMusicTimeLength) - REG(GetMusicTimePlayed) + REG(StopMusicStream) + REG(PauseMusicStream) + REG(ResumeMusicStream) + REG(IsMusicPlaying) + REG(SetMusicVolume) + REG(SetMusicPitch) + REG(GetMusicTimeLength) + REG(GetMusicTimePlayed) - REG(InitAudioStream) - REG(UpdateAudioStream) - REG(CloseAudioStream) - REG(IsAudioBufferProcessed) - REG(PlayAudioStream) - REG(PauseAudioStream) - REG(ResumeAudioStream) - REG(StopAudioStream) - - /// Math and util - REG(DecompressData) + REG(InitAudioStream) + REG(UpdateAudioStream) + REG(CloseAudioStream) + REG(IsAudioBufferProcessed) + REG(PlayAudioStream) + REG(PauseAudioStream) + REG(ResumeAudioStream) + REG(StopAudioStream) + + /// Math and util + REG(DecompressData) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) - REG(WriteBitmap) - REG(WritePNG) + REG(WriteBitmap) + REG(WritePNG) #endif - REG(TraceLog) - REG(GetExtension) - REG(GetNextPOT) - REG(VectorAdd) - REG(VectorSubtract) - REG(VectorCrossProduct) - REG(VectorPerpendicular) - REG(VectorDotProduct) - REG(VectorLength) - REG(VectorScale) - REG(VectorNegate) - REG(VectorNormalize) - REG(VectorDistance) - REG(VectorLerp) - REG(VectorReflect) - REG(VectorTransform) - REG(VectorZero) - REG(MatrixDeterminant) - REG(MatrixTrace) - REG(MatrixTranspose) - REG(MatrixInvert) - REG(MatrixNormalize) - REG(MatrixIdentity) - REG(MatrixAdd) - REG(MatrixSubstract) - REG(MatrixTranslate) - REG(MatrixRotate) - REG(MatrixRotateX) - REG(MatrixRotateY) - REG(MatrixRotateZ) - REG(MatrixScale) - REG(MatrixMultiply) - REG(MatrixFrustum) - REG(MatrixPerspective) - REG(MatrixOrtho) - REG(MatrixLookAt) - REG(QuaternionLength) - REG(QuaternionNormalize) - REG(QuaternionMultiply) - REG(QuaternionSlerp) - REG(QuaternionFromMatrix) - REG(QuaternionToMatrix) - REG(QuaternionFromAxisAngle) - REG(QuaternionToAxisAngle) - REG(QuaternionTransform) - - {0,0} + REG(TraceLog) + REG(GetExtension) + REG(GetNextPOT) + REG(VectorAdd) + REG(VectorSubtract) + REG(VectorCrossProduct) + REG(VectorPerpendicular) + REG(VectorDotProduct) + REG(VectorLength) + REG(VectorScale) + REG(VectorNegate) + REG(VectorNormalize) + REG(VectorDistance) + REG(VectorLerp) + REG(VectorReflect) + REG(VectorTransform) + REG(VectorZero) + REG(MatrixDeterminant) + REG(MatrixTrace) + REG(MatrixTranspose) + REG(MatrixInvert) + REG(MatrixNormalize) + REG(MatrixIdentity) + REG(MatrixAdd) + REG(MatrixSubstract) + REG(MatrixTranslate) + REG(MatrixRotate) + REG(MatrixRotateX) + REG(MatrixRotateY) + REG(MatrixRotateZ) + REG(MatrixScale) + REG(MatrixMultiply) + REG(MatrixFrustum) + REG(MatrixPerspective) + REG(MatrixOrtho) + REG(MatrixLookAt) + REG(QuaternionLength) + REG(QuaternionNormalize) + REG(QuaternionMultiply) + REG(QuaternionSlerp) + REG(QuaternionFromMatrix) + REG(QuaternionToMatrix) + REG(QuaternionFromAxisAngle) + REG(QuaternionToAxisAngle) + REG(QuaternionTransform) + + {0,0} }; // Register raylib functionality static void LuaRegisterRayLib(const char *opt_table) { - if (opt_table) lua_createtable(L, 0, sizeof(raylib_functions)/sizeof(raylib_functions[0])); - else lua_pushglobaltable(L); + if (opt_table) lua_createtable(L, 0, sizeof(raylib_functions)/sizeof(raylib_functions[0])); + else lua_pushglobaltable(L); - luaL_setfuncs(L, raylib_functions, 0); + luaL_setfuncs(L, raylib_functions, 0); } //---------------------------------------------------------------------------------- @@ -3859,210 +3858,216 @@ static void LuaRegisterRayLib(const char *opt_table) // Initialize Lua system RLUADEF void InitLuaDevice(void) { - mainLuaState = luaL_newstate(); - L = mainLuaState; + mainLuaState = luaL_newstate(); + L = mainLuaState; - LuaStartEnum(); - LuaSetEnum("FULLSCREEN_MODE", 1); - LuaSetEnum("SHOW_LOGO", 2); - LuaSetEnum("SHOW_MOUSE_CURSOR", 4); - LuaSetEnum("CENTERED_MODE", 8); - LuaSetEnum("MSAA_4X_HINT", 16); - LuaSetEnum("VSYNC_HINT", 32); - LuaEndEnum("FLAG"); - - LuaStartEnum(); - LuaSetEnum("SPACE", 32); - LuaSetEnum("ESCAPE", 256); - LuaSetEnum("ENTER", 257); - LuaSetEnum("BACKSPACE", 259); - LuaSetEnum("RIGHT", 262); - LuaSetEnum("LEFT", 263); - LuaSetEnum("DOWN", 264); - LuaSetEnum("UP", 265); - LuaSetEnum("F1", 290); - LuaSetEnum("F2", 291); - LuaSetEnum("F3", 292); - LuaSetEnum("F4", 293); - LuaSetEnum("F5", 294); - LuaSetEnum("F6", 295); - LuaSetEnum("F7", 296); - LuaSetEnum("F8", 297); - LuaSetEnum("F9", 298); - LuaSetEnum("F10", 299); - LuaSetEnum("LEFT_SHIFT", 340); - LuaSetEnum("LEFT_CONTROL", 341); - LuaSetEnum("LEFT_ALT", 342); - LuaSetEnum("RIGHT_SHIFT", 344); - LuaSetEnum("RIGHT_CONTROL", 345); - LuaSetEnum("RIGHT_ALT", 346); - LuaSetEnum("ZERO", 48); - LuaSetEnum("ONE", 49); - LuaSetEnum("TWO", 50); - LuaSetEnum("THREE", 51); - LuaSetEnum("FOUR", 52); - LuaSetEnum("FIVE", 53); - LuaSetEnum("SIX", 54); - LuaSetEnum("SEVEN", 55); - LuaSetEnum("EIGHT", 56); - LuaSetEnum("NINE", 57); - LuaSetEnum("A", 65); - LuaSetEnum("B", 66); - LuaSetEnum("C", 