|
@ -263,7 +263,7 @@ static int LuaIndexTexture2D(lua_State* L) |
|
|
return 1; |
|
|
return 1; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: RenderTexture2D? |
|
|
|
|
|
|
|
|
// TODO: Build opaque metatable for RenderTexture2D? |
|
|
|
|
|
|
|
|
static int LuaIndexSpriteFont(lua_State* L) |
|
|
static int LuaIndexSpriteFont(lua_State* L) |
|
|
{ |
|
|
{ |
|
@ -292,7 +292,7 @@ static void LuaBuildOpaqueMetatables(void) |
|
|
lua_setfield(L, -2, "__index"); |
|
|
lua_setfield(L, -2, "__index"); |
|
|
lua_pop(L, 1); |
|
|
lua_pop(L, 1); |
|
|
|
|
|
|
|
|
// TODO? |
|
|
|
|
|
|
|
|
// l">TODO: Build opaque metatable for RenderTexture2D? |
|
|
/* |
|
|
/* |
|
|
luaL_newmetatable(L, "RenderTexture2D"); |
|
|
luaL_newmetatable(L, "RenderTexture2D"); |
|
|
lua_pushcfunction(L, &LuaIndexRenderTexture2D); |
|
|
lua_pushcfunction(L, &LuaIndexRenderTexture2D); |
|
@ -403,13 +403,9 @@ static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index) |
|
|
return result; |
|
|
return result; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: |
|
|
|
|
|
//BoundingBox |
|
|
|
|
|
//LightData, *Light |
|
|
|
|
|
//MusicData *Music; |
|
|
|
|
|
//AudioStream |
|
|
|
|
|
|
|
|
|
|
|
// TODO: Review Mesh, Shader |
|
|
|
|
|
|
|
|
// TODO: LightData, *Light |
|
|
|
|
|
// TODO: MusicData *Music; |
|
|
|
|
|
// TODO: AudioStream |
|
|
|
|
|
|
|
|
static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index) |
|
|
static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index) |
|
|
{ |
|
|
{ |
|
@ -699,7 +695,7 @@ int lua_InitWindow(lua_State* L) |
|
|
{ |
|
|
{ |
|
|
int arg1 = LuaGetArgument_int(L, 1); |
|
|
int arg1 = LuaGetArgument_int(L, 1); |
|
|
int arg2 = LuaGetArgument_int(L, 2); |
|
|
int arg2 = LuaGetArgument_int(L, 2); |
|
|
const char* arg3 = LuaGetArgument_string(L, 3); |
|
|
|
|
|
|
|
|
const char * arg3 = LuaGetArgument_string(L, 3); |
|
|
InitWindow(arg1, arg2, arg3); |
|
|
InitWindow(arg1, arg2, arg3); |
|
|
return 0; |
|
|
return 0; |
|
|
} |
|
|
} |
|
@ -763,11 +759,17 @@ int lua_IsCursorHidden(lua_State* L) |
|
|
return 1; |
|
|
return 1; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: |
|
|
|
|
|
/* |
|
|
|
|
|
void EnableCursor(void); // Enables cursor |
|
|
|
|
|
void DisableCursor(void); // Disables cursor |
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
|
int lua_EnableCursor(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
EnableCursor(); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
int lua_DisableCursor(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
DisableCursor(); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
int lua_ClearBackground(lua_State* L) |
|
|
int lua_ClearBackground(lua_State* L) |
|
|
{ |
|
|
{ |
|
@ -788,9 +790,18 @@ int lua_EndDrawing(lua_State* L) |
|
|
return 0; |
|
|
return 0; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: |
|
|
|
|
|
//void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera |
|
|
|
|
|
//void End2dMode(void); // Ends 2D mode custom camera usage |
|
|
|
|
|
|
|
|
int lua_Begin2dMode(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
Camera2D arg1 = LuaGetArgument_Camera2D(L, 1); |
|
|
|
|
|
Begin2dMode(arg1); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
int lua_End2dMode(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
End2dMode(); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
int lua_Begin3dMode(lua_State* L) |
|
|
int lua_Begin3dMode(lua_State* L) |
|
|
{ |
|
|
{ |
|
@ -805,9 +816,18 @@ int lua_End3dMode(lua_State* L) |
|
|
return 0; |
|
|
return 0; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: |
|
|
|
|
|
//void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing |
|
|
|
|
|
//void EndTextureMode(void); // Ends drawing to render texture |
|
|
|
|
|
|
|
|
