Initial switch to raylib 5.5.
This commit is contained in:
24
src/audio.c
24
src/audio.c
@@ -129,16 +129,16 @@ int laudioLoadWaveFromMemory( lua_State* L ) {
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}
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/*
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> isReady = RL.IsWaveReady( Wave wave )
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> isReady = RL.IsWaveValid( Wave wave )
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Checks if wave data is ready
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Checks if wave data is valid (data loaded and parameters)
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- Success return bool
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*/
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int laudioIsWaveReady( lua_State* L ) {
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int laudioIsWaveValid( lua_State* L ) {
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Wave* wave = uluaGetWave( L, 1 );
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lua_pushboolean( L, IsWaveReady( *wave ) );
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lua_pushboolean( L, IsWaveValid( *wave ) );
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return 1;
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}
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@@ -174,16 +174,16 @@ int laudioLoadSoundAlias( lua_State* L ) {
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}
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/*
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> isReady = RL.IsSoundReady( Sound sound )
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> isReady = RL.IsSoundValid( Sound sound )
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Checks if a sound is ready
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Checks if a sound is valid (data loaded and buffers initialized)
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- Success return bool
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*/
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int laudioIsSoundReady( lua_State* L ) {
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int laudioIsSoundValid( lua_State* L ) {
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Sound* sound = uluaGetSound( L, 1 );
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lua_pushboolean( L, IsSoundReady( *sound ) );
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lua_pushboolean( L, IsSoundValid( *sound ) );
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return 1;
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}
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@@ -497,16 +497,16 @@ int laudioLoadMusicStreamFromMemory( lua_State* L ) {
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}
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/*
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> isReady = RL.IsMusicReady( Music music )
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> isReady = RL.IsMusicValid( Music music )
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Checks if a music stream is ready
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Checks if a music stream is valid (context and buffers initialized)
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- Success return bool
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*/
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int laudioIsMusicReady( lua_State* L ) {
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int laudioIsMusicValid( lua_State* L ) {
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Music* music = uluaGetMusic( L, 1 );
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lua_pushboolean( L, IsMusicReady( *music ) );
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lua_pushboolean( L, IsMusicValid( *music ) );
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return 1;
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}
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77
src/core.c
77
src/core.c
@@ -892,16 +892,16 @@ int lcoreLoadShaderFromMemory( lua_State* L ) {
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}
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/*
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> isReady = RL.IsShaderReady( Shader shader )
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> isReady = RL.IsShaderValid( Shader shader )
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Check if a shader is ready
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Check if a shader is valid (loaded on GPU)
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- Success return bool
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*/
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int lcoreIsShaderReady( lua_State* L ) {
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int lcoreIsShaderValid( lua_State* L ) {
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Shader* shader = uluaGetShader( L, 1 );
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lua_pushboolean( L, IsShaderReady( *shader ) );
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lua_pushboolean( L, IsShaderValid( *shader ) );
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return 1;
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}
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@@ -1116,47 +1116,34 @@ int lcoreUnloadShader( lua_State* L ) {
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*/
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/*
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> ray = RL.GetMouseRay( Vector2 mousePosition, Camera3D camera )
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> ray = RL.GetScreenToWorldRay( Vector2 mousePosition, Camera3D camera )
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Get a ray trace from mouse position
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Get a ray trace from screen position (i.e mouse)
