Added various missing functions.
This commit is contained in:
124
src/core.c
124
src/core.c
@@ -1220,19 +1220,6 @@ int lcoreSetTargetFPS( lua_State* L ) {
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return 0;
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}
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/*
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> FPS = RL.GetFPS()
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Get current FPS
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- Success return int
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*/
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int lcoreGetFPS( lua_State* L ) {
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lua_pushinteger( L, GetFPS() );
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return 1;
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}
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/*
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> delta = RL.GetFrameTime()
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@@ -1259,6 +1246,58 @@ int lcoreGetTime( lua_State* L ) {
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return 1;
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}
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/*
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> FPS = RL.GetFPS()
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Get current FPS
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- Success return int
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*/
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int lcoreGetFPS( lua_State* L ) {
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lua_pushinteger( L, GetFPS() );
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return 1;
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}
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/*
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## Core - Custom frame control functions
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*/
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/*
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> RL.SwapScreenBuffer()
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Swap back buffer with front buffer (screen drawing)
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*/
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int lcoreSwapScreenBuffer( lua_State* L ) {
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SwapScreenBuffer();
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return 0;
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}
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/*
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> RL.PollInputEvents()
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Register all input events
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*/
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int lcorePollInputEvents( lua_State* L ) {
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PollInputEvents();
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return 0;
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}
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/*
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> RL.WaitTime( number seconds )
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Wait for some time (halt program execution)
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*/
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int lcoreWaitTime( lua_State* L ) {
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double seconds = luaL_checknumber( L, 1 );
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WaitTime( seconds );
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return 0;
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}
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/*
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## Core - Random values generation functions
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*/
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@@ -1907,6 +1946,21 @@ int lcoreIsKeyPressed( lua_State* L ) {
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return 1;
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}
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/*
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> pressed = RL.IsKeyPressedRepeat( int key )
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Check if a key has been pressed again (Only PLATFORM_DESKTOP)
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- Success return bool
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*/
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int lcoreIsKeyPressedRepeat( lua_State* L ) {
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int key = luaL_checkinteger( L, 1 );
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lua_pushboolean( L, IsKeyPressedRepeat( key ) );
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return 1;
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}
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/*
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> pressed = RL.IsKeyDown( int key )
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@@ -2073,6 +2127,35 @@ int lcoreIsGamepadButtonReleased( lua_State* L ) {
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return 1;
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}
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/*
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> notPressed = RL.IsGamepadButtonUp( int gamepad, int button )
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Check if a gamepad button is NOT being pressed
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- Success return bool
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*/
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int lcoreIsGamepadButtonUp( lua_State* L ) {
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int gamepad = luaL_checkinteger( L, 1 );
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int button = luaL_checkinteger( L, 2 );
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lua_pushboolean( L, IsGamepadButtonUp( gamepad, button ) );
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return 1;
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}
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/*
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> button = RL.GetGamepadButtonPressed()
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Get the last gamepad button pressed
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- Success return int
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*/
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int lcoreGetGamepadButtonPressed( lua_State* L ) {
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lua_pushinteger( L, GetGamepadButtonPressed() );
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return 1;
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}
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/*
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> count = RL.GetGamepadAxisCount( int gamepad )
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@@ -2251,7 +2334,7 @@ int lcoreSetMouseScale( lua_State* L ) {
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/*
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> movement = RL.GetMouseWheelMove()
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Returns mouse wheel movement Y
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Get mouse wheel movement for X or Y, whichever is larger
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- Success return float
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*/
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@@ -2261,6 +2344,19 @@ int lcoreGetMouseWheelMove( lua_State* L ) {
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return 1;
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}
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/*
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> movement = RL.GetMouseWheelMoveV()
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Get mouse wheel movement for both X and Y
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- Success return Vector2
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*/
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int lcoreGetMouseWheelMoveV( lua_State* L ) {
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uluaPushVector2( L, GetMouseWheelMoveV() );
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return 1;
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}
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/*
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> RL.SetMouseCursor( int cursor )
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