int lua_BeginTextureMode(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
RenderTexture2D arg1 = LuaGetArgument_RenderTexture2D(L, 1); |
|
|
|
|
|
BeginTextureMode(arg1); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
int lua_EndTextureMode(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
EndTextureMode(); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
int lua_GetMouseRay(lua_State* L) |
|
|
int lua_GetMouseRay(lua_State* L) |
|
|
{ |
|
|
{ |
|
@ -818,9 +838,22 @@ int lua_GetMouseRay(lua_State* L) |
|
|
return 1; |
|
|
return 1; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: |
|
|
|
|
|
//Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position |
|
|
|
|
|
//Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) |
|
|
|
|
|
|
|
|
int lua_GetWorldToScreen(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
Vector3 arg1 = LuaGetArgument_Vector3(L, 1); |
|
|
|
|
|
Camera arg2 = LuaGetArgument_Camera(L, 2); |
|
|
|
|
|
Vector2 result = GetWorldToScreen(arg1, arg2); |
|
|
|
|
|
LuaPush_Vector2(L, result); |
|
|
|
|
|
return 1; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
int lua_GetCameraMatrix(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
Camera arg1 = LuaGetArgument_Camera(L, 1); |
|
|
|
|
|
Matrix result = GetCameraMatrix(arg1); |
|
|
|
|
|
LuaPush_Matrix(L, &result); |
|
|
|
|
|
return 1; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
#if defined(PLATFORM_WEB) |
|
|
#if defined(PLATFORM_WEB) |
|
|
|
|
|
|
|
@ -1014,17 +1047,14 @@ int lua_IsGamepadAvailable(lua_State* L) |
|
|
return 1; |
|
|
return 1; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: Review |
|
|
|
|
|
// float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis |
|
|
|
|
|
/* |
|
|
|
|
|
int lua_GetGamepadMovement(lua_State* L) |
|
|
|
|
|
|
|
|
int GetGamepadAxisMovement(lua_State* L) |
|
|
{ |
|
|
{ |
|
|
int arg1 = LuaGetArgument_int(L, 1); |
|
|
int arg1 = LuaGetArgument_int(L, 1); |
|
|
Vector2 result = GetGamepadMovement(arg1); |
|
|
|
|
|
LuaPush_Vector2(L, result); |
|
|
|
|
|
|
|
|
int arg2 = LuaGetArgument_int(L, 2); |
|
|
|
|
|
float result = GetGamepadAxisMovement(arg1, arg2); |
|
|
|
|
|
LuaPush_float(L, result); |
|
|
return 1; |
|
|
return 1; |
|
|
} |
|
|
} |
|
|
*/ |
|
|
|
|
|
|
|
|
|
|
|
int lua_IsGamepadButtonPressed(lua_State* L) |
|
|
int lua_IsGamepadButtonPressed(lua_State* L) |
|
|
{ |
|
|
{ |
|
@ -1152,14 +1182,32 @@ int lua_GetTouchPosition(lua_State* L) |
|
|
return 1; |
|
|
return 1; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: |
|
|
|
|
|
/* |
|
|
|
|
|
|
|
|
|
|
|
#if defined(PLATFORM_ANDROID) |
|
|
#if defined(PLATFORM_ANDROID) |
|
|
bool IsButtonPressed(int button); // Detect if an android physic button has been pressed |
|
|
|
|
|
bool IsButtonDown(int button); // Detect if an android physic button is being pressed |
|
|
|
|
|
bool IsButtonReleased(int button); // Detect if an android physic button has been released |
|
|
|
|
|
|
|
|
int lua_IsButtonPressed(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
int arg1 = LuaGetArgument_int(L, 1); |
|
|
|
|
|
bool result = IsButtonPressed(arg1); |
|
|
|
|
|
lua_pushboolean(L, result); |
|
|
|
|
|
return 1; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
int lua_IsButtonDown(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
int arg1 = LuaGetArgument_int(L, 1); |
|
|
|
|
|
bool result = IsButtonDown(arg1); |
|
|
|
|
|
lua_pushboolean(L, result); |
|
|
|
|
|
return 1; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
int lua_IsButtonReleased(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
int arg1 = LuaGetArgument_int(L, 1); |
|
|
|
|
|
bool result = IsButtonReleased(arg1); |
|
|
|
|
|
lua_pushboolean(L, result); |
|
|
|
|
|
return 1; |
|
|
|
|
|
} |
|
|
#endif |
|
|
#endif |
|
|
*/ |
|
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------ |
