Renamed start, end arguments to a, b to avoid using Lua keyword end in argument names.
This commit is contained in:
8
API.md
8
API.md
@@ -3283,7 +3283,7 @@ Draw pixel within an image
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---
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> success = RL.ImageDrawLine( Image dst, Vector2 start, Vector2 end, Color color )
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> success = RL.ImageDrawLine( Image dst, Vector2 a, Vector2 b, Color color )
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Draw line within an image
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@@ -4880,7 +4880,7 @@ Clamp float value
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---
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> result = RL.Lerp( float start, float end, float amount )
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> result = RL.Lerp( float a, float b, float amount )
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Calculate linear interpolation between two floats
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@@ -4889,7 +4889,7 @@ Calculate linear interpolation between two floats
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---
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> result = RL.Normalize( float value, float start, float end )
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> result = RL.Normalize( float value, float a, float b )
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Normalize input value within input range
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@@ -5035,7 +5035,7 @@ Calculate angle from two vectors
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---
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> result = RL.Vector2LineAngle( Vector2 start, Vector2 end )
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> result = RL.Vector2LineAngle( Vector2 a, Vector2 b )
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Calculate angle defined by a two vectors line.
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NOTE: Parameters need to be normalized.
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@@ -2710,11 +2710,11 @@ function RL.ImageDrawPixel( dst, position, color ) end
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---- Failure return false
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---- Success return true
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---@param dst any
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---@param start table
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---@param end table
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---@param a table
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---@param b table
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---@param color table
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---@return any success
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function RL.ImageDrawLine( dst, start, end, color ) end
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function RL.ImageDrawLine( dst, a, b, color ) end
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---Draw circle within an image
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---- Failure return false
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@@ -4174,20 +4174,20 @@ function RL.Clamp( value, min, max ) end
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---Calculate linear interpolation between two floats
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---- Failure return false
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---- Success return float
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---@param start number
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---@param end number
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---@param a number
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---@param b number
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---@param amount number
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---@return any result
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function RL.Lerp( start, end, amount ) end
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function RL.Lerp( a, b, amount ) end
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---Normalize input value within input range
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---- Failure return false
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---- Success return float
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---@param value number
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---@param start number
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---@param end number
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---@param a number
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---@param b number
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---@return any result
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function RL.Normalize( value, start, end ) end
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function RL.Normalize( value, a, b ) end
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---Remap input value within input range to output range
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---- Failure return false
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@@ -4312,10 +4312,10 @@ function RL.Vector2Angle( v1, v2 ) end
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---Current implementation should be aligned with glm::angle.
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---- Failure return false
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---- Success return float
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---@param start table
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---@param end table
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---@param a table
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---@param b table
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---@return any result
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function RL.Vector2LineAngle( start, end ) end
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function RL.Vector2LineAngle( a, b ) end
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---Scale vector ( multiply by value )
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---- Failure return false
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@@ -101,6 +101,8 @@ Detailed changes:
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- ADDED: GetFontTexture
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- CHANGED: Renamed doc_parser.lua to docgen.lua
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- FIXED: isValidRenderTexture checks that it is TEXTURE_TYPE_RENDER_TEXTURE
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- FIXED: isValidTexture on CreateMaterial
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- CHANGED: Renamed start, end arguments to a, b to avoid using Lua keyword "end" in argument names
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------------------------------------------------------------------------
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Release: ReiLua version 0.4.0 Using Raylib 4.2
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4
lib/.gitignore
vendored
4
lib/.gitignore
vendored
@@ -1,3 +1 @@
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liblua.a
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libluajit.a
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libraylib.a
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*
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@@ -1661,7 +1661,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
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lua_pushnil( L );
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while ( lua_next( L, t4 ) != 0 ) {
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if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
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if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 && isValidTexture( L, lua_gettop( L ), true ) ) {
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state->materials[i]->maps[map].texture = uluaGetTexture( L, lua_gettop( L ) );
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}
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else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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12
src/rmath.c
12
src/rmath.c
@@ -39,7 +39,7 @@ int lmathClamp( lua_State *L ) {
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}
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/*
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> result = RL.Lerp( float start, float end, float amount )
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> result = RL.Lerp( float a, float b, float amount )
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Calculate linear interpolation between two floats
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@@ -48,7 +48,7 @@ Calculate linear interpolation between two floats
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*/
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int lmathLerp( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Lerp( float start, float end, float amount )" );
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Lerp( float a, float b, float amount )" );
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lua_pushboolean( L, false );
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return 1;
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}
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@@ -62,7 +62,7 @@ int lmathLerp( lua_State *L ) {
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}
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/*
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> result = RL.Normalize( float value, float start, float end )
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> result = RL.Normalize( float value, float a, float b )
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Normalize input value within input range
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@@ -71,7 +71,7 @@ Normalize input value within input range
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*/
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int lmathNormalize( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Normalize( float value, float start, float end )" );
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Normalize( float value, float a, float b )" );
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lua_pushboolean( L, false );
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return 1;
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}
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@@ -404,7 +404,7 @@ int lmathVector2Angle( lua_State *L ) {
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}
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/*
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> result = RL.Vector2LineAngle( Vector2 start, Vector2 end )
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> result = RL.Vector2LineAngle( Vector2 a, Vector2 b )
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Calculate angle defined by a two vectors line.
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NOTE: Parameters need to be normalized.
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@@ -415,7 +415,7 @@ Current implementation should be aligned with glm::angle.
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*/
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int lmathVector2LineAngle( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Vector2LineAngle( Vector2 start, Vector2 end )" );
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Vector2LineAngle( Vector2 a, Vector2 b )" );
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lua_pushboolean( L, false );
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return 1;
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}
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@@ -1365,7 +1365,7 @@ int ltexturesImageDrawPixel( lua_State *L ) {
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}
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/*
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> success = RL.ImageDrawLine( Image dst, Vector2 start, Vector2 end, Color color )
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> success = RL.ImageDrawLine( Image dst, Vector2 a, Vector2 b, Color color )
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Draw line within an image
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@@ -1374,7 +1374,7 @@ Draw line within an image
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*/
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int ltexturesImageDrawLine( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) || !lua_istable( L, 4 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.ImageDrawLine( Image dst, Vector2 start, Vector2 end, Color color )" );
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.ImageDrawLine( Image dst, Vector2 a, Vector2 b, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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