Rest of font loading/unloading functions. GlyphInfo type to userdata. GlyphInfo management functions.

This commit is contained in:
jussi
2024-01-03 18:23:19 +02:00
parent 192d471fb3
commit 70a2bcba18
22 changed files with 957 additions and 139 deletions

165
API.md
View File

@@ -215,10 +215,20 @@ BoundingBox
---
> GlyphInfo = { value = int, offsetX = int, offsetY = int, advanceX = int, image = Image }
> GlyphInfo = Userdata
GlyphInfo, font characters glyphs info
```
glyphInfoData = {
value = int, --Character value (Unicode)
offsetX = int, --Character offset X when drawing
offsetY = int, --Character offset Y when drawing
advanceX = int, --Character advance position X
image = Image, --Character image data
}
```
---
> BoneInfo = { name = string[32], parent = int }
@@ -6313,6 +6323,22 @@ Load font from Image (XNA style)
---
> font = RL.LoadFontFromMemory( string fileType, Buffer fileData, int fontSize, int{} codepoints )
Load font from memory buffer, fileType refers to extension: i.e. '.ttf'. NOTE: FileData type should be unsigned char
- Success return Font
---
> font = RL.LoadFontFromData( Font{} fontData )
Load Font from data
- Success return Font
---
> isReady = RL.IsFontReady( Font font )
Check if a font is ready
@@ -6321,12 +6347,36 @@ Check if a font is ready
---
> glyphs = RL.LoadFontData( Buffer fileData, int fontSize, int{} codepoints, int type )
Load font data for further use. NOTE: FileData type should be unsigned char
- Success return GlyphInfo{}
---
> image, rectangles = RL.GenImageFontAtlas( GlyphInfo{} glyphs, int fontSize, int padding, int packMethod )
Generate image font atlas using chars info. NOTE: Packing method: 0-Default, 1-Skyline
- Success Image, Rectangle{}
---
> RL.UnloadFont( Font font )
Unload font from GPU memory (VRAM)
---
> RL.ExportFontAsCode( Font font, string fileName )
Export font as code file, returns true on success
- Success return bool
---
## Text - Text drawing functions
---
@@ -6411,13 +6461,21 @@ Get glyph index position in font for a codepoint (unicode character), fallback t
> glyphInfo = RL.GetGlyphInfo( Font font, int codepoint )
Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found.
Return Image as lightuserdata
Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
- Success return GlyphInfo
---
> glyphInfo = RL.GetGlyphInfoByIndex( Font font, int index )
Get glyph font info data by index
- Failure return nil
- Success return GlyphInfo
---
> rect = RL.GetGlyphAtlasRec( Font font, int codepoint )
Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
@@ -6426,6 +6484,15 @@ Get glyph rectangle in font atlas for a codepoint (unicode character), fallback
---
> rect = RL.GetGlyphAtlasRecByIndex( Font font, int index )
Get glyph rectangle in font atlas by index
- Failure return nil
- Success return Rectangle
---
> baseSize = RL.GetFontBaseSize( Font font )
Get font base size (default chars height)
@@ -6458,6 +6525,80 @@ Get font texture atlas containing the glyphs. Return as lightuserdata
---
## Text - GlyphInfo management functions
---
> glyphInfo = RL.LoadGlyphInfo( GlyphInfo{} glyphInfoData )
Load GlyphInfo from data
- Success return GlyphInfo
---
> RL.UnloadGlyphInfo( GlyphInfo glyphInfo )
Unload glyphInfo image from CPU memory (RAM)
---
> RL.SetGlyphInfoValue( GlyphInfo glyphInfo, int value )
Set glyphInfo character value (Unicode)
---
> RL.SetGlyphInfoOffset( GlyphInfo glyphInfo, Vector2 offset )
Set glyphInfo character offset when drawing
---
> RL.SetGlyphInfoAdvanceX( GlyphInfo glyphInfo, int advanceX )
Set glyphInfo character advance position X
---
> RL.SetGlyphInfoImage( GlyphInfo glyphInfo, Image image )
Set glyphInfo character image data
---
> value = RL.GetGlyphInfoValue( GlyphInfo glyphInfo )
Get glyphInfo character value (Unicode)
- Success return int
---
> offset = RL.GetGlyphInfoOffset( GlyphInfo glyphInfo )
Get glyphInfo character offset when drawing
- Success return Vector2
---
> advanceX = RL.GetGlyphInfoAdvanceX( GlyphInfo glyphInfo )
Get glyphInfo character advance position X
- Success return int
---
> image = RL.GetGlyphInfoImage( GlyphInfo glyphInfo )
Get glyphInfo character image data. Return as lightuserdata
- Success return Image
---
## Models - Basic geometric 3D shapes drawing functions
---
@@ -6794,7 +6935,7 @@ Draw a billboard texture defined by source and rotation
> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
NOTE: Mainly intented to be used with custom meshes.
---
@@ -7022,7 +7163,7 @@ Set material generic parameters (if required)
> texture = RL.GetMaterialTexture( Material material, int mapType )
Get texture from material map type. Returns -1 if no texture
Get texture from material map type. Return as lightuserdata
- Success return Texture
@@ -7046,9 +7187,9 @@ Get color from material map type
> shader = RL.GetMaterialShader( Material material )
Get material shader
Get material shader. Return as lightuserdata
- Success return Shader. Return as lightuserdata
- Success return Shader
---
@@ -9017,7 +9158,7 @@ Get light color
Get light enabled
- Success return boolean
- Success return bool
---
@@ -9629,7 +9770,7 @@ Unload vertex buffer (VBO)
> RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int pointer )
Set vertex attribute. Note! Pointer should be given in size of bytes
Set vertex attribute. NOTE: Pointer should be given in size of bytes
---
@@ -10358,20 +10499,20 @@ Called when a joystick is connected or disconnected. Type GLFW_JOYSTICK_EVENT
> GLFWpentabletdataEvent = { int type, float x, float y, float z, float pressure, float pitch, float yaw, float roll }
Called when the pen tablet data is updated. Type GLFW_PEN_TABLET_DATA_EVENT
NOTE! Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
---
> GLFWpentabletcursorEvent = { int type, int identifier }
Called when the pen tablet cursor has changed. Type GLFW_PEN_TABLET_CURSOR_EVENT
NOTE! Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
---
> GLFWpentabletproximityEvent = { int type, int proxState }
Called when the pen tablet proximity has changed. Type GLFW_PEN_TABLET_PROXIMITY_EVENT
NOTE! Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
---