|
|
//------------------------------------------------------------------------------------ |
|
|
// raylib [gestures] module functions - Gestures and Touch Handling |
|
|
// raylib [gestures] module functions - Gestures and Touch Handling |
|
@ -1179,8 +1227,7 @@ int lua_IsGestureDetected(lua_State* L) |
|
|
return 1; |
|
|
return 1; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: |
|
|
|
|
|
///void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures |
|
|
|
|
|
|
|
|
// TODO: void ProcessGestureEvent(GestureEvent event); |
|
|
|
|
|
|
|
|
int lua_UpdateGestures(lua_State* L) |
|
|
int lua_UpdateGestures(lua_State* L) |
|
|
{ |
|
|
{ |
|
@ -1655,10 +1702,9 @@ int lua_LoadTexture(lua_State* L) |
|
|
return 1; |
|
|
return 1; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); |
|
|
|
|
|
int lua_LoadTextureEx(lua_State* L) |
|
|
int lua_LoadTextureEx(lua_State* L) |
|
|
{ |
|
|
{ |
|
|
void * arg1 = LuaGetArgument_string(L, 1); // TODO: How to get a void * ? |
|
|
|
|
|
|
|
|
void * arg1 = LuaGetArgument_string(L, 1); // NOTE: getting argument as string |
|
|
int arg2 = LuaGetArgument_int(L, 2); |
|
|
int arg2 = LuaGetArgument_int(L, 2); |
|
|
int arg3 = LuaGetArgument_int(L, 3); |
|
|
int arg3 = LuaGetArgument_int(L, 3); |
|
|
int arg4 = LuaGetArgument_int(L, 4); |
|
|
int arg4 = LuaGetArgument_int(L, 4); |
|
@ -1782,7 +1828,13 @@ int lua_GenTextureMipmaps(lua_State* L) |
|
|
return 0; |
|
|
return 0; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data |
|
|
|
|
|
|
|
|
int lua_UpdateTexture(lua_State* L) |
|
|
|
|
|
{ |
|
|
|
|
|
Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); |
|
|
|
|
|
void * arg2 = LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string |
|
|
|
|
|
UpdateTexture(arg1, arg2); |
|
|
|
|
|
return 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
int lua_DrawTexture(lua_State* L) |
|
|
int lua_DrawTexture(lua_State* L) |
|
|
{ |
|
|
{ |
|
@ -1875,7 +1927,7 @@ int lua_DrawText(lua_State* L) |
|
|
int lua_DrawTextEx(lua_State* L) |
|
|
int lua_DrawTextEx(lua_State* L) |
|
|
{ |
|
|
{ |
|
|
SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); |
|
|
SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); |
|
|
const char* arg2 = LuaGetArgument_string(L, 2); |
|
|
|
|
|
|
|
|
const char * arg2 = LuaGetArgument_string(L, 2); |
|
|
Vector2 arg3 = LuaGetArgument_Vector2(L, 3); |
|
|
Vector2 arg3 = LuaGetArgument_Vector2(L, 3); |
|
|
int arg4 = LuaGetArgument_int(L, 4); |
|
|
int arg4 = LuaGetArgument_int(L, 4); |
|
|
int arg5 = LuaGetArgument_int(L, 5); |
|
|
int arg5 = LuaGetArgument_int(L, 5); |
|
@ -1912,11 +1964,8 @@ int lua_DrawFPS(lua_State* L) |
|
|
return 0; |
|
|
return 0; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: |
|
|
|
|
|
/* |
|
|
|
|
|
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' |
|
|
|
|
|
const char *SubText(const char *text, int position, int length); // Get a piece of a text string |
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
|
// TODO: const char *FormatText(const char *text, ...); |
|
|
|
|
|
// TODO: const char *SubText(const char *text, int position, int length); |
|
|
|
|
|
|
|
|
int lua_DrawCube(lua_State* L) |
|
|
int lua_DrawCube(lua_State* L) |
|
|
{ |
|
|
{ |
|
@ -2108,7 +2157,7 @@ int lua_UnloadModel(lua_State* L) |
|
|
return 0; |
|
|
return 0; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// TODO: GenMesh*() |
|
|
|
|
|
|
|
|
// TODO: GenMesh*() functionality (not ready yet on raylib 1.6) |
|
|
|
|
|
|
|
|
int lua_LoadMaterial(lua_State* L) |
|
|
int lua_LoadMaterial(lua_State* L) |
|
|
{ |
|
|
{ |
|
@ -2211,7 +2260,7 @@ int lua_CalculateBoundingBox(lua_State* L) |
|
|
Mesh arg1 = LuaGetArgument_Mesh(L, 1); |
|
|
Mesh arg1 = LuaGetArgument_Mesh(L, 1); |
|
|
BoundingBox result = CalculateBoundingBox(arg1); |