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- Success return Ray
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*/
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int lcoreGetMouseRay( lua_State* L ) {
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int lcoreGetScreenToWorldRay( lua_State* L ) {
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Vector2 mousePosition = uluaGetVector2( L, 1 );
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Camera3D* camera = uluaGetCamera3D( L, 2 );
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uluaPushRay( L, GetMouseRay( mousePosition, *camera ) );
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uluaPushRay( L, GetScreenToWorldRay( mousePosition, *camera ) );
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return 1;
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}
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/*
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> matrix = RL.GetCameraMatrix( Camera3D camera )
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> ray = RL.GetScreenToWorldRayEx( Vector2 mousePosition, Camera3D camera, Vector2 size )
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Get camera transform matrix (view matrix)
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Get a ray trace from screen position (i.e mouse) in a viewport
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- Success return Matrix
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- Success return Ray
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*/
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int lcoreGetCameraMatrix( lua_State* L ) {
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Camera3D* camera = uluaGetCamera3D( L, 1 );
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int lcoreGetScreenToWorldRayEx( lua_State* L ) {
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Vector2 mousePosition = uluaGetVector2( L, 1 );
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Camera3D* camera = uluaGetCamera3D( L, 2 );
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Vector2 size = uluaGetVector2( L, 3 );
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uluaPushMatrix( L, GetCameraMatrix( *camera ) );
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return 1;
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}
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/*
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> matrix = RL.GetCameraMatrix2D( Camera2D camera )
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Get camera 2d transform matrix
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- Success return Matrix
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*/
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int lcoreGetCameraMatrix2D( lua_State* L ) {
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Camera2D* camera = uluaGetCamera2D( L, 1 );
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uluaPushMatrix( L, GetCameraMatrix2D( *camera ) );
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uluaPushRay( L, GetScreenToWorldRayEx( mousePosition, *camera, (int)size.x, (int)size.y ) );
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return 1;
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}
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@@ -1226,6 +1213,36 @@ int lcoreGetScreenToWorld2D( lua_State* L ) {
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return 1;
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}
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/*
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> matrix = RL.GetCameraMatrix( Camera3D camera )
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Get camera transform matrix (view matrix)
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- Success return Matrix
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*/
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int lcoreGetCameraMatrix( lua_State* L ) {
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Camera3D* camera = uluaGetCamera3D( L, 1 );
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uluaPushMatrix( L, GetCameraMatrix( *camera ) );
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return 1;
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}
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/*
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> matrix = RL.GetCameraMatrix2D( Camera2D camera )
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Get camera 2d transform matrix
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- Success return Matrix
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*/
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int lcoreGetCameraMatrix2D( lua_State* L ) {
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Camera2D* camera = uluaGetCamera2D( L, 1 );
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uluaPushMatrix( L, GetCameraMatrix2D( *camera ) );
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return 1;
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}
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/*
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## Core - Timing-related functions
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*/
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@@ -2010,7 +2027,7 @@ Unload automation events list from file
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int lcoreUnloadAutomationEventList( lua_State* L ) {
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AutomationEventList* list = uluaGetAutomationEventList( L, 1 );
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UnloadAutomationEventList( list );
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UnloadAutomationEventList( *list );
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memset( list, 0, sizeof( AutomationEventList ) );
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return 0;
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@@ -351,7 +351,7 @@ static void defineAutomationEvent() {