View File

@@ -3673,17 +3673,58 @@ function RL.LoadFontEx( fileName, fontSize, codepoints ) end
---@return any font
function RL.LoadFontFromImage( image, key, firstChar ) end
---Load font from memory buffer, fileType refers to extension: i.e. '.ttf'. NOTE: FileData type should be unsigned char
---- Success return Font
---@param fileType string
---@param fileData any
---@param fontSize integer
---@param codepoints table
---@return any font
function RL.LoadFontFromMemory( fileType, fileData, fontSize, codepoints ) end
---Load Font from data
---- Success return Font
---@param fontData table
---@return any font
function RL.LoadFontFromData( fontData ) end
---Check if a font is ready
---- Success return bool
---@param font any
---@return any isReady
function RL.IsFontReady( font ) end
---Load font data for further use. NOTE: FileData type should be unsigned char
---- Success return GlyphInfo{}
---@param fileData any
---@param fontSize integer
---@param codepoints table
---@param type integer
---@return any glyphs
function RL.LoadFontData( fileData, fontSize, codepoints, type ) end
---Generate image font atlas using chars info. NOTE: Packing method: 0-Default, 1-Skyline
---- Success Image, Rectangle{}
---@param glyphs table
---@param fontSize integer
---@param padding integer
---@param packMethod integer
---@return any image
---@return any rectangles
function RL.GenImageFontAtlas( glyphs, fontSize, padding, packMethod ) end
---Unload font from GPU memory (VRAM)
---@param font any
---@return any RL.UnloadFont
function RL.UnloadFont( font ) end
---Export font as code file, returns true on success
---- Success return bool
---@param font any
---@param fileName string
---@return any RL.ExportFontAsCode
function RL.ExportFontAsCode( font, fileName ) end
-- Text - Text drawing functions
---Draw current FPS
@@ -3788,14 +3829,21 @@ function RL.MeasureText( font, text, fontSize, spacing ) end
---@return any index
function RL.GetGlyphIndex( font, codepoint ) end
---Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found.
---Return Image as lightuserdata
---Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
---- Success return GlyphInfo
---@param font any
---@param codepoint integer
---@return any glyphInfo
function RL.GetGlyphInfo( font, codepoint ) end
---Get glyph font info data by index
---- Failure return nil
---- Success return GlyphInfo
---@param font any
---@param index integer
---@return any glyphInfo
function RL.GetGlyphInfoByIndex( font, index ) end
---Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
---- Success return Rectangle
---@param font any
@@ -3803,6 +3851,14 @@ function RL.GetGlyphInfo( font, codepoint ) end
---@return any rect
function RL.GetGlyphAtlasRec( font, codepoint ) end
---Get glyph rectangle in font atlas by index
---- Failure return nil
---- Success return Rectangle
---@param font any
---@param index integer
---@return any rect
function RL.GetGlyphAtlasRecByIndex( font, index ) end
---Get font base size (default chars height)
---- Success return int
---@param font any
@@ -3827,6 +3883,67 @@ function RL.GetFontGlyphPadding( font ) end
---@return any texture
function RL.GetFontTexture( font ) end
-- Text - GlyphInfo management functions
---Load GlyphInfo from data
---- Success return GlyphInfo
---@param glyphInfoData table
---@return any glyphInfo
function RL.LoadGlyphInfo( glyphInfoData ) end
---Unload glyphInfo image from CPU memory (RAM)
---@param glyphInfo any
---@return any RL.UnloadGlyphInfo
function RL.UnloadGlyphInfo( glyphInfo ) end
---Set glyphInfo character value (Unicode)
---@param glyphInfo any
---@param value integer
---@return any RL.SetGlyphInfoValue
function RL.SetGlyphInfoValue( glyphInfo, value ) end
---Set glyphInfo character offset when drawing
---@param glyphInfo any
---@param offset table
---@return any RL.SetGlyphInfoOffset
function RL.SetGlyphInfoOffset( glyphInfo, offset ) end
---Set glyphInfo character advance position X
---@param glyphInfo any
---@param advanceX integer
---@return any RL.SetGlyphInfoAdvanceX
function RL.SetGlyphInfoAdvanceX( glyphInfo, advanceX ) end
---Set glyphInfo character image data
---@param glyphInfo any
---@param image any
---@return any RL.SetGlyphInfoImage
function RL.SetGlyphInfoImage( glyphInfo, image ) end
---Get glyphInfo character value (Unicode)
---- Success return int
---@param glyphInfo any
---@return any value
function RL.GetGlyphInfoValue( glyphInfo ) end
---Get glyphInfo character offset when drawing
---- Success return Vector2
---@param glyphInfo any
---@return any offset
function RL.GetGlyphInfoOffset( glyphInfo ) end
---Get glyphInfo character advance position X
---- Success return int
---@param glyphInfo any
---@return any advanceX
function RL.GetGlyphInfoAdvanceX( glyphInfo ) end
---Get glyphInfo character image data. Return as lightuserdata
---- Success return Image
---@param glyphInfo any
---@return any image
function RL.GetGlyphInfoImage( glyphInfo ) end
-- Models - Basic geometric 3D shapes drawing functions
---Draw a line in 3D world space
@@ -4201,7 +4318,7 @@ function RL.DrawBillboardPro( camera, texture, source, position, up, size, orig
-- Models - Mesh management functions
---Update mesh vertex data in GPU.
---Note! Mainly intented to be used with custom meshes.
---NOTE: Mainly intented to be used with custom meshes.
---@param mesh any
---@param meshData table
---@return any RL.UpdateMesh
@@ -4409,7 +4526,7 @@ function RL.SetMaterialShader( material, shader ) end
---@return any RL.SetMaterialParams
function RL.SetMaterialParams( material, params ) end
---Get texture from material map type. Returns -1 if no texture
---Get texture from material map type. Return as lightuserdata
---- Success return Texture
---@param material any
---@param mapType integer
@@ -4430,8 +4547,8 @@ function RL.GetMaterialColor( material, mapType ) end
---@return any value
function RL.GetMaterialValue( material, mapType ) end
---Get material shader
---- Success return Shader. Return as lightuserdata
---Get material shader. Return as lightuserdata
---- Success return Shader
---@param material any
---@return any shader
function RL.GetMaterialShader( material ) end
@@ -6191,7 +6308,7 @@ function RL.GetLightTarget( light ) end
function RL.GetLightColor( light ) end
---Get light enabled
---- Success return boolean
---- Success return bool
---@param light any
---@return any enabled
function RL.IsLightEnabled( light ) end
@@ -6668,7 +6785,7 @@ function RL.rlUnloadVertexArray( vaoId ) end
---@return any RL.rlUnloadVertexBuffer
function RL.rlUnloadVertexBuffer( vboId ) end
---Set vertex attribute. Note! Pointer should be given in size of bytes
---Set vertex attribute. NOTE: Pointer should be given in size of bytes
---@param index integer
---@param compSize integer
---@param type integer