67); - LuaSetEnum("D", 68); - LuaSetEnum("E", 69); - LuaSetEnum("F", 70); - LuaSetEnum("G", 71); - LuaSetEnum("H", 72); - LuaSetEnum("I", 73); - LuaSetEnum("J", 74); - LuaSetEnum("K", 75); - LuaSetEnum("L", 76); - LuaSetEnum("M", 77); - LuaSetEnum("N", 78); - LuaSetEnum("O", 79); - LuaSetEnum("P", 80); - LuaSetEnum("Q", 81); - LuaSetEnum("R", 82); - LuaSetEnum("S", 83); - LuaSetEnum("T", 84); - LuaSetEnum("U", 85); - LuaSetEnum("V", 86); - LuaSetEnum("W", 87); - LuaSetEnum("X", 88); - LuaSetEnum("Y", 89); - LuaSetEnum("Z", 90); - LuaEndEnum("KEY"); - - LuaStartEnum(); - LuaSetEnum("LEFT_BUTTON", 0); - LuaSetEnum("RIGHT_BUTTON", 1); - LuaSetEnum("MIDDLE_BUTTON", 2); - LuaEndEnum("MOUSE"); - - LuaStartEnum(); - LuaSetEnum("PLAYER1", 0); - LuaSetEnum("PLAYER2", 1); - LuaSetEnum("PLAYER3", 2); - LuaSetEnum("PLAYER4", 3); - - LuaSetEnum("BUTTON_A", 2); - LuaSetEnum("BUTTON_B", 1); - LuaSetEnum("BUTTON_X", 3); - LuaSetEnum("BUTTON_Y", 4); - LuaSetEnum("BUTTON_R1", 7); - LuaSetEnum("BUTTON_R2", 5); - LuaSetEnum("BUTTON_L1", 6); - LuaSetEnum("BUTTON_L2", 8); - LuaSetEnum("BUTTON_SELECT", 9); - LuaSetEnum("BUTTON_START", 10); + LuaStartEnum(); + LuaSetEnum("FULLSCREEN_MODE", 1); + LuaSetEnum("SHOW_LOGO", 2); + LuaSetEnum("SHOW_MOUSE_CURSOR", 4); + LuaSetEnum("CENTERED_MODE", 8); + LuaSetEnum("MSAA_4X_HINT", 16); + LuaSetEnum("VSYNC_HINT", 32); + LuaEndEnum("FLAG"); + + LuaStartEnum(); + LuaSetEnum("SPACE", 32); + LuaSetEnum("ESCAPE", 256); + LuaSetEnum("ENTER", 257); + LuaSetEnum("BACKSPACE", 259); + LuaSetEnum("RIGHT", 262); + LuaSetEnum("LEFT", 263); + LuaSetEnum("DOWN", 264); + LuaSetEnum("UP", 265); + LuaSetEnum("F1", 290); + LuaSetEnum("F2", 291); + LuaSetEnum("F3", 292); + LuaSetEnum("F4", 293); + LuaSetEnum("F5", 294); + LuaSetEnum("F6", 295); + LuaSetEnum("F7", 296); + LuaSetEnum("F8", 297); + LuaSetEnum("F9", 298); + LuaSetEnum("F10", 299); + LuaSetEnum("LEFT_SHIFT", 340); + LuaSetEnum("LEFT_CONTROL", 341); + LuaSetEnum("LEFT_ALT", 342); + LuaSetEnum("RIGHT_SHIFT", 344); + LuaSetEnum("RIGHT_CONTROL", 345); + LuaSetEnum("RIGHT_ALT", 346); + LuaSetEnum("ZERO", 48); + LuaSetEnum("ONE", 49); + LuaSetEnum("TWO", 50); + LuaSetEnum("THREE", 51); + LuaSetEnum("FOUR", 52); + LuaSetEnum("FIVE", 53); + LuaSetEnum("SIX", 54); + LuaSetEnum("SEVEN", 55); + LuaSetEnum("EIGHT", 56); + LuaSetEnum("NINE", 57); + LuaSetEnum("A", 65); + LuaSetEnum("B", 66); + LuaSetEnum("C", 67); + LuaSetEnum("D", 68); + LuaSetEnum("E", 