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static int gcAutomationEventList( lua_State* L ) {
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if ( state->gcUnload ) {
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AutomationEventList* automationEventList = luaL_checkudata( L, 1, "AutomationEventList" );
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UnloadAutomationEventList( automationEventList );
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UnloadAutomationEventList( *automationEventList );
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}
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return 0;
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}
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@@ -687,7 +687,6 @@ static void defineGlobals() {
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assignGlobalInt( CUBEMAP_LAYOUT_LINE_HORIZONTAL, "CUBEMAP_LAYOUT_LINE_HORIZONTAL" ); // Layout is defined by a horizontal line with faces
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assignGlobalInt( CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, "CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR" ); // Layout is defined by a 3x4 cross with cubemap faces
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assignGlobalInt( CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, "CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE" ); // Layout is defined by a 4x3 cross with cubemap faces
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assignGlobalInt( CUBEMAP_LAYOUT_PANORAMA, "CUBEMAP_LAYOUT_PANORAMA" ); // Layout is defined by a panorama image (equirrectangular map)
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/* Font type, defines generation method */
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assignGlobalInt( FONT_DEFAULT, "FONT_DEFAULT" ); // Default font generation, anti-aliased
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assignGlobalInt( FONT_BITMAP, "FONT_BITMAP" ); // Bitmap font generation, no anti-aliasing
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@@ -1339,7 +1338,7 @@ void luaRegister() {
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/* Shader management functions. */
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assingGlobalFunction( "LoadShader", lcoreLoadShader );
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assingGlobalFunction( "LoadShaderFromMemory", lcoreLoadShaderFromMemory );
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assingGlobalFunction( "IsShaderReady", lcoreIsShaderReady );
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assingGlobalFunction( "IsShaderValid", lcoreIsShaderValid );
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assingGlobalFunction( "GetShaderId", lcoreGetShaderId );
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assingGlobalFunction( "GetShaderLocation", lcoreGetShaderLocation );
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assingGlobalFunction( "GetShaderLocationAttrib", lcoreGetShaderLocationAttrib );
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@@ -1351,13 +1350,14 @@ void luaRegister() {
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assingGlobalFunction( "SetShaderValueV", lcoreSetShaderValueV );
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assingGlobalFunction( "UnloadShader", lcoreUnloadShader );
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/* Screen-space-related functions. */
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assingGlobalFunction( "GetMouseRay", lcoreGetMouseRay );
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assingGlobalFunction( "GetCameraMatrix", lcoreGetCameraMatrix );
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assingGlobalFunction( "GetCameraMatrix2D", lcoreGetCameraMatrix2D );
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assingGlobalFunction( "GetScreenToWorldRay", lcoreGetScreenToWorldRay );
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assingGlobalFunction( "GetScreenToWorldRayEx", lcoreGetScreenToWorldRayEx );
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assingGlobalFunction( "GetWorldToScreen", lcoreGetWorldToScreen );
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assingGlobalFunction( "GetWorldToScreenEx", lcoreGetWorldToScreenEx );
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assingGlobalFunction( "GetWorldToScreen2D", lcoreGetWorldToScreen2D );
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assingGlobalFunction( "GetScreenToWorld2D", lcoreGetScreenToWorld2D );
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assingGlobalFunction( "GetCameraMatrix", lcoreGetCameraMatrix );
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assingGlobalFunction( "GetCameraMatrix2D", lcoreGetCameraMatrix2D );
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/* Timing-related functions. */
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assingGlobalFunction( "SetTargetFPS", lcoreSetTargetFPS );
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assingGlobalFunction( "GetFrameTime", lcoreGetFrameTime );
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@@ -1553,6 +1553,7 @@ void luaRegister() {
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assingGlobalFunction( "DrawRectangleLinesEx", lshapesDrawRectangleLinesEx );
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assingGlobalFunction( "DrawRectangleRounded", lshapesDrawRectangleRounded );
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assingGlobalFunction( "DrawRectangleRoundedLines", lshapesDrawRectangleRoundedLines );
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assingGlobalFunction( "DrawRectangleRoundedLinesEx", lshapesDrawRectangleRoundedLinesEx );
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assingGlobalFunction( "DrawTriangle", lshapesDrawTriangle );
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assingGlobalFunction( "DrawTriangleLines", lshapesDrawTriangleLines );
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assingGlobalFunction( "DrawTriangleFan", lshapesDrawTriangleFan );