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@@ -27,6 +27,9 @@ KEY CHANGES:
- ADDED: Rest of rlRenderBatch functions.
- ADDED: DrawTextureNPatchRepeat.
- ADDED: GuiScrollBar and made it puplic in raygui.h.
- ADDED: Rest of font loading/unloading functions.
- CHANGE: GlyphInfo type to userdata.
- ADDED: GlyphInfo management functions.
DETAILED CHANGES:
- REMOVED: DrawLineBezierQuad, DrawLineBezierCubic.
@@ -52,6 +55,7 @@ DETAILED CHANGES:
- FIXED: rlSetVertexAttribute pointer offset.
- ADDED: GetImageData.
- FIXED: CameraLib. Slow lateral movement.
- ADDED: GetGlyphInfoByIndex and GetGlyphAtlasRecByIndex.
------------------------------------------------------------------------
Release: ReiLua version 0.6.0 Using Raylib 4.5

View File

@@ -11,9 +11,6 @@ Backlog {
* Text
* Text codepoints management functions (unicode characters)? Could be usefull for luajit.
* Some of the Text strings management functions could be easier to use than the Lua ones.
* LoadFontFromMemory.
* LoadFontData.
* GenImageFontAtlas.
* Audio
* AudioStream.
* Core

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@@ -221,8 +221,17 @@ apiFile:write( "\n> RayCollision = { hit = true, distance = 1.0, point = { 0.0,
RayCollision, ray hit information\n\n---\n" )
apiFile:write( "\n> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } } or { min = { 0.0, 0.0, 0.0 }, max = { 1.0, 1.0, 1.0 } }\n\
BoundingBox\n\n---\n" )
apiFile:write( "\n> GlyphInfo = { value = int, offsetX = int, offsetY = int, advanceX = int, image = Image }\n\
GlyphInfo, font characters glyphs info\n\n---\n" )
apiFile:write( "\n> GlyphInfo = Userdata\n\
GlyphInfo, font characters glyphs info\n\
```\
glyphInfoData = {\
value = int, --Character value (Unicode)\
offsetX = int, --Character offset X when drawing\
offsetY = int, --Character offset Y when drawing\
advanceX = int, --Character advance position X\
image = Image, --Character image data\
}\
```\n\n---\n" )
apiFile:write( "\n> BoneInfo = { name = string[32], parent = int }\n\
Bone, skeletal animation bone\n\n---\n" )
apiFile:write( "\n> Transform = { translation = Vector3, rotation = Quaternion, scale = Vector3 }\n\

View File

@@ -103,21 +103,21 @@ function RL.init()
createShadowMesh()
addLight( Vector2:new( 230, 480 ), Color:new( RL.ORANGE ), 512 )
addLight( Vector2:new( 600, 200 ), Color:new( RL.RED ), 512 )
addLight( Vector2:new( 384, 520 ), Color:new( RL.GREEN ), 400 )
addLight( Vector2:new( 880, 750 ), Color:new( RL.BLUE ), 300 )
addLight( Vector2:new( 800, 500 ), Color:new( RL.PURPLE ), 512 )
addLight( Vector2:new( 200, 760 ), Color:new( RL.WHITE ), 400 )
-- addLight( Vector2:new( 230, 480 ), Color:new( RL.ORANGE ), 512 )
-- addLight( Vector2:new( 600, 200 ), Color:new( RL.RED ), 512 )
-- addLight( Vector2:new( 384, 520 ), Color:new( RL.GREEN ), 400 )
-- addLight( Vector2:new( 880, 750 ), Color:new( RL.BLUE ), 300 )
-- addLight( Vector2:new( 800, 500 ), Color:new( RL.PURPLE ), 512 )
-- addLight( Vector2:new( 200, 760 ), Color:new( RL.WHITE ), 400 )
-- Stress test
-- for i = 1, 300 do
-- addLight( Vector2:new( math.random( 20, RESOLUTION.x - 20 ), math.random( 20, RESOLUTION.y - 20 ) ),
-- Color:new( { math.random( 40, 255 ), math.random( 40, 255 ), math.random( 40, 255 ), 255 } ),
-- 128
-- )
-- end
for i = 1, 300 do
addLight( Vector2:new( math.random( 20, RESOLUTION.x - 20 ), math.random( 20, RESOLUTION.y - 20 ) ),
Color:new( { math.random( 40, 255 ), math.random( 40, 255 ), math.random( 40, 255 ), 255 } ),
128
)
end
-- Camera for shadow rendering.
camera = RL.CreateCamera3D()

View File

@@ -19,6 +19,7 @@ function RL.init()
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowSize( winSize )
RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
RL.SetTextLineSpacing( 26 )
camera = Cam3D:new()

View File

@@ -0,0 +1,89 @@
package.path = package.path..";"..RL.GetBasePath().."?.lua"
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Util = require( "utillib" )
Rect = require( "rectangle" )
Vec2 = require( "vector2" )
Color = require( "color" )
Rect = require( "rectangle" )
Raygui = require( "raygui" )
Gui = Raygui:new()
SpriteButton = require( "spriteButton" )
SpriteButton:register( Gui )
local buttonTexture = nil
local resolution = Vec2:new( 640, 480 )
local winSize = Vec2:new()
local framebuffer = nil
local function addButton( bounds, text, callback )
local button = Gui:SpriteButton(
bounds,
text,
buttonTexture,
{ source = { 0, 0, 48, 48 }, left = 16, top = 16, right = 16, bottom = 16, layout = RL.NPATCH_NINE_PATCH },
{ source = { 48, 0, 48, 48 }, left = 16, top = 16, right = 16, bottom = 16, layout = RL.NPATCH_NINE_PATCH },
callback
)
button.styles = {
{ RL.LABEL, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
{ RL.LABEL, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( { 84, 59, 22 } ) },
{ RL.LABEL, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( { 84/2, 59/2, 22/2 } ) },
{ RL.LABEL, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.GREEN ) },
}
end
function RL.init()
local monitor = 0
local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
local winScale = 2
winSize = resolution:scale( winScale )
framebuffer = RL.LoadRenderTexture( resolution )
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowSize( resolution:scale( winScale ) )
RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
RL.SetMouseScale( { 1/winScale, 1/winScale } )
RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 20 )
RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SPACING, 4 )
buttonTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/button.png" )
local buttonSize = Vec2:new( 216, 32 )
local bounds = Rect:new( resolution.x / 2 - buttonSize.x / 2, 200, buttonSize.x, buttonSize.y )
local gap = buttonSize.y + 2
addButton( bounds, "Start New Game", function() print( "New Game!" ) end )
bounds.y = bounds.y + gap
addButton( bounds, "Load Game", function() print( "Load Game!" ) end )
bounds.y = bounds.y + gap
addButton( bounds, "Options", function() print( "Options!" ) end )
bounds.y = bounds.y + gap
addButton( bounds, "Quit", function() RL.CloseWindow() end )
end
function RL.process( delta )
Gui:process()
end
function RL.draw()
RL.ClearBackground( RL.BLACK )
RL.BeginTextureMode( framebuffer )
RL.ClearBackground( { 50, 20, 75 } )
Gui:draw()
RL.EndTextureMode()
RL.DrawTexturePro(
RL.GetRenderTextureTexture( framebuffer ),
{ 0, 0, resolution.x, -resolution.y },
{ 0, 0, winSize.x, winSize.y },
{ 0, 0 },
0.0,
RL.WHITE
)
end