|
|
BoundingBox result = CalculateBoundingBox(arg1); |
|
|
LuaPush_BoundingBox(L, result); |
|
|
LuaPush_BoundingBox(L, result); |
|
|
return 0; |
|
|
|
|
|
|
|
|
return 1; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
int lua_CheckCollisionSpheres(lua_State* L) |
|
|
int lua_CheckCollisionSpheres(lua_State* L) |
|
@ -2269,8 +2318,8 @@ int lua_ResolveCollisionCubicmap(lua_State* L) |
|
|
//------------------------------------------------------------------------------------ |
|
|
//------------------------------------------------------------------------------------ |
|
|
int lua_LoadShader(lua_State* L) |
|
|
int lua_LoadShader(lua_State* L) |
|
|
{ |
|
|
{ |
|
|
char * arg1 = (char*)LuaGetArgument_string(L, 1); |
|
|
|
|
|
char * arg2 = (char*)LuaGetArgument_string(L, 2); |
|
|
|
|
|
|
|
|
">const char * arg1 = LuaGetArgument_string(L, 1); |
|
|
|
|
|
">const char * arg2 = LuaGetArgument_string(L, 2); |
|
|
Shader result = LoadShader(arg1, arg2); |
|
|
Shader result = LoadShader(arg1, arg2); |
|
|
LuaPush_Shader(L, result); |
|
|
LuaPush_Shader(L, result); |
|
|
return 1; |
|
|
return 1; |
|
@ -2401,7 +2450,7 @@ void ToggleVrMode(void); // Enable/Disable VR experience (dev |
|
|
*/ |
|
|
*/ |
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------ |
|
|
//------------------------------------------------------------------------------------ |
|
|
// raylib [audio] module functions |
|
|
|
|
|
|
|
|
// raylib [audio] module functions - Audio Loading and Playing |
|
|
//------------------------------------------------------------------------------------ |
|
|
//------------------------------------------------------------------------------------ |
|
|
int lua_InitAudioDevice(lua_State* L) |
|
|
int lua_InitAudioDevice(lua_State* L) |
|
|
{ |
|
|
{ |
|
@ -2419,7 +2468,7 @@ int lua_IsAudioDeviceReady(lua_State* L) |
|
|
{ |
|
|
{ |
|
|
bool result = IsAudioDeviceReady(); |
|
|
bool result = IsAudioDeviceReady(); |
|
|
lua_pushboolean(L, result); |
|
|
lua_pushboolean(L, result); |
|
|
return 0; |
|
|
|
|
|
|
|
|
return 1; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
int lua_LoadSound(lua_State* L) |
|
|
int lua_LoadSound(lua_State* L) |
|
@ -2511,7 +2560,7 @@ 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); |
|
|
Music result = LoadMusicStream((char *)arg1); |
|
|
LuaPush_Music(L, result); |
|
|
LuaPush_Music(L, result); |
|
|
return 0; |
|
|
|
|
|
|
|
|
return 1; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
int lua_UnloadMusicStream(lua_State* L) |
|
|
int lua_UnloadMusicStream(lua_State* L) |
|
@ -3442,24 +3491,6 @@ RLUADEF void InitLuaDevice(void) |
|
|
LuaSetEnum("BUTTON_START", 10); |
|
|
LuaSetEnum("BUTTON_START", 10); |
|
|
LuaEndEnum("GAMEPAD"); |
|
|
LuaEndEnum("GAMEPAD"); |
|
|
|
|
|
|
|
|
LuaStartEnum(); |
|
|
|
|
|
LuaSetEnum("PLAYER1", 0); |
|
|
|
|
|
LuaSetEnum("PLAYER2", 1); |
|
|
|
|
|
LuaSetEnum("PLAYER3", 2); |
|
|
|
|
|
LuaSetEnum("PLAYER4", 3); |
|
|
|
|
|
|
|
|
|
|
|
LuaSetEnum("BUTTON_A", 2); |
|
|
|
|
|
LuaSetEnum("BUTTON_B", 1); |
|
|
|
|
|
LuaSetEnum("BUTTON_X", 3); |
|
|
|
|
|
LuaSetEnum("BUTTON_Y", 4); |
|
|
|
|
|
LuaSetEnum("BUTTON_R1", 7); |
|
|
|
|
|
LuaSetEnum("BUTTON_R2", 5); |
|
|
|
|
|
LuaSetEnum("BUTTON_L1", 6); |
|
|
|
|
|
LuaSetEnum("BUTTON_L2", 8); |
|
|
|
|
|
LuaSetEnum("BUTTON_SELECT", 9); |
|
|
|
|
|
LuaSetEnum("BUTTON_START", 10); |
|
|
|
|
|
LuaEndEnum("GAMEPAD"); |
|
|
|
|
|
|
|
|
|
|
|
// TODO: XBOX controller buttons enum |
|
|
// TODO: XBOX controller buttons enum |
|
|
|
|
|
|
|
|
lua_pushglobaltable(L); |
|
|
lua_pushglobaltable(L); |
|
@ -3628,4 +3659,4 @@ RLUADEF void ExecuteLuaFile(const char *filename) |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
#endif // RLUA_IMPLEMENTATION |
|
|
|
|
|
|
|
|
#endif // RLUA_IMPLEMENTATION |