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rlua: Added some missing functions

Updated to raylib 1.6 functionality
pull/197/head
Ray 8 years ago
parent
commit
f0626324ab
2 changed files with 109 additions and 85 deletions
  1. +3
    -2
      examples/rlua_execute_file.c
  2. +106
    -83
      src/rlua.h

+ 3
- 2
examples/rlua_execute_file.c View File

@ -7,7 +7,8 @@
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon /
* -I../src -I../src/external/lua/include -L../src/external/lua/lib /
* -lraylib -lglfw3 -lopengl32 -lopenal32 -llua53 -lgdi32 -std=c99
* -lraylib -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -llua53 /
* -std=c99 -Wl,-allow-multiple-definition -Wl,--subsystem,windows
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -28,7 +29,7 @@ int main()
InitLuaDevice();
//--------------------------------------------------------------------------------------
o">// ExecuteLuaFile("core_basic_window.lua"); // OK!
ExecuteLuaFile("core_basic_window.lua"); // OK!
// ExecuteLuaFile("core_input_keys.lua"); // OK!
// ExecuteLuaFile("core_input_mouse.lua"); // OK!
// ExecuteLuaFile("core_mouse_wheel.lua"); // OK!

+ 106
- 83
src/rlua.h View File

@ -1095,14 +1095,14 @@ int lua_IsFileDropped(lua_State* L)
int lua_GetDroppedFiles(lua_State* L)
{
int count = 0;
char ** result = GetDroppedFiles(&count);
char ** result = GetDroppedFiles(&count);
lua_createtable(L, count, 0);
for (int i = 0; i < count; i++)
{
lua_pushstring(L, result[i]);
lua_rawseti(L, -2, i + 1);
}
return 1;
return 1;
}
int lua_ClearDroppedFiles(lua_State* L)
@ -1130,7 +1130,6 @@ int lua_StorageLoadValue(lua_State* L)
//------------------------------------------------------------------------------------
// raylib [core] module functions - Input Handling
//------------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
int lua_IsKeyPressed(lua_State* L)
{
int arg1 = LuaGetArgument_int(L, 1);
@ -1185,12 +1184,22 @@ int lua_IsGamepadAvailable(lua_State* L)
return 1;
}
int lua_GetGamepadAxisMovement(lua_State* L)
int lua_IsGamepadName(lua_State* L)
{
int arg1 = LuaGetArgument_int(L, 1);
int arg2 = LuaGetArgument_int(L, 2);
float result = GetGamepadAxisMovement(arg1, arg2);
lua_pushnumber(L, result);
const char * arg2 = LuaGetArgument_string(L, 2);
bool result = IsGamepadName(arg1, arg2);
lua_pushboolean(L, result);
return 1;
}
int lua_GetGamepadName(lua_State* L)
{
// TODO: Return gamepad name id
int arg1 = LuaGetArgument_int(L, 1);
char * result = GetGamepadName(arg1);
//lua_pushboolean(L, result);
return 1;
}
@ -1229,7 +1238,30 @@ int lua_IsGamepadButtonUp(lua_State* L)
lua_pushboolean(L, result);
return 1;
}
#endif
int lua_GetGamepadButtonPressed(lua_State* L)
{
int result = GetGamepadButtonPressed();
lua_pushinteger(L, result);
return 1;
}
int lua_GetGamepadAxisCount(lua_State* L)
{
int arg1 = LuaGetArgument_int(L, 1);
int result = GetGamepadAxisCount(arg1);
lua_pushinteger(L, result);
return 1;
}
int lua_GetGamepadAxisMovement(lua_State* L)
{
int arg1 = LuaGetArgument_int(L, 1);
int arg2 = LuaGetArgument_int(L, 2);
float result = GetGamepadAxisMovement(arg1, arg2);
lua_pushnumber(L, result);
return 1;
}
int lua_IsMouseButtonPressed(lua_State* L)
{
@ -1419,8 +1451,9 @@ int lua_GetGesturePinchAngle(lua_State* L)
//------------------------------------------------------------------------------------