View File

@@ -0,0 +1,54 @@
--- Button control
local SpriteButton = {}
SpriteButton.__index = SpriteButton
function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback )
local object = setmetatable( {}, self )
object._parent = nil
object.bounds = bounds:clone()
object.text = text
object.buttonTexture = texture
object.nPatchNormal = nPatchNormal
object.nPatchPressed = nPatchPressed
object.callback = callback
object.visible = true
object.disabled = false
return object
end
function SpriteButton:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function SpriteButton:draw()
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:process() then
RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchPressed, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
else
RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchNormal, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
end
local result = RL.GuiLabelButton( self.bounds, self.text )
if result == 1 then
if self.callback ~= nil then
self.callback( self )
end
end
end
function SpriteButton:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
function SpriteButton:register( gui )
function gui:SpriteButton( bounds, text, texture, nPatchNormal, nPatchPressed, callback )
return self:addElement( SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback ) )
end
end
return SpriteButton

View File

@@ -9,6 +9,7 @@ ui_bgr.png Jussi Viitala CC0
gradient.png Jussi Viitala CC0
light.png Jussi Viitala CC0
nPatch.png Jussi Viitala CC0
button.png Jussi Viitala CC0
check-mark.png Delapouite Creative Commons 3.0 https://game-icons.net Resized
circle.png Delapouite Creative Commons 3.0 https://game-icons.net Resized
plain-circle.png Delapouite Creative Commons 3.0 https://game-icons.net Resized

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

View File

@@ -32,9 +32,6 @@ Rectangle.meta = {
__unm = function( r )
return Rectangle:new( -r.x, -r.y, -r.width, -r.height )
end,
__idiv = function( r, v )
return Rectangle:new( r.x // v, r.y // v, r.width // v, r.height // v )
end,
__len = function()
return 4
end,

View File

@@ -9,7 +9,7 @@ end
function RL.process( delta )
if RL.IsKeyPressed( RL.KEY_ENTER ) then
local textSize = RL.MeasureText( 0, text, 20, 2 )
local textSize = RL.MeasureText( RL.GetFontDefault(), text, 20, 2 )
local winSize = RL.GetScreenSize()
textColor = RL.BLUE

View File

@@ -45,7 +45,6 @@ Matrix uluaGetMatrix( lua_State *L, int index );
BoundingBox uluaGetBoundingBox( lua_State *L, int index );
Ray uluaGetRay( lua_State *L, int index );
NPatchInfo uluaGetNPatchInfo( lua_State *L, int index );
GlyphInfo uluaGetGlyphInfo( lua_State *L, int index );
BoneInfo uluaGetBoneInfo( lua_State *L, int index );
Transform uluaGetTransform( lua_State *L, int index );
Buffer* uluaGetBuffer( lua_State *L, int index );
@@ -57,6 +56,7 @@ Mesh* uluaGetMesh( lua_State *L, int index );
Camera2D* uluaGetCamera2D( lua_State *L, int index );
Camera3D* uluaGetCamera3D( lua_State *L, int index );
Font* uluaGetFont( lua_State *L, int index );
GlyphInfo* uluaGetGlyphInfo( lua_State *L, int index );
Wave* uluaGetWave( lua_State *L, int index );
Sound* uluaGetSound( lua_State *L, int index );
Music* uluaGetMusic( lua_State *L, int index );
@@ -76,7 +76,6 @@ void uluaPushMatrix( lua_State *L, Matrix matrix );
void uluaPushRay( lua_State *L, Ray ray );
void uluaPushRayCollision( lua_State *L, RayCollision rayCol );
void uluaPushBoundingBox( lua_State *L, BoundingBox box );
void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyphInfo, Image *image );
void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo );
void uluaPushTransform( lua_State *L, Transform transform );
void uluaPushBuffer( lua_State *L, Buffer buffer );
@@ -87,6 +86,7 @@ void uluaPushCamera2D( lua_State *L, Camera2D camera );
void uluaPushCamera3D( lua_State *L, Camera3D camera );
void uluaPushShader( lua_State *L, Shader shader );
void uluaPushFont( lua_State *L, Font font );
void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyph );
void uluaPushWave( lua_State *L, Wave wave );
void uluaPushSound( lua_State *L, Sound sound );
void uluaPushMusic( lua_State *L, Music music );

View File

@@ -1,12 +1,18 @@
#pragma once
void unloadGlyphInfo( GlyphInfo *glyph );
/* Font loading/unloading functions. */
int ltextGetFontDefault( lua_State *L );
int ltextLoadFont( lua_State *L );
int ltextLoadFontEx( lua_State *L );
int ltextLoadFontFromImage( lua_State *L );
int ltextLoadFontFromMemory( lua_State *L );
int ltextLoadFontFromData( lua_State *L );
int ltextIsFontReady( lua_State *L );
int ltextLoadFontData( lua_State *L );
int ltextGenImageFontAtlas( lua_State *L );
int ltextUnloadFont( lua_State *L );
int ltextExportFontAsCode( lua_State *L );
/* Text drawing functions. */
int ltextDrawFPS( lua_State *L );
int ltextDrawText( lua_State *L );
@@ -21,8 +27,21 @@ int ltextSetTextLineSpacing( lua_State *L );
int ltextMeasureText( lua_State *L );
int ltextGetGlyphIndex( lua_State *L );
int ltextGetGlyphInfo( lua_State *L );
int ltextGetGlyphInfoByIndex( lua_State *L );
int ltextGetGlyphAtlasRec( lua_State *L );
int ltextGetGlyphAtlasRecByIndex( lua_State *L );
int ltextGetFontBaseSize( lua_State *L );
int ltextGetFontGlyphCount( lua_State *L );
int ltextGetFontGlyphPadding( lua_State *L );
int ltextGetFontTexture( lua_State *L );
/* GlyphInfo management functions. */
int ltextLoadGlyphInfo( lua_State *L );
int ltextUnloadGlyphInfo( lua_State *L );
int ltextSetGlyphInfoValue( lua_State *L );
int ltextSetGlyphInfoOffset( lua_State *L );
int ltextSetGlyphInfoAdvanceX( lua_State *L );
int ltextSetGlyphInfoImage( lua_State *L );
int ltextGetGlyphInfoValue( lua_State *L );
int ltextGetGlyphInfoOffset( lua_State *L );
int ltextGetGlyphInfoAdvanceX( lua_State *L );
int ltextGetGlyphInfoImage( lua_State *L );