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@@ -1593,13 +1594,12 @@ void luaRegister() {
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/* Image loading functions. */
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assingGlobalFunction( "LoadImage", ltexturesLoadImage );
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assingGlobalFunction( "LoadImageRaw", ltexturesLoadImageRaw );
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assingGlobalFunction( "LoadImageSvg", ltexturesLoadImageSvg );
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assingGlobalFunction( "LoadImageAnim", ltexturesLoadImageAnim );
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assingGlobalFunction( "LoadImageFromMemory", ltexturesLoadImageFromMemory );
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assingGlobalFunction( "LoadImageFromData", ltexturesLoadImageFromData );
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assingGlobalFunction( "LoadImageFromTexture", ltexturesLoadImageFromTexture );
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assingGlobalFunction( "LoadImageFromScreen", ltexturesLoadImageFromScreen );
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assingGlobalFunction( "IsImageReady", ltextureIsImageReady );
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assingGlobalFunction( "IsImageValid", ltextureIsImageValid );
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assingGlobalFunction( "UnloadImage", ltextureUnloadImage );
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assingGlobalFunction( "ExportImage", ltexturesExportImage );
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assingGlobalFunction( "ExportImageToMemory", ltexturesExportImageToMemory );
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@@ -1671,9 +1671,9 @@ void luaRegister() {
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assingGlobalFunction( "LoadTextureFromData", ltexturesLoadTextureFromData );
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assingGlobalFunction( "LoadRenderTexture", ltexturesLoadRenderTexture );
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assingGlobalFunction( "LoadRenderTextureFromData", ltexturesLoadRenderTextureFromData );
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assingGlobalFunction( "IsTextureReady", ltexturesIsTextureReady );
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assingGlobalFunction( "IsTextureValid", ltexturesIsTextureValid );
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assingGlobalFunction( "UnloadTexture", ltextureUnloadTexture );
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assingGlobalFunction( "IsRenderTextureReady", ltexturesIsRenderTextureReady );
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assingGlobalFunction( "IsRenderTextureValid", ltexturesIsRenderTextureValid );
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assingGlobalFunction( "UnloadRenderTexture", ltextureUnloadRenderTexture );
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assingGlobalFunction( "UpdateTexture", ltexturesUpdateTexture );
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assingGlobalFunction( "UpdateTextureRec", ltexturesUpdateTextureRec );
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@@ -1737,7 +1737,7 @@ void luaRegister() {
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/* Model management functions. */
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assingGlobalFunction( "LoadModel", lmodelsLoadModel );
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assingGlobalFunction( "LoadModelFromMesh", lmodelsLoadModelFromMesh );
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assingGlobalFunction( "IsModelReady", lmodelsIsModelReady );
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assingGlobalFunction( "IsModelValid", lmodelsIsModelValid );
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assingGlobalFunction( "UnloadModel", lmodelsUnloadModel );
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assingGlobalFunction( "GetModelBoundingBox", lmodelsGetModelBoundingBox );
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assingGlobalFunction( "SetModelTransform", lmodelsSetModelTransform );
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@@ -1791,7 +1791,7 @@ void luaRegister() {
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assingGlobalFunction( "GetMaterialDefault", lmodelsGetMaterialDefault );
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assingGlobalFunction( "LoadMaterialDefault", lmodelsLoadMaterialDefault );
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assingGlobalFunction( "CreateMaterial", lmodelsCreateMaterial );
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assingGlobalFunction( "IsMaterialReady", lmodelsIsMaterialReady );
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assingGlobalFunction( "IsMaterialValid", lmodelsIsMaterialValid );
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assingGlobalFunction( "UnloadMaterial", lmodelsUnloadMaterial );
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assingGlobalFunction( "SetMaterialTexture", lmodelsSetMaterialTexture );
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assingGlobalFunction( "SetMaterialColor", lmodelsSetMaterialColor );
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@@ -1837,7 +1837,7 @@ void luaRegister() {
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assingGlobalFunction( "LoadFontFromMemory", ltextLoadFontFromMemory );
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assingGlobalFunction( "LoadFontFromData", ltextLoadFontFromData );
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assingGlobalFunction( "FontCopy", ltextFontCopy );
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assingGlobalFunction( "IsFontReady", ltextIsFontReady );
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assingGlobalFunction( "IsFontValid", ltextIsFontValid );
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assingGlobalFunction( "LoadFontData", ltextLoadFontData );
