Initial changes for Raylib 5.0 and some missing functions.
This commit is contained in:
67
src/shapes.c
67
src/shapes.c
@@ -54,57 +54,6 @@ int lshapesDrawLine( lua_State *L ) {
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return 0;
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}
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/*
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> RL.DrawLineBezier( Vector2 startPos, Vector2 endPos, float thickness, Color color )
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Draw a line using cubic-bezier curves in-out
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*/
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int lshapesDrawLineBezier( lua_State *L ) {
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Vector2 startPos = uluaGetVector2( L, 1 );
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Vector2 endPos = uluaGetVector2( L, 2 );
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float thickness = luaL_checknumber( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawLineBezier( startPos, endPos, thickness, color );
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return 0;
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}
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/*
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> RL.DrawLineBezierQuad( Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thickness, Color color )
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Draw line using quadratic bezier curves with a control point
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*/
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int lshapesDrawLineBezierQuad( lua_State *L ) {
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Vector2 startPos = uluaGetVector2( L, 1 );
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Vector2 endPos = uluaGetVector2( L, 2 );
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Vector2 controlPos = uluaGetVector2( L, 3 );
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float thickness = luaL_checknumber( L, 4 );
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Color color = uluaGetColor( L, 5 );
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DrawLineBezierQuad( startPos, endPos, controlPos, thickness, color );
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return 0;
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}
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/*
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> RL.DrawLineBezierCubic( Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thickness, Color color )
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Draw line using quadratic bezier curves with a control point
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*/
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int lshapesDrawLineBezierCubic( lua_State *L ) {
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Vector2 startPos = uluaGetVector2( L, 1 );
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Vector2 endPos = uluaGetVector2( L, 2 );
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Vector2 startControlPos = uluaGetVector2( L, 3 );
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Vector2 endControlPos = uluaGetVector2( L, 4 );
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float thickness = luaL_checknumber( L, 5 );
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Color color = uluaGetColor( L, 6 );
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DrawLineBezierCubic( startPos, endPos, startControlPos, endControlPos, thickness, color );
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return 0;
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}
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/*
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> RL.DrawLineStrip( Vector2{} points, Color color )
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@@ -130,6 +79,22 @@ int lshapesDrawLineStrip( lua_State *L ) {
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return 0;
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}
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/*
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> RL.DrawLineBezier( Vector2 startPos, Vector2 endPos, float thickness, Color color )
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Draw a line using cubic-bezier curves in-out
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*/
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int lshapesDrawLineBezier( lua_State *L ) {
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Vector2 startPos = uluaGetVector2( L, 1 );
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Vector2 endPos = uluaGetVector2( L, 2 );
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float thickness = luaL_checknumber( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawLineBezier( startPos, endPos, thickness, color );
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return 0;
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}
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/*
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> RL.DrawCircle( Vector2 center, float radius, Color color )
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