View File

@@ -179,7 +179,7 @@ int llightsGetLightColor( lua_State *L ) {
Get light enabled
- Success return boolean
- Success return bool
*/
int llightsIsLightEnabled( lua_State *L ) {
Light *light = uluaGetLight( L, 1 );

View File

@@ -156,6 +156,25 @@ static void defineFont() {
lua_setfield( L, -2, "__gc" );
}
/* GlyphInfo. */
static int gcGlyphInfo( lua_State *L ) {
if ( state->gcUnload ) {
GlyphInfo *glyph = luaL_checkudata( L, 1, "GlyphInfo" );
unloadGlyphInfo( glyph );
}
return 0;
}
static void defineGlyphInfo() {
lua_State *L = state->luaState;
luaL_newmetatable( L, "GlyphInfo" );
lua_pushvalue( L, -1 );
lua_setfield( L, -2, "__index" );
lua_pushcfunction( L, gcGlyphInfo );
lua_setfield( L, -2, "__gc" );
}
/* Wave. */
static int gcWave( lua_State *L ) {
if ( state->gcUnload ) {
@@ -357,7 +376,7 @@ static void defineGlobals() {
lua_setglobal( L, "RL" );
lua_getglobal( L, "RL" );
/* Note! Docgen relyes on this line format. */
/* Note! Docgen rely on this line format. */
/*DOC_DEFINES_START*/
/* System/Window config flags */
assignGlobalInt( FLAG_VSYNC_HINT, "FLAG_VSYNC_HINT" ); // Set to try enabling V-Sync on GPU
@@ -1004,6 +1023,7 @@ bool luaInit( int argn, const char **argc ) {
defineCamera3D();
defineShader();
defineFont();
defineGlyphInfo();
defineWave();
defineSound();
defineMusic();
@@ -1697,8 +1717,13 @@ void luaRegister() {
assingGlobalFunction( "LoadFont", ltextLoadFont );
assingGlobalFunction( "LoadFontEx", ltextLoadFontEx );
assingGlobalFunction( "LoadFontFromImage", ltextLoadFontFromImage );
assingGlobalFunction( "LoadFontFromMemory", ltextLoadFontFromMemory );
assingGlobalFunction( "LoadFontFromData", ltextLoadFontFromData );
assingGlobalFunction( "IsFontReady", ltextIsFontReady );
assingGlobalFunction( "LoadFontData", ltextLoadFontData );
assingGlobalFunction( "GenImageFontAtlas", ltextGenImageFontAtlas );
assingGlobalFunction( "UnloadFont", ltextUnloadFont );
assingGlobalFunction( "ExportFontAsCode", ltextExportFontAsCode );
/* Text drawing functions. */
assingGlobalFunction( "DrawFPS", ltextDrawFPS );
assingGlobalFunction( "DrawText", ltextDrawText );
@@ -1713,11 +1738,24 @@ void luaRegister() {
assingGlobalFunction( "MeasureText", ltextMeasureText );
assingGlobalFunction( "GetGlyphIndex", ltextGetGlyphIndex );
assingGlobalFunction( "GetGlyphInfo", ltextGetGlyphInfo );
assingGlobalFunction( "GetGlyphInfoByIndex", ltextGetGlyphInfoByIndex );
assingGlobalFunction( "GetGlyphAtlasRec", ltextGetGlyphAtlasRec );
assingGlobalFunction( "GetGlyphAtlasRecByIndex", ltextGetGlyphAtlasRecByIndex );
assingGlobalFunction( "GetFontBaseSize", ltextGetFontBaseSize );
assingGlobalFunction( "GetFontGlyphCount", ltextGetFontGlyphCount );
assingGlobalFunction( "GetFontGlyphPadding", ltextGetFontGlyphPadding );
assingGlobalFunction( "GetFontTexture", ltextGetFontTexture );
/* GlyphInfo management functions. */
assingGlobalFunction( "LoadGlyphInfo", ltextLoadGlyphInfo );
assingGlobalFunction( "UnloadGlyphInfo", ltextUnloadGlyphInfo );
assingGlobalFunction( "SetGlyphInfoValue", ltextSetGlyphInfoValue );
assingGlobalFunction( "SetGlyphInfoOffset", ltextSetGlyphInfoOffset );
assingGlobalFunction( "SetGlyphInfoAdvanceX", ltextSetGlyphInfoAdvanceX );
assingGlobalFunction( "SetGlyphInfoImage", ltextSetGlyphInfoImage );
assingGlobalFunction( "GetGlyphInfoValue", ltextGetGlyphInfoValue );
assingGlobalFunction( "GetGlyphInfoOffset", ltextGetGlyphInfoOffset );
assingGlobalFunction( "GetGlyphInfoAdvanceX", ltextGetGlyphInfoAdvanceX );
assingGlobalFunction( "GetGlyphInfoImage", ltextGetGlyphInfoImage );
/* Audio. */
/* Audio device management functions. */
@@ -2623,59 +2661,6 @@ NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) {
return npatch;
}
GlyphInfo uluaGetGlyphInfo( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
GlyphInfo glyph = { 0 };
int t = index, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
/* Do not check type since there should be table and ints. */
if ( lua_isnumber( L, -2 ) ) {
switch ( i ) {
case 0:
glyph.value = lua_tointeger( L, -1 );
break;
case 1:
glyph.offsetX = lua_tointeger( L, -1 );
break;
case 2:
glyph.offsetY = lua_tointeger( L, -1 );
break;
case 3:
glyph.advanceX = lua_tointeger( L, -1 );
break;
case 4:
glyph.image = *uluaGetImage( L, lua_gettop( L ) );
break;
default:
break;
}
}
else if ( lua_isstring( L, -2 ) ) {
if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.value = lua_tointeger( L, -1 );
}
else if ( strcmp( "offsetX", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.offsetX = lua_tointeger( L, -1 );
}
else if ( strcmp( "offsetY", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.offsetY = lua_tointeger( L, -1 );
}
else if ( strcmp( "advanceX", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.advanceX = lua_tointeger( L, -1 );
}
else if ( strcmp( "image", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.image = *uluaGetImage( L, lua_gettop( L ) );
}
}
i++;
lua_pop( L, 1 );
}
return glyph;
}
BoneInfo uluaGetBoneInfo( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
BoneInfo bone = { 0 };
@@ -2819,6 +2804,13 @@ Font* uluaGetFont( lua_State *L, int index ) {
return luaL_checkudata( L, index, "Font" );
}
GlyphInfo* uluaGetGlyphInfo( lua_State *L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (GlyphInfo*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "GlyphInfo" );
}
Wave* uluaGetWave( lua_State *L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Wave*)lua_touserdata( L, index );
@@ -3047,20 +3039,6 @@ void uluaPushBoundingBox( lua_State *L, BoundingBox box ) {
lua_rawseti( L, -2, 2 );
}
void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyphInfo, Image *image ) {
lua_createtable( L, 5, 0 );
lua_pushinteger( L, glyphInfo.value );
lua_setfield( L, -2, "value" );
lua_pushinteger( L, glyphInfo.offsetX );
lua_setfield( L, -2, "offsetX" );
lua_pushinteger( L, glyphInfo.offsetY );
lua_setfield( L, -2, "offsetY" );
lua_pushinteger( L, glyphInfo.advanceX );
lua_setfield( L, -2, "advanceX" );
lua_pushlightuserdata( L, image );
lua_setfield( L, -2, "image" );
}
void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ) {
lua_createtable( L, 2, 0 );
lua_pushstring( L, boneInfo.name );
@@ -3130,6 +3108,12 @@ void uluaPushFont( lua_State *L, Font font ) {
luaL_setmetatable( L, "Font" );
}
void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyph ) {
GlyphInfo *glyphP = lua_newuserdata( L, sizeof( GlyphInfo ) );
*glyphP = glyph;
luaL_setmetatable( L, "GlyphInfo" );
}
void uluaPushWave( lua_State *L, Wave wave ) {
Wave *waveP = lua_newuserdata( L, sizeof( Wave ) );
*waveP = wave;