69); + LuaSetEnum("F", 70); + LuaSetEnum("G", 71); + LuaSetEnum("H", 72); + LuaSetEnum("I", 73); + LuaSetEnum("J", 74); + LuaSetEnum("K", 75); + LuaSetEnum("L", 76); + LuaSetEnum("M", 77); + LuaSetEnum("N", 78); + LuaSetEnum("O", 79); + LuaSetEnum("P", 80); + LuaSetEnum("Q", 81); + LuaSetEnum("R", 82); + LuaSetEnum("S", 83); + LuaSetEnum("T", 84); + LuaSetEnum("U", 85); + LuaSetEnum("V", 86); + LuaSetEnum("W", 87); + LuaSetEnum("X", 88); + LuaSetEnum("Y", 89); + LuaSetEnum("Z", 90); + LuaEndEnum("KEY"); + + LuaStartEnum(); + LuaSetEnum("LEFT_BUTTON", 0); + LuaSetEnum("RIGHT_BUTTON", 1); + LuaSetEnum("MIDDLE_BUTTON", 2); + LuaEndEnum("MOUSE"); + + LuaStartEnum(); + LuaSetEnum("PLAYER1", 0); + LuaSetEnum("PLAYER2", 1); + LuaSetEnum("PLAYER3", 2); + LuaSetEnum("PLAYER4", 3); + + LuaSetEnum("BUTTON_A", 2); + LuaSetEnum("BUTTON_B", 1); + LuaSetEnum("BUTTON_X", 3); + LuaSetEnum("BUTTON_Y", 4); + LuaSetEnum("BUTTON_R1", 7); + LuaSetEnum("BUTTON_R2", 5); + LuaSetEnum("BUTTON_L1", 6); + LuaSetEnum("BUTTON_L2", 8); + LuaSetEnum("BUTTON_SELECT", 9); + LuaSetEnum("BUTTON_START", 10); - LuaSetEnum("XBOX_BUTTON_A", 0); - LuaSetEnum("XBOX_BUTTON_B", 1); - LuaSetEnum("XBOX_BUTTON_X", 2); - LuaSetEnum("XBOX_BUTTON_Y", 3); - LuaSetEnum("XBOX_BUTTON_LB", 4); - LuaSetEnum("XBOX_BUTTON_RB", 5); - LuaSetEnum("XBOX_BUTTON_SELECT", 6); - LuaSetEnum("XBOX_BUTTON_START", 7); + LuaSetEnum("XBOX_BUTTON_A", 0); + LuaSetEnum("XBOX_BUTTON_B", 1); + LuaSetEnum("XBOX_BUTTON_X", 2); + LuaSetEnum("XBOX_BUTTON_Y", 3); + LuaSetEnum("XBOX_BUTTON_LB", 4); + LuaSetEnum("XBOX_BUTTON_RB", 5); + LuaSetEnum("XBOX_BUTTON_SELECT", 6); + LuaSetEnum("XBOX_BUTTON_START", 7); #if defined(PLATFORM_RPI) - LuaSetEnum("XBOX_AXIS_DPAD_X", 7); - LuaSetEnum("XBOX_AXIS_DPAD_Y", 6); - LuaSetEnum("XBOX_AXIS_RIGHT_X", 3); - LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4); - LuaSetEnum("XBOX_AXIS_LT", 2); - LuaSetEnum("XBOX_AXIS_RT", 5); + LuaSetEnum("XBOX_AXIS_DPAD_X", 7); + LuaSetEnum("XBOX_AXIS_DPAD_Y", 6); + LuaSetEnum("XBOX_AXIS_RIGHT_X", 3); + LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4); + LuaSetEnum("XBOX_AXIS_LT", 2); + LuaSetEnum("XBOX_AXIS_RT", 5); #else - LuaSetEnum("XBOX_BUTTON_UP", 10); - LuaSetEnum("XBOX_BUTTON_DOWN", 12); - LuaSetEnum("XBOX_BUTTON_LEFT", 13); - LuaSetEnum("XBOX_BUTTON_RIGHT", 11); - LuaSetEnum("XBOX_AXIS_RIGHT_X", 4); - LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3); - LuaSetEnum("XBOX_AXIS_LT_RT", 