Pointer variable declaration style change.

This commit is contained in:
jussi
2024-02-18 19:46:50 +02:00
parent 9b27daefc2
commit 836c9d1d00
33 changed files with 2476 additions and 2476 deletions

View File

@@ -25,16 +25,16 @@
/* Define types. */
/* Buffer. */
static int gcBuffer( lua_State *L ) {
static int gcBuffer( lua_State* L ) {
if ( state->gcUnload ) {
Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
Buffer* buffer = luaL_checkudata( L, 1, "Buffer" );
unloadBuffer( buffer );
}
return 0;
}
static void defineBuffer() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Buffer" );
lua_pushvalue( L, -1 );
@@ -44,16 +44,16 @@ static void defineBuffer() {
}
/* Image */
static int gcImage( lua_State *L ) {
static int gcImage( lua_State* L ) {
if ( state->gcUnload ) {
Image *image = luaL_checkudata( L, 1, "Image" );
Image* image = luaL_checkudata( L, 1, "Image" );
UnloadImage( *image );
}
return 0;
}
static void defineImage() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Image" );
lua_pushvalue( L, -1 );
@@ -63,16 +63,16 @@ static void defineImage() {
}
/* Texture */
static int gcTexture( lua_State *L ) {
static int gcTexture( lua_State* L ) {
if ( state->gcUnload ) {
Texture *texture = luaL_checkudata( L, 1, "Texture" );
Texture* texture = luaL_checkudata( L, 1, "Texture" );
UnloadTexture( *texture );
}
return 0;
}
static void defineTexture() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Texture" );
lua_pushvalue( L, -1 );
@@ -82,16 +82,16 @@ static void defineTexture() {
}
/* RenderRexture. */
static int gcRenderTexture( lua_State *L ) {
static int gcRenderTexture( lua_State* L ) {
if ( state->gcUnload ) {
RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
RenderTexture* renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
UnloadRenderTexture( *renderTexture );
}
return 0;
}
static void defineRenderTexture() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "RenderTexture" );
lua_pushvalue( L, -1 );
@@ -102,7 +102,7 @@ static void defineRenderTexture() {
/* Camera2D. */
static void defineCamera2D() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Camera2D" );
lua_pushvalue( L, -1 );
@@ -111,7 +111,7 @@ static void defineCamera2D() {
/* Camera3D. */
static void defineCamera3D() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Camera3D" );
lua_pushvalue( L, -1 );
@@ -119,16 +119,16 @@ static void defineCamera3D() {
}
/* Shader. */
static int gcShader( lua_State *L ) {
static int gcShader( lua_State* L ) {
if ( state->gcUnload ) {
Shader *shader = luaL_checkudata( L, 1, "Shader" );
Shader* shader = luaL_checkudata( L, 1, "Shader" );
UnloadShader( *shader );
}
return 0;
}
static void defineShader() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Shader" );
lua_pushvalue( L, -1 );
@@ -138,16 +138,16 @@ static void defineShader() {
}
/* Font. */
static int gcFont( lua_State *L ) {
static int gcFont( lua_State* L ) {
if ( state->gcUnload ) {
Font *font = luaL_checkudata( L, 1, "Font" );
Font* font = luaL_checkudata( L, 1, "Font" );
UnloadFont( *font );
}
return 0;
}
static void defineFont() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Font" );
lua_pushvalue( L, -1 );
@@ -157,16 +157,16 @@ static void defineFont() {
}
/* GlyphInfo. */
static int gcGlyphInfo( lua_State *L ) {
static int gcGlyphInfo( lua_State* L ) {
if ( state->gcUnload ) {
GlyphInfo *glyph = luaL_checkudata( L, 1, "GlyphInfo" );
GlyphInfo* glyph = luaL_checkudata( L, 1, "GlyphInfo" );
unloadGlyphInfo( glyph );
}
return 0;
}
static void defineGlyphInfo() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "GlyphInfo" );
lua_pushvalue( L, -1 );
@@ -176,16 +176,16 @@ static void defineGlyphInfo() {
}
/* Wave. */
static int gcWave( lua_State *L ) {
static int gcWave( lua_State* L ) {
if ( state->gcUnload ) {
Wave *wave = luaL_checkudata( L, 1, "Wave" );
Wave* wave = luaL_checkudata( L, 1, "Wave" );
UnloadWave( *wave );
}
return 0;
}
static void defineWave() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Wave" );
lua_pushvalue( L, -1 );
@@ -195,16 +195,16 @@ static void defineWave() {
}
/* Sound. */
static int gcSound( lua_State *L ) {
static int gcSound( lua_State* L ) {
if ( state->gcUnload ) {
Sound *sound = luaL_checkudata( L, 1, "Sound" );
Sound* sound = luaL_checkudata( L, 1, "Sound" );
UnloadSound( *sound );
}
return 0;
}
static void defineSound() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Sound" );
lua_pushvalue( L, -1 );
@@ -214,16 +214,16 @@ static void defineSound() {
}
/* Music. */
static int gcMusic( lua_State *L ) {
static int gcMusic( lua_State* L ) {
if ( state->gcUnload ) {
Music *music = luaL_checkudata( L, 1, "Music" );
Music* music = luaL_checkudata( L, 1, "Music" );
UnloadMusicStream( *music );
}
return 0;
}
static void defineMusic() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Music" );
lua_pushvalue( L, -1 );
@@ -234,7 +234,7 @@ static void defineMusic() {
/* Light. */
static void defineLight() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Light" );