View File

@@ -981,7 +981,7 @@ int lmodelsDrawBillboardPro( lua_State *L ) {
> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
NOTE: Mainly intented to be used with custom meshes.
*/
int lmodelsUpdateMesh( lua_State *L ) {
Mesh *mesh = uluaGetMesh( L, 1 );
@@ -1820,7 +1820,7 @@ int lmodelsSetMaterialParams( lua_State *L ) {
/*
> texture = RL.GetMaterialTexture( Material material, int mapType )
Get texture from material map type. Returns -1 if no texture
Get texture from material map type. Return as lightuserdata
- Success return Texture
*/
@@ -1828,7 +1828,7 @@ int lmodelsGetMaterialTexture( lua_State *L ) {
Material *material = uluaGetMaterial( L, 1 );
int mapType = luaL_checkinteger( L, 2 );
uluaPushTexture( L, material->maps[ mapType ].texture );
lua_pushlightuserdata( L, &material->maps[ mapType ].texture );
return 1;
}
@@ -1868,9 +1868,9 @@ int lmodelsGetMaterialValue( lua_State *L ) {
/*
> shader = RL.GetMaterialShader( Material material )
Get material shader
Get material shader. Return as lightuserdata
- Success return Shader. Return as lightuserdata
- Success return Shader
*/
int lmodelsGetMaterialShader( lua_State *L ) {
Material *material = uluaGetMaterial( L, 1 );

View File

@@ -517,7 +517,7 @@ static void joystickEvent( int jid, int event ) {
> GLFWpentabletdataEvent = { int type, float x, float y, float z, float pressure, float pitch, float yaw, float roll }
Called when the pen tablet data is updated. Type GLFW_PEN_TABLET_DATA_EVENT
NOTE! Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
*/
static void penTabletDataEvent( double x, double y, double z, double pressure, double pitch, double yaw, double roll ) {
lua_State *L = state->luaState;
@@ -559,7 +559,7 @@ static void penTabletDataEvent( double x, double y, double z, double pressure, d
> GLFWpentabletcursorEvent = { int type, int identifier }
Called when the pen tablet cursor has changed. Type GLFW_PEN_TABLET_CURSOR_EVENT
NOTE! Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
*/
static void penTabletCursorEvent( unsigned int identifier ) {
lua_State *L = state->luaState;
@@ -589,7 +589,7 @@ static void penTabletCursorEvent( unsigned int identifier ) {
> GLFWpentabletproximityEvent = { int type, int proxState }
Called when the pen tablet proximity has changed. Type GLFW_PEN_TABLET_PROXIMITY_EVENT
NOTE! Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445
*/
static void penTabletProximityEvent( int proxState ) {
lua_State *L = state->luaState;

View File

@@ -1163,7 +1163,7 @@ int lrlglUnloadVertexBuffer( lua_State *L ) {
/*
> RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int pointer )
Set vertex attribute. Note! Pointer should be given in size of bytes
Set vertex attribute. NOTE: Pointer should be given in size of bytes
*/
int lrlglSetVertexAttribute( lua_State *L ) {
int index = luaL_checkinteger( L, 1 );