2); + LuaSetEnum("XBOX_BUTTON_UP", 10); + LuaSetEnum("XBOX_BUTTON_DOWN", 12); + LuaSetEnum("XBOX_BUTTON_LEFT", 13); + LuaSetEnum("XBOX_BUTTON_RIGHT", 11); + LuaSetEnum("XBOX_AXIS_RIGHT_X", 4); + LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3); + LuaSetEnum("XBOX_AXIS_LT_RT", 2); #endif - LuaSetEnum("XBOX_AXIS_LEFT_X", 0); - LuaSetEnum("XBOX_AXIS_LEFT_Y", 1); - LuaEndEnum("GAMEPAD"); - - lua_pushglobaltable(L); - LuaSetEnumColor("LIGHTGRAY", LIGHTGRAY); - LuaSetEnumColor("GRAY", GRAY); - LuaSetEnumColor("DARKGRAY", DARKGRAY); - LuaSetEnumColor("YELLOW", YELLOW); - LuaSetEnumColor("GOLD", GOLD); - LuaSetEnumColor("ORANGE", ORANGE); - LuaSetEnumColor("PINK", PINK); - LuaSetEnumColor("RED", RED); - LuaSetEnumColor("MAROON", MAROON); - LuaSetEnumColor("GREEN", GREEN); - LuaSetEnumColor("LIME", LIME); - LuaSetEnumColor("DARKGREEN", DARKGREEN); - LuaSetEnumColor("SKYBLUE", SKYBLUE); - LuaSetEnumColor("BLUE", BLUE); - LuaSetEnumColor("DARKBLUE", DARKBLUE); - LuaSetEnumColor("PURPLE", PURPLE); - LuaSetEnumColor("VIOLET", VIOLET); - LuaSetEnumColor("DARKPURPLE", DARKPURPLE); - LuaSetEnumColor("BEIGE", BEIGE); - LuaSetEnumColor("BROWN", BROWN); - LuaSetEnumColor("DARKBROWN", DARKBROWN); - LuaSetEnumColor("WHITE", WHITE); - LuaSetEnumColor("BLACK", BLACK); - LuaSetEnumColor("BLANK", BLANK); - LuaSetEnumColor("MAGENTA", MAGENTA); - LuaSetEnumColor("RAYWHITE", RAYWHITE); - lua_pop(L, 1); - - LuaStartEnum(); - LuaSetEnum("UNCOMPRESSED_GRAYSCALE", UNCOMPRESSED_GRAYSCALE); - LuaSetEnum("UNCOMPRESSED_GRAY_ALPHA", UNCOMPRESSED_GRAY_ALPHA); - LuaSetEnum("UNCOMPRESSED_R5G6B5", UNCOMPRESSED_R5G6B5); - LuaSetEnum("UNCOMPRESSED_R8G8B8", UNCOMPRESSED_R8G8B8); - LuaSetEnum("UNCOMPRESSED_R5G5B5A1", UNCOMPRESSED_R5G5B5A1); - LuaSetEnum("UNCOMPRESSED_R4G4B4A4", UNCOMPRESSED_R4G4B4A4); - LuaSetEnum("UNCOMPRESSED_R8G8B8A8", UNCOMPRESSED_R8G8B8A8); - LuaSetEnum("COMPRESSED_DXT1_RGB", COMPRESSED_DXT1_RGB); - LuaSetEnum("COMPRESSED_DXT1_RGBA", COMPRESSED_DXT1_RGBA); - LuaSetEnum("COMPRESSED_DXT3_RGBA", COMPRESSED_DXT3_RGBA); - LuaSetEnum("COMPRESSED_DXT5_RGBA", COMPRESSED_DXT5_RGBA); - LuaSetEnum("COMPRESSED_ETC1_RGB", COMPRESSED_ETC1_RGB); - LuaSetEnum("COMPRESSED_ETC2_RGB", COMPRESSED_ETC2_RGB); - LuaSetEnum("COMPRESSED_ETC2_EAC_RGBA", COMPRESSED_ETC2_EAC_RGBA); - LuaSetEnum("COMPRESSED_PVRT_RGB", COMPRESSED_PVRT_RGB); - LuaSetEnum("COMPRESSED_PVRT_RGBA", COMPRESSED_PVRT_RGBA); - LuaSetEnum("COMPRESSED_ASTC_4x4_RGBA", COMPRESSED_ASTC_