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

@@ -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;
}