View File

@@ -4,6 +4,10 @@
#include "textures.h"
#include "lua_core.h"
void unloadGlyphInfo( GlyphInfo *glyph ) {
UnloadImage( glyph->image );
}
// DrawTextBoxed is modified DrawTextBoxedSelectable from raylib [text] example - Rectangle bounds
// Draw text using font inside rectangle limits
@@ -157,6 +161,18 @@ bool wordWrap, Color *tints, int tintCount, Color *backTints, int backTintCount
return mouseChar;
}
static inline void getCodepoints( lua_State *L, int codepoints[], int index ) {
int t = index;
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
codepoints[i] = lua_tointeger( L, -1 );
i++;
lua_pop( L, 1 );
}
}
/*
## Text - Font loading/unloading functions
*/
@@ -210,16 +226,7 @@ int ltextLoadFontEx( lua_State *L ) {
int codepointCount = uluaGetTableLen( L, 3 );
int codepoints[ codepointCount ];
int t = 3;
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
codepoints[i] = lua_tointeger( L, -1 );
i++;
lua_pop( L, 1 );
}
getCodepoints( L, codepoints, 3 );
uluaPushFont( L, LoadFontEx( lua_tostring( L, 1 ), fontSize, codepoints, codepointCount ) );
return 1;
@@ -251,6 +258,94 @@ int ltextLoadFontFromImage( lua_State *L ) {
return 1;
}
/*
> font = RL.LoadFontFromMemory( string fileType, Buffer fileData, int fontSize, int{} codepoints )
Load font from memory buffer, fileType refers to extension: i.e. '.ttf'. NOTE: fileData type should be unsigned char
- Success return Font
*/
int ltextLoadFontFromMemory( lua_State *L ) {
const char *fileType = luaL_checkstring( L, 1 );
Buffer *fileData = uluaGetBuffer( L, 2 );
int fontSize = luaL_checkinteger( L, 3 );
if ( lua_istable( L, 4 ) ) {
int codepointCount = uluaGetTableLen( L, 4 );
int codepoints[ codepointCount ];
getCodepoints( L, codepoints, 4 );
uluaPushFont( L, LoadFontFromMemory( fileType, fileData->data, fileData->size, fontSize, codepoints, codepointCount ) );
return 1;
}
/* If no codepoints provided. */
uluaPushFont( L, LoadFontFromMemory( fileType, fileData->data, fileData->size, fontSize, NULL, 0 ) );
return 1;
}
/*
> font = RL.LoadFontFromData( Font{} fontData )
Load Font from data
- Success return Font
*/
int ltextLoadFontFromData( lua_State *L ) {
luaL_checktype( L, 1, LUA_TTABLE );
Font font = { 0 };
int t = 1;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( strcmp( "baseSize", (char*)lua_tostring( L, -2 ) ) == 0 ) {
font.baseSize = luaL_checkinteger( L, -1 );
}
else if ( strcmp( "glyphCount", (char*)lua_tostring( L, -2 ) ) == 0 ) {
font.glyphCount = luaL_checkinteger( L, -1 );
}
else if ( strcmp( "glyphPadding", (char*)lua_tostring( L, -2 ) ) == 0 ) {
font.glyphPadding = luaL_checkinteger( L, -1 );
}
else if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) {
font.texture = *uluaGetTexture( L, lua_gettop( L ) );
}
else if ( strcmp( "recs", (char*)lua_tostring( L, -2 ) ) == 0 ) {
int recCount = uluaGetTableLen( L, lua_gettop( L ) );
font.recs = malloc( recCount * sizeof( Rectangle ) );
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
font.recs[i] = uluaGetRectangle( L, lua_gettop( L ) );
i++;
lua_pop( L, 1 );
}
}
else if ( strcmp( "glyphs", (char*)lua_tostring( L, -2 ) ) == 0 ) {
int glyphCount = uluaGetTableLen( L, lua_gettop( L ) );
font.glyphs = malloc( glyphCount * sizeof( GlyphInfo ) );
int t2 = lua_gettop( L );
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
font.glyphs[i] = *uluaGetGlyphInfo( L, lua_gettop( L ) );
i++;
lua_pop( L, 1 );
}
}
lua_pop( L, 1 );
}
uluaPushFont( L, font );
return 1;
}
/*
> isReady = RL.IsFontReady( Font font )
@@ -266,6 +361,84 @@ int ltextIsFontReady( lua_State *L ) {
return 1;
}
/*
> glyphs = RL.LoadFontData( Buffer fileData, int fontSize, int{} codepoints, int type )
Load font data for further use. NOTE: fileData type should be unsigned char
- Success return GlyphInfo{}
*/
int ltextLoadFontData( lua_State *L ) {
Buffer *fileData = uluaGetBuffer( L, 1 );
int fontSize = luaL_checkinteger( L, 2 );
int type = luaL_checkinteger( L, 4 );
int codepointCount = 95; // In case no chars count provided, default to 95.
if ( lua_istable( L, 3 ) ) {
codepointCount = uluaGetTableLen( L, 3 );
int codepoints[ codepointCount ];
getCodepoints( L, codepoints, 3 );
GlyphInfo *glyphs = LoadFontData( fileData->data, fileData->size, fontSize, codepoints, codepointCount, type );
lua_createtable( L, codepointCount, 0 );
for ( int i = 0; i < codepointCount; i++ ) {
uluaPushGlyphInfo( L, glyphs[i] );
lua_rawseti( L, -2, i + 1 );
}
UnloadFontData( glyphs, codepointCount );
return 1;
}
/* If no codepoints provided. */
GlyphInfo *glyphs = LoadFontData( fileData->data, fileData->size, fontSize, NULL, 0, type );
lua_createtable( L, codepointCount, 0 );
for ( int i = 0; i < codepointCount; i++ ) {
uluaPushGlyphInfo( L, glyphs[i] );
lua_rawseti( L, -2, i + 1 );
}
UnloadFontData( glyphs, codepointCount );
return 1;
}
/*
> image, rectangles = RL.GenImageFontAtlas( GlyphInfo{} glyphs, int fontSize, int padding, int packMethod )
Generate image font atlas using chars info. NOTE: Packing method: 0-Default, 1-Skyline
- Success Image, Rectangle{}
*/
int ltextGenImageFontAtlas( lua_State *L ) {
int fontSize = luaL_checkinteger( L, 2 );
int padding = luaL_checkinteger( L, 3 );
int packMethod = luaL_checkinteger( L, 4 );
int glyphCount = uluaGetTableLen( L, 1 );
GlyphInfo glyphs[ glyphCount ];
Rectangle *glyphRecs;
int t = 1;
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
glyphs[i] = *uluaGetGlyphInfo( L, lua_gettop( L ) );
i++;
lua_pop( L, 1 );
}
uluaPushImage( L, GenImageFontAtlas( glyphs, &glyphRecs, glyphCount, fontSize, padding, packMethod ) );
lua_createtable( L, glyphCount, 0 );
for ( i = 0; i < glyphCount; i++ ) {
uluaPushRectangle( L, glyphRecs[i] );
lua_rawseti( L, -2, i + 1 );
}
return 2;
}
/*
> RL.UnloadFont( Font font )
@@ -279,6 +452,22 @@ int ltextUnloadFont( lua_State *L ) {
return 0;
}
/*
> RL.ExportFontAsCode( Font font, string fileName )
Export font as code file, returns true on success
- Success return bool
*/
int ltextExportFontAsCode( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
const char *fileName = luaL_checkstring( L, 2 );
lua_pushboolean( L, ExportFontAsCode( *font, fileName ) );
return 1;