4x4_RGBA); - LuaSetEnum("COMPRESSED_ASTC_8x8_RGBA", COMPRESSED_ASTC_8x8_RGBA); - LuaEndEnum("TextureFormat"); - - LuaStartEnum(); - LuaSetEnum("ALPHA", BLEND_ALPHA); - LuaSetEnum("ADDITIVE", BLEND_ADDITIVE); - LuaSetEnum("MULTIPLIED", BLEND_MULTIPLIED); - LuaEndEnum("BlendMode"); - - LuaStartEnum(); - LuaSetEnum("NONE", GESTURE_NONE); - LuaSetEnum("TAP", GESTURE_TAP); - LuaSetEnum("DOUBLETAP", GESTURE_DOUBLETAP); - LuaSetEnum("HOLD", GESTURE_HOLD); - LuaSetEnum("DRAG", GESTURE_DRAG); - LuaSetEnum("SWIPE_RIGHT", GESTURE_SWIPE_RIGHT); - LuaSetEnum("SWIPE_LEFT", GESTURE_SWIPE_LEFT); - LuaSetEnum("SWIPE_UP", GESTURE_SWIPE_UP); - LuaSetEnum("SWIPE_DOWN", GESTURE_SWIPE_DOWN); - LuaSetEnum("PINCH_IN", GESTURE_PINCH_IN); - LuaSetEnum("PINCH_OUT", GESTURE_PINCH_OUT); - LuaEndEnum("Gestures"); - - LuaStartEnum(); - LuaSetEnum("CUSTOM", CAMERA_CUSTOM); - LuaSetEnum("FREE", CAMERA_FREE); - LuaSetEnum("ORBITAL", CAMERA_ORBITAL); - LuaSetEnum("FIRST_PERSON", CAMERA_FIRST_PERSON); - LuaSetEnum("THIRD_PERSON", CAMERA_THIRD_PERSON); - LuaEndEnum("CameraMode"); + LuaSetEnum("XBOX_AXIS_LEFT_X", 0); + LuaSetEnum("XBOX_AXIS_LEFT_Y", 1); + LuaEndEnum("GAMEPAD"); + + lua_pushglobaltable(L); + LuaSetEnumColor("LIGHTGRAY", LIGHTGRAY); + LuaSetEnumColor("GRAY", GRAY); + LuaSetEnumColor("DARKGRAY", DARKGRAY); + LuaSetEnumColor("YELLOW", YELLOW); + LuaSetEnumColor("GOLD", GOLD); + LuaSetEnumColor("ORANGE", ORANGE); + LuaSetEnumColor("PINK", PINK); + LuaSetEnumColor("RED", RED); + LuaSetEnumColor("MAROON", MAROON); + LuaSetEnumColor("GREEN", GREEN); + LuaSetEnumColor("LIME", LIME); + LuaSetEnumColor("DARKGREEN", DARKGREEN); + LuaSetEnumColor("SKYBLUE", SKYBLUE); + LuaSetEnumColor("BLUE", BLUE); + LuaSetEnumColor("DARKBLUE", DARKBLUE); + LuaSetEnumColor("PURPLE", PURPLE); + LuaSetEnumColor("VIOLET", VIOLET); + LuaSetEnumColor("DARKPURPLE", DARKPURPLE); + LuaSetEnumColor("BEIGE", BEIGE); + LuaSetEnumColor("BROWN", BROWN); + LuaSetEnumColor("DARKBROWN", DARKBROWN); + LuaSetEnumColor("WHITE", WHITE); + LuaSetEnumColor("BLACK", BLACK); + LuaSetEnumColor("BLANK", BLANK); + LuaSetEnumColor("MAGENTA", MAGENTA); + LuaSetEnumColor("RAYWHITE", RAYWHITE); + lua_pop(L, 