int lua_SetCameraMode(lua_State* L)
{
int arg1 = LuaGetArgument_int(L, 1);
SetCameraMode(arg1);
Camera arg1 = LuaGetArgument_Camera(L, 1);
int arg2 = LuaGetArgument_int(L, 2);
SetCameraMode(arg1, arg2);
return 0;
}
@ -1432,37 +1465,6 @@ int lua_UpdateCamera(lua_State* L)
return 1;
}
int lua_UpdateCameraPlayer(lua_State* L)
{
Camera arg1 = LuaGetArgument_Camera(L, 1);
Vector3 arg2 = LuaGetArgument_Vector3(L, 2);
UpdateCameraPlayer(&arg1, &arg2);
LuaPush_Camera(L, arg1);
LuaPush_Vector3(L, arg2);
return 2;
}
int lua_SetCameraPosition(lua_State* L)
{
Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
SetCameraPosition(arg1);
return 0;
}
int lua_SetCameraTarget(lua_State* L)
{
Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
SetCameraTarget(arg1);
return 0;
}
int lua_SetCameraFovy(lua_State* L)
{
float arg1 = LuaGetArgument_float(L, 1);
SetCameraFovy(arg1);
return 0;
}
int lua_SetCameraPanControl(lua_State* L)
{
int arg1 = LuaGetArgument_int(L, 1);
@ -1496,13 +1498,6 @@ int lua_SetCameraMoveControls(lua_State* L)
return 0;
}
int lua_SetCameraMouseSensitivity(lua_State* L)
{
float arg1 = LuaGetArgument_float(L, 1);
SetCameraMouseSensitivity(arg1);
return 0;
}
//------------------------------------------------------------------------------------
// raylib [shapes] module functions - Basic Shapes Drawing
//------------------------------------------------------------------------------------
@ -1908,6 +1903,14 @@ int lua_GetTextureData(lua_State* L)
return 1;
}
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); // ISSUE: #2 string expected, got table -> GetImageData() returns a table!
return 0;
}
int lua_ImageToPOT(lua_State* L)
{
Image arg1 = LuaGetArgument_Image(L, 1);
@ -2100,11 +2103,19 @@ int lua_GenTextureMipmaps(lua_State* L)
return 0;
}
int lua_UpdateTexture(lua_State* L)
int lua_SetTextureFilter(lua_State* L)
{
Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string?
UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table!
int arg2 = LuaGetArgument_int(L, 2);
SetTextureFilter(arg1, arg2);
return 0;
}
int lua_SetTextureWrap(lua_State* L)
{
Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
int arg2 = LuaGetArgument_int(L, 2);
SetTextureWrap(arg1, arg2);
return 0;
}
@ -2178,6 +2189,18 @@ int lua_LoadSpriteFont(lua_State* L)
return 1;
}
int lua_LoadSpriteFontTTF(lua_State* L)
{
const char * arg1 = LuaGetArgument_string(L, 1);
int arg2 = LuaGetArgument_int(L, 2);
int arg3 = LuaGetArgument_int(L, 3);
int arg4 = LuaGetArgument_int(L, 4);
//LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars);
SpriteFont result = LoadSpriteFontTTF(arg1, arg2, arg3, &arg4);
LuaPush_SpriteFont(L, result);
return 1;
}
int lua_UnloadSpriteFont(lua_State* L)
{
SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
@ -2255,8 +2278,8 @@ int lua_DrawCircle3D(lua_State* L)
{
Vector3 arg1 = LuaGetArgument_Vector3(L, 1);
float arg2 = LuaGetArgument_float(L, 2);
kt">float arg3 = LuaGetArgument_float(L, 3);
n">Vector3 arg4 = LuaGetArgument_Vector3(L, 4);
n">Vector3 arg3 = LuaGetArgument_Vector3(L, 3);
kt">float arg4 = LuaGetArgument_float(L, 4);
Color arg5 = LuaGetArgument_Color(L, 5);
DrawCircle3D(arg1, arg2, arg3, arg4, arg5);
return 0;
@ -2619,18 +2642,6 @@ int lua_CheckCollisionRayBox(lua_State* L)
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;
}
//------------------------------------------------------------------------------------