}
/*
## Text - Text drawing functions
*/
@@ -509,8 +698,7 @@ int ltextGetGlyphIndex( lua_State *L ) {
/*
> glyphInfo = RL.GetGlyphInfo( Font font, int codepoint )
Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found.
Return Image as lightuserdata
Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
- Success return GlyphInfo
*/
@@ -519,7 +707,30 @@ int ltextGetGlyphInfo( lua_State *L ) {
int codepoint = luaL_checkinteger( L, 2 );
int id = GetGlyphIndex( *font, codepoint );
uluaPushGlyphInfo( L, font->glyphs[id], &font->glyphs[id].image );
uluaPushGlyphInfo( L, font->glyphs[id] );
return 1;
}
/*
> glyphInfo = RL.GetGlyphInfoByIndex( Font font, int index )
Get glyph font info data by index
- Failure return nil
- Success return GlyphInfo
*/
int ltextGetGlyphInfoByIndex( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
int index = luaL_checkinteger( L, 2 );
if ( 0 <= index && index < font->glyphCount ) {
uluaPushGlyphInfo( L, font->glyphs[ index ] );
}
else {
TraceLog( state->logLevelInvalid, "Glyph index %d out of bounds", index );
lua_pushnil( L );
}
return 1;
}
@@ -540,6 +751,29 @@ int ltextGetGlyphAtlasRec( lua_State *L ) {
return 1;
}
/*
> rect = RL.GetGlyphAtlasRecByIndex( Font font, int index )
Get glyph rectangle in font atlas by index
- Failure return nil
- Success return Rectangle
*/
int ltextGetGlyphAtlasRecByIndex( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
int index = luaL_checkinteger( L, 2 );
if ( 0 <= index && index < font->glyphCount ) {
uluaPushRectangle( L, font->recs[ index ] );
}
else {
TraceLog( state->logLevelInvalid, "Glyph index %d out of bounds", index );
lua_pushnil( L );
}
return 1;
}
/*
> baseSize = RL.GetFontBaseSize( Font font )
@@ -595,8 +829,179 @@ Get font texture atlas containing the glyphs. Return as lightuserdata
int ltextGetFontTexture( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
// uluaPushTexture( L, font->texture );
lua_pushlightuserdata( L, &font->texture );
return 1;
}
/*
## Text - GlyphInfo management functions
*/
/*
> glyphInfo = RL.LoadGlyphInfo( GlyphInfo{} glyphInfoData )
Load GlyphInfo from data
- Success return GlyphInfo
*/
int ltextLoadGlyphInfo( lua_State *L ) {
luaL_checktype( L, 1, LUA_TTABLE );
GlyphInfo glyph = { 0 };
int t = 1;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.value = (unsigned int)luaL_checkinteger( L, -1 );
}
else if ( strcmp( "offsetX", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.offsetX = luaL_checkinteger( L, -1 );
}
else if ( strcmp( "offsetY", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.offsetY = luaL_checkinteger( L, -1 );
}
else if ( strcmp( "advanceX", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.advanceX = luaL_checkinteger( L, -1 );
}
else if ( strcmp( "image", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.image = *uluaGetImage( L, lua_gettop( L ) );
}
lua_pop( L, 1 );
}
uluaPushGlyphInfo( L, glyph );
return 1;
}
/*
> RL.UnloadGlyphInfo( GlyphInfo glyphInfo )
Unload glyphInfo image from CPU memory (RAM)
*/
int ltextUnloadGlyphInfo( lua_State *L ) {
GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 );
unloadGlyphInfo( glyph );
return 0;
}
/*
> RL.SetGlyphInfoValue( GlyphInfo glyphInfo, int value )
Set glyphInfo character value (Unicode)
*/
int ltextSetGlyphInfoValue( lua_State *L ) {
GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 );
int value = luaL_checkinteger( L, 2 );
glyph->value = value;
return 0;
}
/*
> RL.SetGlyphInfoOffset( GlyphInfo glyphInfo, Vector2 offset )
Set glyphInfo character offset when drawing
*/
int ltextSetGlyphInfoOffset( lua_State *L ) {
GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 );
Vector2 offset = uluaGetVector2( L, 2 );
glyph->offsetX = (int)offset.x;
glyph->offsetY = (int)offset.y;
return 0;
}
/*
> RL.SetGlyphInfoAdvanceX( GlyphInfo glyphInfo, int advanceX )
Set glyphInfo character advance position X
*/
int ltextSetGlyphInfoAdvanceX( lua_State *L ) {
GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 );
int advanceX = luaL_checkinteger( L, 2 );
glyph->advanceX = advanceX;
return 0;
}
/*
> RL.SetGlyphInfoImage( GlyphInfo glyphInfo, Image image )
Set glyphInfo character image data
*/
int ltextSetGlyphInfoImage( lua_State *L ) {
GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 );
Image image = *uluaGetImage( L, 2 );
glyph->image = image;
return 0;
}
/*
> value = RL.GetGlyphInfoValue( GlyphInfo glyphInfo )
Get glyphInfo character value (Unicode)
- Success return int
*/
int ltextGetGlyphInfoValue( lua_State *L ) {
GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 );
lua_pushinteger( L, glyph->value );
return 1;
}
/*
> offset = RL.GetGlyphInfoOffset( GlyphInfo glyphInfo )
Get glyphInfo character offset when drawing
- Success return Vector2
*/
int ltextGetGlyphInfoOffset( lua_State *L ) {
GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 );
uluaPushVector2( L, (Vector2){ glyph->offsetX, glyph->offsetY } );
return 1;
}
/*
> advanceX = RL.GetGlyphInfoAdvanceX( GlyphInfo glyphInfo )
Get glyphInfo character advance position X
- Success return int
*/
int ltextGetGlyphInfoAdvanceX( lua_State *L ) {
GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 );
lua_pushinteger( L, glyph->advanceX );
return 1;
}
/*
> image = RL.GetGlyphInfoImage( GlyphInfo glyphInfo )
Get glyphInfo character image data. Return as lightuserdata
- Success return Image
*/
int ltextGetGlyphInfoImage( lua_State *L ) {
GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 );
lua_pushlightuserdata( L, &glyph->image );
return 1;
}

View File

@@ -1134,9 +1134,9 @@ int ltexturesLoadTextureFromData( lua_State *L ) {
Texture texture = { 0 };
int t = 1;
lua_pushnil( L );
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
while ( lua_next( L, t ) != 0 ) {
if ( strcmp( "id", (char*)lua_tostring( L, -2 ) ) == 0 ) {
texture.id = (unsigned int)luaL_checkinteger( L, -1 );
}
@@ -1152,8 +1152,8 @@ int ltexturesLoadTextureFromData( lua_State *L ) {
else if ( strcmp( "format", (char*)lua_tostring( L, -2 ) ) == 0 ) {
texture.format = luaL_checkinteger( L, -1 );
}
lua_pop( L, 1 );
}
lua_pop( L, 1 );
}
uluaPushTexture( L, texture );
return 1;