1); + + LuaStartEnum(); + LuaSetEnum("UNCOMPRESSED_GRAYSCALE", UNCOMPRESSED_GRAYSCALE); + LuaSetEnum("UNCOMPRESSED_GRAY_ALPHA", UNCOMPRESSED_GRAY_ALPHA); + LuaSetEnum("UNCOMPRESSED_R5G6B5", UNCOMPRESSED_R5G6B5); + LuaSetEnum("UNCOMPRESSED_R8G8B8", UNCOMPRESSED_R8G8B8); + LuaSetEnum("UNCOMPRESSED_R5G5B5A1", UNCOMPRESSED_R5G5B5A1); + LuaSetEnum("UNCOMPRESSED_R4G4B4A4", UNCOMPRESSED_R4G4B4A4); + LuaSetEnum("UNCOMPRESSED_R8G8B8A8", UNCOMPRESSED_R8G8B8A8); + LuaSetEnum("COMPRESSED_DXT1_RGB", COMPRESSED_DXT1_RGB); + LuaSetEnum("COMPRESSED_DXT1_RGBA", COMPRESSED_DXT1_RGBA); + LuaSetEnum("COMPRESSED_DXT3_RGBA", COMPRESSED_DXT3_RGBA); + LuaSetEnum("COMPRESSED_DXT5_RGBA", COMPRESSED_DXT5_RGBA); + LuaSetEnum("COMPRESSED_ETC1_RGB", COMPRESSED_ETC1_RGB); + LuaSetEnum("COMPRESSED_ETC2_RGB", COMPRESSED_ETC2_RGB); + LuaSetEnum("COMPRESSED_ETC2_EAC_RGBA", COMPRESSED_ETC2_EAC_RGBA); + LuaSetEnum("COMPRESSED_PVRT_RGB", COMPRESSED_PVRT_RGB); + LuaSetEnum("COMPRESSED_PVRT_RGBA", COMPRESSED_PVRT_RGBA); + LuaSetEnum("COMPRESSED_ASTC_4x4_RGBA", COMPRESSED_ASTC_4x4_RGBA); + LuaSetEnum("COMPRESSED_ASTC_8x8_RGBA", COMPRESSED_ASTC_8x8_RGBA); + LuaEndEnum("TextureFormat"); + + LuaStartEnum(); + LuaSetEnum("ALPHA", BLEND_ALPHA); + LuaSetEnum("ADDITIVE", BLEND_ADDITIVE); + LuaSetEnum("MULTIPLIED", BLEND_MULTIPLIED); + LuaEndEnum("BlendMode"); + + LuaStartEnum(); + LuaSetEnum("POINT", LIGHT_POINT); + LuaSetEnum("DIRECTIONAL", LIGHT_DIRECTIONAL); + LuaSetEnum("SPOT", LIGHT_SPOT); + LuaEndEnum("LightType"); + + LuaStartEnum(); + LuaSetEnum("NONE", GESTURE_NONE); + LuaSetEnum("TAP", GESTURE_TAP); + LuaSetEnum("DOUBLETAP", GESTURE_DOUBLETAP); + LuaSetEnum("HOLD", GESTURE_HOLD); + LuaSetEnum("DRAG", GESTURE_DRAG); + LuaSetEnum("SWIPE_RIGHT", GESTURE_SWIPE_RIGHT); + LuaSetEnum("SWIPE_LEFT", GESTURE_SWIPE_LEFT); + LuaSetEnum("SWIPE_UP", GESTURE_SWIPE_UP); + LuaSetEnum("SWIPE_DOWN", GESTURE_SWIPE_DOWN); + LuaSetEnum("PINCH_IN", GESTURE_PINCH_IN); + LuaSetEnum("PINCH_OUT", GESTURE_PINCH_OUT); + LuaEndEnum("Gestures"); + + LuaStartEnum(); + LuaSetEnum("CUSTOM", CAMERA_CUSTOM); + LuaSetEnum("FREE", CAMERA_FREE); + LuaSetEnum("ORBITAL", CAMERA_ORBITAL); + LuaSetEnum("FIRST_PERSON", CAMERA_FIRST_PERSON); + LuaSetEnum("THIRD_PERSON", CAMERA_THIRD_PERSON); + LuaEndEnum("CameraMode"); LuaStartEnum(); LuaSetEnum("DEFAULT_DEVICE", HMD_DEFAULT_DEVICE); @@ -4074,82 +4079,82 @@ RLUADEF void InitLuaDevice(void) LuaSetEnum("SONY_PLAYSTATION_VR", HMD_SONY_PLAYSTATION_VR); LuaSetEnum("RAZER_OSVR", HMD_RAZER_OSVR); LuaSetEnum("FOVE_VR", HMD_FOVE_VR); - LuaEndEnum("VrDevice"); + LuaEndEnum("VrDevice"); - lua_pushglobaltable(L); - LuaSetEnum("INFO", INFO); - LuaSetEnum("ERROR", ERROR); - LuaSetEnum("WARNING", WARNING); - LuaSetEnum("DEBUG", DEBUG); - LuaSetEnum("OTHER", OTHER); - lua_pop(L, 