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Some code review tweaks

pull/180/head
raysan5 8 years ago
parent
commit
7fbd821727
2 changed files with 22 additions and 52 deletions
  1. +2
    -2
      examples/textures_raw_data.lua
  2. +20
    -50
      src/rlua.h

+ 2
- 2
examples/textures_raw_data.lua View File

@ -36,8 +36,8 @@ local pixels = {}
for y = 1, height do
for x = 1, width do
if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[y*height + x] = DARKBLUE
else pixels[y*height + x] = SKYBLUE end
if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[p">(y - 1)*height + x] = DARKBLUE
else pixels[p">(y - 1)*height + x] = SKYBLUE end
end
end

+ 20
- 50
src/rlua.h View File

@ -138,6 +138,7 @@ RLUADEF void CloseLuaDevice(void); // De-initialize Lua system
#define LuaGetArgument_char (char)luaL_checkinteger
#define LuaGetArgument_float (float)luaL_checknumber
#define LuaGetArgument_double luaL_checknumber
#define LuaGetArgument_Image(L, img) *(Image*)LuaGetArgumentOpaqueTypeWithMetatable(L, img, "Image")
#define LuaGetArgument_Texture2D(L, tex) *(Texture2D*)LuaGetArgumentOpaqueTypeWithMetatable(L, tex, "Texture2D")
#define LuaGetArgument_RenderTexture2D(L, rtex) *(RenderTexture2D*)LuaGetArgumentOpaqueTypeWithMetatable(L, rtex, "RenderTexture2D")
@ -739,17 +740,6 @@ static int lua_Quaternion(lua_State* L)
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),
(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;
}
*/
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) });
@ -777,8 +767,8 @@ 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);
o">//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 }, p">(float)luaL_checknumber(L, 4) });
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 }, n">fovy });
return 1;
}
@ -792,23 +782,6 @@ static int lua_Camera2D(lua_State* L)
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);
float gloss = LuaGetArgument_float(L, 8);
LuaPush_Material(L, (Material) { sdr, td, tn, ts cd, ca, cs, gloss });
return 1;
}
*/
/*************************************************************************************
* raylib Lua Functions Bindings
**************************************************************************************/
@ -1817,14 +1790,11 @@ int lua_LoadImage(lua_State* L)
int lua_LoadImageEx(lua_State* L)
{
//Color * arg1 = LuaGetArgument_Color *(L, 1);
GET_TABLE(Color, arg1, 1);
int arg2 = LuaGetArgument_int(L, 2);
int arg3 = LuaGetArgument_int(L, 3);
Image result = LoadImageEx(arg1, arg2, arg3);
Image result = LoadImageEx(arg1, arg2, arg3); // ISSUE: #3 number expected, got no value
LuaPush_Image(L, result);
free(arg1);
return 1;
}
@ -1860,7 +1830,7 @@ int lua_LoadTexture(lua_State* L)
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);
@ -2056,7 +2026,7 @@ int lua_ImageDrawTextEx(lua_State* L)
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);
float arg5 = LuaGetArgument_float(L, 5);
int arg6 = LuaGetArgument_int(L, 6);
Color arg7 = LuaGetArgument_Color(L, 7);
ImageDrawTextEx(&arg1, arg2, arg3, arg4, arg5, arg6, arg7);
@ -2134,7 +2104,7 @@ int lua_UpdateTexture(lua_State* L)
{
Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string?
UpdateTexture(arg1, arg2);
UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table!
return 0;
}
@ -2231,7 +2201,7 @@ 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);
float arg4 = LuaGetArgument_float(L, 4);
int arg5 = LuaGetArgument_int(L, 5);
Color arg6 = LuaGetArgument_Color(L, 6);
DrawTextEx(arg1, arg2, arg3, arg4, arg5, arg6);
@ -3911,7 +3881,7 @@ static luaL_Reg raylib_functions[] = {
REG(QuaternionToAxisAngle)
REG(QuaternionTransform)
{mi">0,0}
{nb">NULL, NULL} // sentinel: end signal
};
// Register raylib functionality
@ -4017,16 +3987,16 @@ RLUADEF void InitLuaDevice(void)
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("PS3_BUTTON_A", 2);
LuaSetEnum("PS3_BUTTON_B", 1);
LuaSetEnum("PS3_BUTTON_X", 3);
LuaSetEnum("PS3_BUTTON_Y", 4);
LuaSetEnum("PS3_BUTTON_R1", 7);
LuaSetEnum("PS3_BUTTON_R2", 5);
LuaSetEnum("PS3_BUTTON_L1", 6);
LuaSetEnum("PS3_BUTTON_L2", 8);
LuaSetEnum("PS3_BUTTON_SELECT", 9);
LuaSetEnum("PS3_BUTTON_START", 10);
LuaSetEnum("XBOX_BUTTON_A", 0);
LuaSetEnum("XBOX_BUTTON_B", 1);
@ -4040,7 +4010,7 @@ RLUADEF void InitLuaDevice(void)
#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_X", 3);
LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4);
LuaSetEnum("XBOX_AXIS_LT", 2);
LuaSetEnum("XBOX_AXIS_RT", 5);

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