ExportBufferAsCode.
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16
API.md
16
API.md
@@ -4978,6 +4978,15 @@ Load Buffer. Type should be one of the Buffer types. Empty buffer will set data
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---
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> buffer = RL.LoadBufferFromFile( string path, type int )
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Read buffer data from binary file
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- Failure return nil
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- Success return Buffer
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---
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> RL.UnloadBuffer( Buffer buffer )
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Unload buffer data
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@@ -5014,12 +5023,11 @@ Write buffer data to binary file
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---
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> buffer = RL.LoadBufferFromFile( string path, type int )
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> success = RL.ExportBufferAsCode( Buffer buffer, string fileName )
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Read buffer data from binary file
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Export buffer data to code (.h), returns true on success
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- Failure return nil
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- Success return Buffer
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- Success return bool
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---
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@@ -2366,6 +2366,14 @@ function RL.UpdateCamera3DPro( camera, movement, rotation, zoom ) end
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---@return any buffer
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function RL.LoadBuffer( buffer, type ) end
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---Read buffer data from binary file
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---- Failure return nil
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---- Success return Buffer
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---@param path string
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---@param int any
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---@return any buffer
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function RL.LoadBufferFromFile( path, int ) end
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---Unload buffer data
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---@param buffer any
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---@return any RL.UnloadBuffer
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@@ -2395,13 +2403,12 @@ function RL.GetBufferSize( buffer ) end
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---@return any RL.ExportBuffer
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function RL.ExportBuffer( buffer, path ) end
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---Read buffer data from binary file
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---- Failure return nil
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---- Success return Buffer
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---@param path string
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---@param int any
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---@return any buffer
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function RL.LoadBufferFromFile( path, int ) end
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---Export buffer data to code (.h), returns true on success
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---- Success return bool
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---@param buffer any
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---@param fileName string
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---@return any success
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function RL.ExportBufferAsCode( buffer, fileName ) end
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-- Shapes - Basic shapes drawing functions
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@@ -30,7 +30,8 @@ DETAILED CHANGES:
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- CHANGE: Moved glfw headers to GLFW folder.
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- CHANGE: Term globals changed to defines in documentation.
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- CHANGE: Event documentation is now described in c files.
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- ADDED: ExportBufferAsCode.
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------------------------------------------------------------------------
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Release: ReiLua version 0.6.0 Using Raylib 4.5
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------------------------------------------------------------------------
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2
devnotes
2
devnotes
@@ -17,6 +17,8 @@ Backlog {
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* More Model management functions. Get mesh and material etc.
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* BoneInfo.
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* LoadMaterialsFromModel (Could then for example edit and set back to model).
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* Core
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* Automation events functionality.
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* Examples
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* Improve Dungeon crawler example by generating custom mesh instead of drawing 3D quads.
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@@ -214,9 +214,10 @@ int lcoreUpdateCamera3D( lua_State *L );
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int lcoreUpdateCamera3DPro( lua_State *L );
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/* Buffer management functions. */
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int lcoreLoadBuffer( lua_State *L );
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int lcoreLoadBufferFromFile( lua_State *L );
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int lcoreUnloadBuffer( lua_State *L );
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int lcoreGetBufferData( lua_State *L );
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int lcoreGetBufferType( lua_State *L );
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int lcoreGetBufferSize( lua_State *L );
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int lcoreExportBuffer( lua_State *L );
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int lcoreLoadBufferFromFile( lua_State *L );
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int lcoreExportBufferAsCode( lua_State *L );
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68
src/core.c
68
src/core.c
@@ -2942,6 +2942,41 @@ int lcoreLoadBuffer( lua_State *L ) {
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return 1;
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}
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/*
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> buffer = RL.LoadBufferFromFile( string path, type int )
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Read buffer data from binary file
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- Failure return nil
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- Success return Buffer
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*/
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int lcoreLoadBufferFromFile( lua_State *L ) {
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int type = luaL_checkinteger( L, 2 );
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const char *path = luaL_checkstring( L, 1 );
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int fileLen = GetFileLength( path );
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Buffer buffer = {
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.type = type,
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.size = fileLen,
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.data = malloc( fileLen )
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};
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size_t elementSize = getBufferElementSize( &buffer );
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FILE *file;
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file = fopen( path, "rb" );
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if ( file == NULL ) {
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TraceLog( LOG_WARNING, "Invalid file %s\n", path );
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lua_pushnil( L );
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return 1;
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}
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fread( buffer.data, elementSize, buffer.size / elementSize, file );
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fclose( file );
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uluaPushBuffer( L, buffer );
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return 1;
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}
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/*
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> RL.UnloadBuffer( Buffer buffer )
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@@ -3107,36 +3142,17 @@ int lcoreExportBuffer( lua_State *L ) {
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}
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/*
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> buffer = RL.LoadBufferFromFile( string path, type int )
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> success = RL.ExportBufferAsCode( Buffer buffer, string fileName )
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Read buffer data from binary file
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Export buffer data to code (.h), returns true on success
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- Failure return nil
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- Success return Buffer
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- Success return bool
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*/
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int lcoreLoadBufferFromFile( lua_State *L ) {
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int type = luaL_checkinteger( L, 2 );
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const char *path = luaL_checkstring( L, 1 );
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int lcoreExportBufferAsCode( lua_State *L ) {
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Buffer *buffer = uluaGetBuffer( L, 1 );
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const char *fileName = luaL_checkstring( L, 2 );
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int fileLen = GetFileLength( path );
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Buffer buffer = {
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.type = type,
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.size = fileLen,
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.data = malloc( fileLen )
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};
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size_t elementSize = getBufferElementSize( &buffer );
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FILE *file;
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file = fopen( path, "rb" );
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if ( file == NULL ) {
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TraceLog( LOG_WARNING, "Invalid file %s\n", path );
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lua_pushnil( L );
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return 1;
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}
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fread( buffer.data, elementSize, buffer.size / elementSize, file );
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fclose( file );
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uluaPushBuffer( L, buffer );
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lua_pushboolean( L, ExportDataAsCode( buffer->data, buffer->size, fileName ) );
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return 1;
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}
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@@ -1354,12 +1354,13 @@ void luaRegister() {
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assingGlobalFunction( "UpdateCamera3DPro", lcoreUpdateCamera3DPro );
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/* Buffer management functions. */
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assingGlobalFunction( "LoadBuffer", lcoreLoadBuffer );
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assingGlobalFunction( "LoadBufferFromFile", lcoreLoadBufferFromFile );
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assingGlobalFunction( "UnloadBuffer", lcoreUnloadBuffer );
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assingGlobalFunction( "GetBufferData", lcoreGetBufferData );
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assingGlobalFunction( "GetBufferType", lcoreGetBufferType );
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assingGlobalFunction( "GetBufferSize", lcoreGetBufferSize );
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assingGlobalFunction( "ExportBuffer", lcoreExportBuffer );
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assingGlobalFunction( "LoadBufferFromFile", lcoreLoadBufferFromFile );
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assingGlobalFunction( "ExportBufferAsCode", lcoreExportBufferAsCode );
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/* Shapes. */
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/* Basic shapes drawing functions. */
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