1); + lua_pushglobaltable(L); + LuaSetEnum("INFO", INFO); + LuaSetEnum("ERROR", ERROR); + LuaSetEnum("WARNING", WARNING); + LuaSetEnum("DEBUG", DEBUG); + LuaSetEnum("OTHER", OTHER); + lua_pop(L, 1); - lua_pushboolean(L, true); + lua_pushboolean(L, true); #if defined(PLATFORM_DESKTOP) - lua_setglobal(L, "PLATFORM_DESKTOP"); + lua_setglobal(L, "PLATFORM_DESKTOP"); #elif defined(PLATFORM_ANDROID) - lua_setglobal(L, "PLATFORM_ANDROID"); + lua_setglobal(L, "PLATFORM_ANDROID"); #elif defined(PLATFORM_RPI) - lua_setglobal(L, "PLATFORM_RPI"); + lua_setglobal(L, "PLATFORM_RPI"); #elif defined(PLATFORM_WEB) - lua_setglobal(L, "PLATFORM_WEB"); + lua_setglobal(L, "PLATFORM_WEB"); #endif - luaL_openlibs(L); - LuaBuildOpaqueMetatables(); + luaL_openlibs(L); + LuaBuildOpaqueMetatables(); - LuaRegisterRayLib(0); + LuaRegisterRayLib(0); } // De-initialize Lua system RLUADEF void CloseLuaDevice(void) { - if (mainLuaState) - { - lua_close(mainLuaState); - mainLuaState = 0; - L = 0; - } + if (mainLuaState) + { + lua_close(mainLuaState); + mainLuaState = 0; + L = 0; + } } // Execute raylib Lua code RLUADEF void ExecuteLuaCode(const char *code) { - if (!mainLuaState) - { - TraceLog(WARNING, "Lua device not initialized"); - return; - } + if (!mainLuaState) + { + TraceLog(WARNING, "Lua device not initialized"); + return; + } - int result = luaL_dostring(L, code); + int result = luaL_dostring(L, code); - switch (result) - { + switch (result) + { case LUA_OK: break; case LUA_ERRRUN: TraceLog(ERROR, "Lua Runtime Error: %s", lua_tostring(L, -1)); break; case LUA_ERRMEM: TraceLog(ERROR, "Lua Memory Error: %s", lua_tostring(L, -1)); break; default: TraceLog(ERROR, "Lua Error: %s", lua_tostring(L, -1)); break; - } + } } // Execute raylib Lua script RLUADEF void ExecuteLuaFile(const char *filename) { - if (!mainLuaState) - { - TraceLog(WARNING, "Lua device not initialized"); - return; - } + if (!mainLuaState) + { + TraceLog(WARNING, "Lua device not initialized"); + return; + } - int result = luaL_dofile(L, filename); + int result = luaL_dofile(L, filename); - switch (result) - { + switch (result) + { case LUA_OK: break; case LUA_ERRRUN: TraceLog(ERROR, "Lua Runtime Error: %s", lua_tostring(L, -1)); case LUA_ERRMEM: TraceLog(ERROR, "Lua Memory Error: %s", lua_tostring(L, -1)); default: TraceLog(ERROR, "Lua Error: %s", lua_tostring(L, -1)); - } + } } #endif // RLUA_IMPLEMENTATION