Initial switch to raylib 5.5.
This commit is contained in:
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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