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assingGlobalFunction( "GenImageFontAtlas", ltextGenImageFontAtlas );
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assingGlobalFunction( "UnloadFont", ltextUnloadFont );
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@@ -1903,10 +1903,10 @@ void luaRegister() {
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assingGlobalFunction( "LoadSound", laudioLoadSound );
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assingGlobalFunction( "LoadWave", laudioLoadWave );
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assingGlobalFunction( "LoadWaveFromMemory", laudioLoadWaveFromMemory );
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assingGlobalFunction( "IsWaveReady", laudioIsWaveReady );
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assingGlobalFunction( "IsWaveValid", laudioIsWaveValid );
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assingGlobalFunction( "LoadSoundFromWave", laudioLoadSoundFromWave );
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assingGlobalFunction( "LoadSoundAlias", laudioLoadSoundAlias );
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assingGlobalFunction( "IsSoundReady", laudioIsSoundReady );
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assingGlobalFunction( "IsSoundValid", laudioIsSoundValid );
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assingGlobalFunction( "UpdateSound", laudioUpdateSound );
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assingGlobalFunction( "UnloadWave", laudioUnloadWave );
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assingGlobalFunction( "UnloadSound", laudioUnloadSound );
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@@ -1929,7 +1929,7 @@ void luaRegister() {
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/* Music management functions. */
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assingGlobalFunction( "LoadMusicStream", laudioLoadMusicStream );
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assingGlobalFunction( "LoadMusicStreamFromMemory", laudioLoadMusicStreamFromMemory );
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assingGlobalFunction( "IsMusicReady", laudioIsMusicReady );
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assingGlobalFunction( "IsMusicValid", laudioIsMusicValid );
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assingGlobalFunction( "UnloadMusicStream", laudioUnloadMusicStream );
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assingGlobalFunction( "PlayMusicStream", laudioPlayMusicStream );
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assingGlobalFunction( "IsMusicStreamPlaying", laudioIsMusicStreamPlaying );
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16
src/models.c
16
src/models.c
@@ -588,16 +588,16 @@ int lmodelsLoadModelFromMesh( lua_State* L ) {
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}
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/*
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> isReady = RL.IsModelReady( Model model )
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> isReady = RL.IsModelValid( Model model )
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Check if a model is ready
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Check if a model is valid (loaded in GPU, VAO/VBOs)
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- Success return bool
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*/
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int lmodelsIsModelReady( lua_State* L ) {
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int lmodelsIsModelValid( lua_State* L ) {
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Model* model = uluaGetModel( L, 1 );
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lua_pushboolean( L, IsModelReady( *model ) );
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lua_pushboolean( L, IsModelValid( *model ) );
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return 1;
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}
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@@ -1936,16 +1936,16 @@ int lmodelsCreateMaterial( lua_State* L ) {
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}
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/*
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> isReady = RL.IsMaterialReady( Material material )
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> isReady = RL.IsMaterialValid( Material material )
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Check if a material is ready
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Check if a material is valid (shader assigned, map textures loaded in GPU)
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- Success return bool
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*/
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int lmodelsIsMaterialReady( lua_State* L ) {
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int lmodelsIsMaterialValid( lua_State* L ) {
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Material* material = uluaGetMaterial( L, 1 );
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lua_pushboolean( L, IsMaterialReady( *material ) );
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lua_pushboolean( L, IsMaterialValid( *material ) );
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return 1;
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}
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21
src/rlgl.c
21
src/rlgl.c
@@ -1216,9 +1216,9 @@ int lrlglUnloadVertexBuffer( lua_State* L ) {
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}
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/*
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> RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, buffer pointer )
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> RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int offset )
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Set vertex attribute.
