Initial switch to raylib 5.5.

This commit is contained in:
jussi
2024-11-20 18:23:42 +02:00
parent cf2c2eb05b
commit 479726a5e4
21 changed files with 1698 additions and 469 deletions

View File

@@ -892,16 +892,16 @@ int lcoreLoadShaderFromMemory( lua_State* L ) {
}
/*
> isReady = RL.IsShaderReady( Shader shader )
> isReady = RL.IsShaderValid( Shader shader )
Check if a shader is ready
Check if a shader is valid (loaded on GPU)
- Success return bool
*/
int lcoreIsShaderReady( lua_State* L ) {
int lcoreIsShaderValid( lua_State* L ) {
Shader* shader = uluaGetShader( L, 1 );
lua_pushboolean( L, IsShaderReady( *shader ) );
lua_pushboolean( L, IsShaderValid( *shader ) );
return 1;
}
@@ -1116,47 +1116,34 @@ int lcoreUnloadShader( lua_State* L ) {
*/
/*
> ray = RL.GetMouseRay( Vector2 mousePosition, Camera3D camera )
> ray = RL.GetScreenToWorldRay( Vector2 mousePosition, Camera3D camera )
Get a ray trace from mouse position
Get a ray trace from screen position (i.e mouse)
- Success return Ray
*/
int lcoreGetMouseRay( lua_State* L ) {
int lcoreGetScreenToWorldRay( lua_State* L ) {
Vector2 mousePosition = uluaGetVector2( L, 1 );
Camera3D* camera = uluaGetCamera3D( L, 2 );
uluaPushRay( L, GetMouseRay( mousePosition, *camera ) );
uluaPushRay( L, GetScreenToWorldRay( mousePosition, *camera ) );
return 1;
}
/*
> matrix = RL.GetCameraMatrix( Camera3D camera )
> ray = RL.GetScreenToWorldRayEx( Vector2 mousePosition, Camera3D camera, Vector2 size )
Get camera transform matrix (view matrix)
Get a ray trace from screen position (i.e mouse) in a viewport
- Success return Matrix
- Success return Ray
*/
int lcoreGetCameraMatrix( lua_State* L ) {
Camera3D* camera = uluaGetCamera3D( L, 1 );
int lcoreGetScreenToWorldRayEx( lua_State* L ) {
Vector2 mousePosition = uluaGetVector2( L, 1 );
Camera3D* camera = uluaGetCamera3D( L, 2 );
Vector2 size = uluaGetVector2( L, 3 );
uluaPushMatrix( L, GetCameraMatrix( *camera ) );
return 1;
}
/*
> matrix = RL.GetCameraMatrix2D( Camera2D camera )
Get camera 2d transform matrix
- Success return Matrix
*/
int lcoreGetCameraMatrix2D( lua_State* L ) {
Camera2D* camera = uluaGetCamera2D( L, 1 );
uluaPushMatrix( L, GetCameraMatrix2D( *camera ) );
uluaPushRay( L, GetScreenToWorldRayEx( mousePosition, *camera, (int)size.x, (int)size.y ) );
return 1;
}
@@ -1226,6 +1213,36 @@ int lcoreGetScreenToWorld2D( lua_State* L ) {
return 1;
}
/*
> matrix = RL.GetCameraMatrix( Camera3D camera )
Get camera transform matrix (view matrix)
- Success return Matrix
*/
int lcoreGetCameraMatrix( lua_State* L ) {
Camera3D* camera = uluaGetCamera3D( L, 1 );
uluaPushMatrix( L, GetCameraMatrix( *camera ) );
return 1;
}
/*
> matrix = RL.GetCameraMatrix2D( Camera2D camera )
Get camera 2d transform matrix
- Success return Matrix
*/
int lcoreGetCameraMatrix2D( lua_State* L ) {
Camera2D* camera = uluaGetCamera2D( L, 1 );
uluaPushMatrix( L, GetCameraMatrix2D( *camera ) );
return 1;
}
/*
## Core - Timing-related functions
*/
@@ -2010,7 +2027,7 @@ Unload automation events list from file
int lcoreUnloadAutomationEventList( lua_State* L ) {
AutomationEventList* list = uluaGetAutomationEventList( L, 1 );
UnloadAutomationEventList( list );
UnloadAutomationEventList( *list );
memset( list, 0, sizeof( AutomationEventList ) );
return 0;