// raylib [raymath] module functions - Shaders
//------------------------------------------------------------------------------------
@ -2790,10 +2801,19 @@ int lua_IsVrDeviceReady(lua_State* L)
return 1;
}
int lua_IsVrSimulator(lua_State* L)
{
bool result = IsVrSimulator();
lua_pushboolean(L, result);
return 1;
}
int lua_UpdateVrTracking(lua_State* L)
{
UpdateVrTracking();
return 0;
Camera arg1 = LuaGetArgument_Camera(L, 1);
UpdateVrTracking(&arg1);
LuaPush_Camera(L, arg1);
return 1;
}
int lua_ToggleVrMode(lua_State* L)
@ -2952,11 +2972,11 @@ int lua_WaveFormat(lua_State* L)
int arg2 = LuaGetArgument_int(L, 2);
int arg3 = LuaGetArgument_int(L, 3);
int arg4 = LuaGetArgument_int(L, 4);
WaveFormat(arg1, arg2, arg3, arg4);
WaveFormat(o">&arg1, arg2, arg3, arg4);
return 0;
}
int lua_LoadMusicStream(lua_State* L)
int lua_WaveCopy(lua_State* L)
{
Wave arg1 = LuaGetArgument_Wave(L, 1);
Wave result = WaveCopy(arg1);
@ -2969,7 +2989,7 @@ int lua_WaveCrop(lua_State* L)
Wave arg1 = LuaGetArgument_Wave(L, 1);
int arg2 = LuaGetArgument_int(L, 2);
int arg3 = LuaGetArgument_int(L, 3);
WaveCrop(arg1, arg2, arg3);
WaveCrop(o">&arg1, arg2, arg3);
return 0;
}
@ -2978,9 +2998,10 @@ int lua_GetWaveData(lua_State* L)
// TODO: float *GetWaveData(Wave wave);
Wave arg1 = LuaGetArgument_Wave(L, 1);
float result = GetWaveData(arg1);
LuaPush_float(L, result);
return 1;
float * result = GetWaveData(arg1);
//LuaPush_float(L, result);
//lua_pushnumber(L, result);
return 0;
}
int lua_LoadMusicStream(lua_State* L)
@ -3675,12 +3696,17 @@ static luaL_Reg raylib_functions[] = {
REG(GetKeyPressed)
REG(SetExitKey)
REG(IsGamepadAvailable)
REG(GetGamepadAxisMovement)
REG(IsGamepadName)
REG(GetGamepadName)
REG(IsGamepadButtonPressed)
REG(IsGamepadButtonDown)
REG(IsGamepadButtonReleased)
REG(IsGamepadButtonUp)
REG(GetGamepadButtonPressed)
REG(GetGamepadAxisCount)
REG(GetGamepadAxisMovement)
#endif
REG(IsMouseButtonPressed)
@ -3714,16 +3740,10 @@ static luaL_Reg raylib_functions[] = {
REG(SetCameraMode)
REG(UpdateCamera)
REG(UpdateCameraPlayer)
REG(SetCameraPosition)
REG(SetCameraTarget)
REG(SetCameraFovy)
REG(SetCameraPanControl)
REG(SetCameraAltControl)
REG(SetCameraSmoothZoomControl)
REG(SetCameraMoveControls)
REG(SetCameraMouseSensitivity)
REG(DrawPixel)
REG(DrawPixelV)
@ -3766,6 +3786,7 @@ static luaL_Reg raylib_functions[] = {
REG(UnloadRenderTexture)
REG(GetImageData)
REG(GetTextureData)
REG(UpdateTexture)
REG(ImageToPOT)
REG(ImageFormat)
REG(ImageDither)
@ -3786,8 +3807,9 @@ static luaL_Reg raylib_functions[] = {
REG(ImageColorContrast)
REG(ImageColorBrightness)
REG(GenTextureMipmaps)
REG(UpdateTexture)
REG(SetTextureFilter)
REG(SetTextureWrap)
REG(DrawTexture)
REG(DrawTextureV)
REG(DrawTextureEx)
@ -3796,6 +3818,7 @@ static luaL_Reg raylib_functions[] = {
REG(GetDefaultFont)
REG(LoadSpriteFont)
REG(LoadSpriteFontTTF)
REG(UnloadSpriteFont)
REG(DrawText)
REG(DrawTextEx)
@ -3845,7 +3868,6 @@ static luaL_Reg raylib_functions[] = {
REG(CheckCollisionRaySphere)
REG(CheckCollisionRaySphereEx)
REG(CheckCollisionRayBox)
REG(ResolveCollisionCubicmap)
REG(LoadShader)
REG(UnloadShader)
@ -3868,6 +3890,7 @@ static luaL_Reg raylib_functions[] = {
REG(InitVrDevice)
REG(CloseVrDevice)
REG(IsVrDeviceReady)
REG(IsVrSimulator)
REG(UpdateVrTracking)
REG(ToggleVrMode)

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