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Set vertex attribute data configuration
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*/
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int lrlglSetVertexAttribute( lua_State* L ) {
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int index = luaL_checkinteger( L, 1 );
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@@ -1226,9 +1226,9 @@ int lrlglSetVertexAttribute( lua_State* L ) {
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int type = luaL_checkinteger( L, 3 );
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bool normalized = uluaGetBoolean( L, 4 );
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int stride = luaL_checkinteger( L, 5 );
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Buffer* pointer = uluaGetBuffer( L, 6 );
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int offset = luaL_checkinteger( L, 6 );
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rlSetVertexAttribute( index, compSize, type, normalized, stride, pointer->data );
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rlSetVertexAttribute( index, compSize, type, normalized, stride, offset );
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return 0;
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}
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@@ -1371,9 +1371,9 @@ int lrlglLoadTextureDepth( lua_State* L ) {
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}
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/*
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> id = RL.rlLoadTextureCubemap( Buffer data, int size, int format )
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> id = RL.rlLoadTextureCubemap( Buffer data, int size, int format, int mipmapCount )
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Load texture cubemap
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Load texture cubemap data
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- Success return int
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||||
*/
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@@ -1381,8 +1381,9 @@ int lrlglLoadTextureCubemap( lua_State* L ) {
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Buffer* data = uluaGetBuffer( L, 1 );
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int size = luaL_checkinteger( L, 2 );
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int format = luaL_checkinteger( L, 3 );
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int mipmapCount = luaL_checkinteger( L, 4 );
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lua_pushinteger( L, rlLoadTextureCubemap( data->data, size, format ) );
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lua_pushinteger( L, rlLoadTextureCubemap( data->data, size, format, mipmapCount ) );
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return 1;
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}
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@@ -1523,16 +1524,14 @@ int lrlglReadScreenPixels( lua_State* L ) {
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||||
*/
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||||
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||||
/*
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||||
> fboId = RL.rlLoadFramebuffer( Vector2 size )
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||||
> fboId = RL.rlLoadFramebuffer()
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||||
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||||
Load an empty framebuffer
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||||
|
||||
- Success return int
|
||||
*/
|
||||
int lrlglLoadFramebuffer( lua_State* L ) {
|
||||
Vector2 size = uluaGetVector2( L, 1 );
|
||||
|
||||
lua_pushinteger( L, rlLoadFramebuffer( size.x, size.y ) );
|
||||
lua_pushinteger( L, rlLoadFramebuffer() );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
24
src/shapes.c
24
src/shapes.c
@@ -381,18 +381,34 @@ int lshapesDrawRectangleRounded( lua_State* L ) {
|
||||
}
|
||||
|
||||
/*
|
||||
> RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, int lineThick, Color color )
|
||||
> RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, Color color )
|
||||
|
||||
Draw rectangle with rounded edges outline
|
||||
Draw rectangle lines with rounded edges
|
||||
*/
|
||||
int lshapesDrawRectangleRoundedLines( lua_State* L ) {
