Documentation. waving_cubes example and RL_DrawFPS and RL_ColorFromHSV.
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@@ -114,7 +114,7 @@ void defineGlobals() {
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assignGlobalInt( NPATCH_NINE_PATCH, "NPATCH_NINE_PATCH" );
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assignGlobalInt( NPATCH_THREE_PATCH_VERTICAL, "NPATCH_THREE_PATCH_VERTICAL" );
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assignGlobalInt( NPATCH_THREE_PATCH_HORIZONTAL, "NPATCH_THREE_PATCH_HORIZONTAL" );
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/* Shader location index */
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/* ShaderLocationIndex */
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assignGlobalInt( SHADER_LOC_VERTEX_POSITION, "SHADER_LOC_VERTEX_POSITION" );
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assignGlobalInt( SHADER_LOC_VERTEX_TEXCOORD01, "SHADER_LOC_VERTEX_TEXCOORD01" );
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assignGlobalInt( SHADER_LOC_VERTEX_TEXCOORD02, "SHADER_LOC_VERTEX_TEXCOORD02" );
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@@ -141,7 +141,7 @@ void defineGlobals() {
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assignGlobalInt( SHADER_LOC_MAP_IRRADIANCE, "SHADER_LOC_MAP_IRRADIANCE" );
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assignGlobalInt( SHADER_LOC_MAP_PREFILTER, "SHADER_LOC_MAP_PREFILTER" );
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assignGlobalInt( SHADER_LOC_MAP_BRDF, "SHADER_LOC_MAP_BRDF" );
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/* Shader uniform data type */
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/* ShaderUniformDataType */
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assignGlobalInt( SHADER_UNIFORM_FLOAT, "SHADER_UNIFORM_FLOAT" );
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assignGlobalInt( SHADER_UNIFORM_VEC2, "SHADER_UNIFORM_VEC2" );
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assignGlobalInt( SHADER_UNIFORM_VEC3, "SHADER_UNIFORM_VEC3" );
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@@ -151,7 +151,7 @@ void defineGlobals() {
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assignGlobalInt( SHADER_UNIFORM_IVEC3, "SHADER_UNIFORM_IVEC3" );
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assignGlobalInt( SHADER_UNIFORM_IVEC4, "SHADER_UNIFORM_IVEC4" );
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assignGlobalInt( SHADER_UNIFORM_SAMPLER2D, "SHADER_UNIFORM_SAMPLER2D" );
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/* Shader attribute data types */
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/* ShaderAttributeDataTypes */
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assignGlobalInt( SHADER_ATTRIB_FLOAT, "SHADER_ATTRIB_FLOAT" );
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assignGlobalInt( SHADER_ATTRIB_VEC2, "SHADER_ATTRIB_VEC2" );
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assignGlobalInt( SHADER_ATTRIB_VEC3, "SHADER_ATTRIB_VEC3" );
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@@ -215,6 +215,11 @@ bool luaCallMain() {
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sprintf( path, "%smain.lua", state->exePath );
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/* Alternatively look for main. Could be precompiled binary file. */
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if ( !FileExists( path ) ) {
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sprintf( path, "%smain", state->exePath );
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}
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luaL_dofile( L, path );
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/* Check errors in main.lua */
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@@ -451,6 +456,8 @@ void luaRegister() {
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lua_register( L, "RL_SetTextureWrap", ltexturesSetTextureWrap );
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lua_register( L, "RL_GetTextureSize", ltexturesGetTextureSize );
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lua_register( L, "RL_ColorFromHSV", ltexturesColorFromHSV );
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/* Models. */
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/* Basic. */
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lua_register( L, "RL_DrawLine3D", lmodelsDrawLine3D );
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@@ -523,6 +530,7 @@ void luaRegister() {
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/* Loading. */
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lua_register( L, "RL_LoadFont", lmodelsLoadFont );
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/* Drawing. */
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lua_register( L, "RL_DrawFPS", ltextDrawFPS );
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lua_register( L, "RL_DrawText", ltextDrawText );
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/* Audio. */
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@@ -7,7 +7,7 @@ int main( int argn, const char **argc ) {
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if ( 1 < argn ) {
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if ( strcmp( argc[1], "--version" ) == 0 || strcmp( argc[1], "-v" ) == 0 ) {
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printf( "ReiLua %d.%d\n", VERSION_MAJOR, VERSION_MINOR );
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printf( "ReiLua %d.%d.%d\n", VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH );
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return 1;
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}
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22
src/text.c
22
src/text.c
@@ -65,6 +65,28 @@ int lmodelsLoadFont( lua_State *L ) {
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## Text - Draw
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*/
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/*
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> success = RL_DrawFPS( Vector2 pos )
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Draw current FPS
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- Failure return false
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- Success return true
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*/
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int ltextDrawFPS( lua_State *L ) {
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if ( !lua_istable( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawFPS( Vector2 pos )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Vector2 pos = uluaGetVector2( L );
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DrawFPS( pos.x, pos.y );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL_DrawText( Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
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@@ -1055,3 +1055,26 @@ int ltexturesGetTextureSize( lua_State *L ) {
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return 1;
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}
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/*
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## Textures - Color/pixel
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*/
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/*
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> color = RL_ColorFromHSV( float hue, float saturation, float value )
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Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
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- Failure return false
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- Success return Color
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*/
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int ltexturesColorFromHSV( lua_State *L ) {
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if ( !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_ColorFromHSV( float hue, float saturation, float value )" );
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lua_pushboolean( L, false );
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return 1;
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}
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uluaPushColor( L, ColorFromHSV( lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
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return 1;
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}
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