Added various missing functions.
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@@ -433,19 +433,37 @@ int ltexturesImageFromImage( lua_State* L ) {
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}
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/*
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> image = RL.ImageText( Font font, string text, float fontSize, float spacing, Color tint )
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> image = RL.ImageText( string text, int fontSize, Color tint )
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Create an image from text (default font)
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- Success return Image
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*/
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int ltexturesImageText( lua_State* L ) {
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const char* text = luaL_checkstring( L, 1 );
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int fontSize = luaL_checkinteger( L, 2 );
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Color tint = uluaGetColor( L, 3 );
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uluaPushImage( L, ImageText( text, fontSize, tint ) );
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return 1;
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}
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/*
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> image = RL.ImageTextEx( Font font, string text, float fontSize, float spacing, Color tint )
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Create an image from text (custom sprite font)
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- Success return Image
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*/
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int ltexturesImageText( lua_State* L ) {
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int ltexturesImageTextEx( lua_State* L ) {
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Font* font = uluaGetFont( L, 1 );
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float fontSize = lua_tonumber( L, 3 );
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float spacing = lua_tonumber( L, 4 );
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const char* text = luaL_checkstring( L, 2 );
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float fontSize = luaL_checknumber( L, 3 );
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float spacing = luaL_checknumber( L, 4 );
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Color tint = uluaGetColor( L, 5 );
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uluaPushImage( L, ImageTextEx( *font, luaL_checkstring( L, 2 ), fontSize, spacing, tint ) );
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uluaPushImage( L, ImageTextEx( *font, text, fontSize, spacing, tint ) );
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return 1;
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}
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@@ -499,7 +517,7 @@ Crop image depending on alpha value
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*/
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int ltexturesImageAlphaCrop( lua_State* L ) {
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Image* image = uluaGetImage( L, 1 );
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float threshold = lua_tonumber( L, 2 );
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float threshold = luaL_checknumber( L, 2 );
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ImageAlphaCrop( image, threshold );
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@@ -514,7 +532,7 @@ Clear alpha channel to desired color
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int ltexturesImageAlphaClear( lua_State* L ) {
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Image* image = uluaGetImage( L, 1 );
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Color color = uluaGetColor( L, 2 );
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float threshold = lua_tonumber( L, 3 );
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float threshold = luaL_checknumber( L, 3 );
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ImageAlphaClear( image, color, threshold );
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@@ -1063,6 +1081,23 @@ int ltexturesImageDraw( lua_State* L ) {
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return 0;
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}
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/*
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> RL.ImageDrawText( Image dst, string text, Vector2 position, float fontSize, Color tint )
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Draw text (using default font) within an image (destination)
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*/
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int ltexturesImageDrawText( lua_State* L ) {
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Image* image = uluaGetImage( L, 1 );
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const char* text = luaL_checkstring( L, 2 );
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Vector2 position = uluaGetVector2( L, 3 );
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float fontSize = luaL_checknumber( L, 4 );
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Color tint = uluaGetColor( L, 5 );
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ImageDrawText( image, text, position.x, position.y, fontSize, tint );
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return 0;
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}
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/*
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> RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
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@@ -1071,12 +1106,13 @@ Draw text (Custom sprite font) within an image (Destination)
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int ltexturesImageDrawTextEx( lua_State* L ) {
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Image* image = uluaGetImage( L, 1 );
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Font* font = uluaGetFont( L, 2 );
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const char* text = luaL_checkstring( L, 3 );
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Vector2 position = uluaGetVector2( L, 4 );
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float fontSize = luaL_checknumber( L, 5 );
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float spacing = luaL_checknumber( L, 6 );
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Color tint = uluaGetColor( L, 7 );
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ImageDrawTextEx( image, *font, luaL_checkstring( L, 3 ), position, fontSize, spacing, tint );
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ImageDrawTextEx( image, *font, text, position, fontSize, spacing, tint );
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return 0;
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}
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@@ -1487,10 +1523,26 @@ Draw a Texture2D
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*/
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int ltexturesDrawTexture( lua_State* L ) {
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Texture* texture = uluaGetTexture( L, 1 );
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Vector2 pos = uluaGetVector2( L, 2 );
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Vector2 position = uluaGetVector2( L, 2 );
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Color color = uluaGetColor( L, 3 );
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DrawTexture( *texture, pos.x, pos.y, color );
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DrawTexture( *texture, position.x, position.y, color );
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return 0;
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}
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/*
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> RL.DrawTextureEx( Texture texture, Vector2 position, float rotation, float scale, Color tint )
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Draw a Texture2D with extended parameters
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*/
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int ltexturesDrawTextureEx( lua_State* L ) {
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Texture* texture = uluaGetTexture( L, 1 );
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Vector2 position = uluaGetVector2( L, 2 );
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float rotation = luaL_checknumber( L, 3 );
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float scale = luaL_checknumber( L, 4 );
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Color color = uluaGetColor( L, 5 );
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DrawTextureEx( *texture, position, rotation, scale, color );
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return 0;
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}
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@@ -1502,10 +1554,10 @@ Draw a part of a texture defined by a rectangle
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int ltexturesDrawTextureRec( lua_State* L ) {
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Texture* texture = uluaGetTexture( L, 1 );
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Rectangle srcRect = uluaGetRectangle( L, 2 );
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Vector2 pos = uluaGetVector2( L, 3 );
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Vector2 position = uluaGetVector2( L, 3 );
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Color tint = uluaGetColor( L, 4 );
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DrawTextureRec( *texture, srcRect, pos, tint );
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DrawTextureRec( *texture, srcRect, position, tint );
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return 0;
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}
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@@ -1519,10 +1571,10 @@ int ltexturesDrawTexturePro( lua_State* L ) {
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Rectangle srcRect = uluaGetRectangle( L, 2 );
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Rectangle dstRect = uluaGetRectangle( L, 3 );
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Vector2 origin = uluaGetVector2( L, 4 );
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float rot = luaL_checknumber( L, 5 );
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float rotation = luaL_checknumber( L, 5 );
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Color color = uluaGetColor( L, 6 );
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DrawTexturePro( *texture, srcRect, dstRect, origin, rot, color );
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DrawTexturePro( *texture, srcRect, dstRect, origin, rotation, color );
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return 0;
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}
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@@ -2005,24 +2057,6 @@ int ltexturesGetColor( lua_State* L ) {
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return 1;
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}
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/*
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> color = RL.GetPixelColor( Texture texture, Vector2 position )
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Get pixel color from source texture
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- Success return Color
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*/
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int ltexturesGetPixelColor( lua_State* L ) {
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Texture* texture = uluaGetTexture( L, 1 );
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Vector2 pos = uluaGetVector2( L, 2 );
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Image srcImage = LoadImageFromTexture( *texture );
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uluaPushColor( L, GetImageColor( srcImage, pos.x, pos.y ) );
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UnloadImage( srcImage );
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return 1;
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}
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/*
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> size = RL.GetPixelDataSize( int width, int height, int format )
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