|
||||
Rectangle rect = uluaGetRectangle( L, 1 );
|
||||
float roundness = luaL_checknumber( L, 2 );
|
||||
int segments = luaL_checkinteger( L, 3 );
|
||||
int lineThick = luaL_checkinteger( L, 4 );
|
||||
Color color = uluaGetColor( L, 4 );
|
||||
|
||||
DrawRectangleRoundedLines( rect, roundness, segments, color );
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
> RL.DrawRectangleRoundedLinesEx( Rectangle rec, float roundness, int segments, float lineThick, Color color )
|
||||
|
||||
Draw rectangle with rounded edges outline
|
||||
*/
|
||||
int lshapesDrawRectangleRoundedLinesEx( lua_State* L ) {
|
||||
Rectangle rect = uluaGetRectangle( L, 1 );
|
||||
float roundness = luaL_checknumber( L, 2 );
|
||||
int segments = luaL_checkinteger( L, 3 );
|
||||
float lineThick = luaL_checknumber( L, 4 );
|
||||
Color color = uluaGetColor( L, 5 );
|
||||
|
||||
DrawRectangleRoundedLines( rect, roundness, segments, lineThick, color );
|
||||
DrawRectangleRoundedLinesEx( rect, roundness, segments, lineThick, color );
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -295,16 +295,16 @@ int ltextFontCopy( lua_State* L ) {
|
||||
}
|
||||
|
||||
/*
|
||||
> isReady = RL.IsFontReady( Font font )
|
||||
> isReady = RL.IsFontValid( Font font )
|
||||
|
||||
Check if a font is ready
|
||||
Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
|
||||
|
||||
- Success return bool
|
||||
*/
|
||||
int ltextIsFontReady( lua_State* L ) {
|
||||
int ltextIsFontValid( lua_State* L ) {
|
||||
Font* font = uluaGetFont( L, 1 );
|
||||
|
||||
lua_pushboolean( L, IsFontReady( *font ) );
|
||||
lua_pushboolean( L, IsFontValid( *font ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -53,22 +53,6 @@ int ltexturesLoadImageRaw( lua_State* L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> image = RL.LoadImageSvg( string fileNameOrString, Vector2 size )
|
||||
|
||||
Load image from SVG file data or string with specified size
|
||||
|
||||
- Success return Image
|
||||
*/
|
||||
int ltexturesLoadImageSvg( lua_State* L ) {
|
||||
const char* fileNameOrString = luaL_checkstring( L, 1 );
|
||||
Vector2 size = uluaGetVector2( L, 2 );
|
||||
|
||||
uluaPushImage( L, LoadImageSvg( fileNameOrString, (int)size.x, (int)size.y ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> image, frameCount = RL.LoadImageAnim( string fileName )
|
||||
|
||||
@@ -165,16 +149,16 @@ int ltexturesLoadImageFromScreen( lua_State* L ) {
|
||||
}
|
||||
|
||||
/*
|
||||
> isReady = RL.IsImageReady( Image image )
|
||||
> isReady = RL.IsImageValid( Image image )
|
||||
|
||||
Check if an image is ready
|
||||
Check if an image is valid (data and parameters)
|
||||
|
||||
- Success return bool
|
||||
*/
|
||||
int ltextureIsImageReady( lua_State* L ) {
|
||||
int ltextureIsImageValid( lua_State* L ) {
|
||||
Image* image = uluaGetImage( L, 1 );
|
||||
|
||||
lua_pushboolean( L, IsImageReady( *image ) );
|
||||
lua_pushboolean( L, IsImageValid( *image ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
@@ -1274,16 +1258,16 @@ int ltexturesLoadRenderTextureFromData( lua_State* L ) {
|
||||
}
|
||||
|
||||
/*
|
||||
> isReady = RL.IsTextureReady( Texture texture )
|
||||
> isReady = RL.IsTextureValid( Texture texture )
|
||||
|
||||
Check if a texture is ready
|
||||
Check if a texture is valid (loaded in GPU)
|
||||
|
||||
- Success return bool
|
||||
*/
|
||||
int ltexturesIsTextureReady( lua_State* L ) {
|
||||
int ltexturesIsTextureValid( lua_State* L ) {
|
||||
Texture* texture = uluaGetTexture( L, 1 );
|
||||
|
||||
lua_pushboolean( L, IsTextureReady( *texture ) );
|
||||
lua_pushboolean( L, IsTextureValid( *texture ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
@@ -1303,16 +1287,16 @@ int ltextureUnloadTexture( lua_State* L ) {
|
||||
}
|
||||
|
||||
/*
|
||||
> isReady = RL.IsRenderTextureReady( RenderTexture target )
|
||||
> isReady = RL.IsRenderTextureValid( RenderTexture target )
|
||||
|
||||
Check if a render texture is ready
|
||||
Check if a render texture is valid (loaded in GPU)
|
||||
|
||||
- Success return bool
|
||||
*/
|
||||
int ltexturesIsRenderTextureReady( lua_State* L ) {
|
||||
int ltexturesIsRenderTextureValid( lua_State* L ) {
|
||||
RenderTexture* target = uluaGetRenderTexture( L, 1 );
|
||||
|
||||
lua_pushboolean( L, IsRenderTextureReady( *target ) );
|
||||
lua_pushboolean( L, IsRenderTextureValid( *target ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user