lua_pushvalue( L, -1 );
@@ -242,9 +242,9 @@ static void defineLight() {
}
/* Material. */
static int gcMaterial( lua_State *L ) {
static int gcMaterial( lua_State* L ) {
if ( state->gcUnload ) {
Material *material = luaL_checkudata( L, 1, "Material" );
Material* material = luaL_checkudata( L, 1, "Material" );
/* Custom UnloadMaterial since we don't want to free Shaders or Textures. */
unloadMaterial( material );
}
@@ -252,7 +252,7 @@ static int gcMaterial( lua_State *L ) {
}
static void defineMaterial() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Material" );
lua_pushvalue( L, -1 );
@@ -262,16 +262,16 @@ static void defineMaterial() {
}
/* Mesh. */
static int gcMesh( lua_State *L ) {
static int gcMesh( lua_State* L ) {
if ( state->gcUnload ) {
Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
Mesh* mesh = luaL_checkudata( L, 1, "Mesh" );
UnloadMesh( *mesh );
}
return 0;
}
static void defineMesh() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Mesh" );
lua_pushvalue( L, -1 );
@@ -281,16 +281,16 @@ static void defineMesh() {
}
/* Model. */
static int gcModel( lua_State *L ) {
static int gcModel( lua_State* L ) {
if ( state->gcUnload ) {
Model *model = luaL_checkudata( L, 1, "Model" );
Model* model = luaL_checkudata( L, 1, "Model" );
UnloadModel( *model );
}
return 0;
}
static void defineModel() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "Model" );
lua_pushvalue( L, -1 );
@@ -300,16 +300,16 @@ static void defineModel() {
}
/* ModelAnimation. */
static int gcModelAnimation( lua_State *L ) {
static int gcModelAnimation( lua_State* L ) {
if ( state->gcUnload ) {
ModelAnimation *modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" );
ModelAnimation* modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" );
UnloadModelAnimation( *modelAnimation );
}
return 0;
}
static void defineModelAnimation() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "ModelAnimation" );
lua_pushvalue( L, -1 );
@@ -319,16 +319,16 @@ static void defineModelAnimation() {
}
/* rlRenderBatch. */
static int gcRLRenderBatch( lua_State *L ) {
static int gcRLRenderBatch( lua_State* L ) {
if ( state->gcUnload ) {
rlRenderBatch *renderBatch = luaL_checkudata( L, 1, "rlRenderBatch" );
rlRenderBatch* renderBatch = luaL_checkudata( L, 1, "rlRenderBatch" );
rlUnloadRenderBatch( *renderBatch );
}
return 0;
}
static void defineRLRenderBatch() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_newmetatable( L, "rlRenderBatch" );
lua_pushvalue( L, -1 );
@@ -339,38 +339,38 @@ static void defineRLRenderBatch() {
/* Assing globals. */
void assignGlobalInt( int value, const char *name ) {
lua_State *L = state->luaState;
void assignGlobalInt( int value, const char* name ) {
lua_State* L = state->luaState;
lua_pushinteger( L, value );
lua_setfield( L, -2, name );
}
void assignGlobalFloat( float value, const char *name ) {
lua_State *L = state->luaState;
void assignGlobalFloat( float value, const char* name ) {
lua_State* L = state->luaState;
lua_pushnumber( L, value );
lua_setfield( L, -2, name );
}
void assignGlobalDouble( double value, const char *name ) {
lua_State *L = state->luaState;
void assignGlobalDouble( double value, const char* name ) {
lua_State* L = state->luaState;
lua_pushnumber( L, value );
lua_setfield( L, -2, name );
}
void assignGlobalColor( Color color, const char *name ) {
lua_State *L = state->luaState;
void assignGlobalColor( Color color, const char* name ) {
lua_State* L = state->luaState;
uluaPushColor( L, color );
lua_setfield( L, -2, name );
}
void assingGlobalFunction( const char *name, int ( *functionPtr )( lua_State* ) ) {
lua_State *L = state->luaState;
void assingGlobalFunction( const char* name, int ( *functionPtr )( lua_State* ) ) {
lua_State* L = state->luaState;
lua_pushcfunction( L, functionPtr );
lua_setfield( L, -2, name );
}
static void defineGlobals() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
lua_newtable( L );
lua_setglobal( L, "RL" );
@@ -960,7 +960,7 @@ static void defineGlobals() {
}
// Custom logging funtion.
static void logCustom( int logLevel, const char *text, va_list args ) {
static void logCustom( int logLevel, const char* text, va_list args ) {
char string[ STRING_LEN ] = {'\0'};
char msg[ STRING_LEN ] = {'\0'};
@@ -979,7 +979,7 @@ static void logCustom( int logLevel, const char *text, va_list args ) {
printf( "%s\n", msg );
/* Call Lua log function if exists. */
lua_State *L = state->luaState;
lua_State* L = state->luaState;
/* Prevent calling lua log function when lua is already shutdown. */
if ( L != NULL ) {
@@ -1004,9 +1004,9 @@ static void logCustom( int logLevel, const char *text, va_list args ) {
}
}
bool luaInit( int argn, const char **argc ) {
bool luaInit( int argn, const char** argc ) {
state->luaState = luaL_newstate();
lua_State *L = state->luaState;
lua_State* L = state->luaState;
luaL_openlibs( L );
@@ -1057,7 +1057,7 @@ bool luaInit( int argn, const char **argc ) {
return true;
}
int luaTraceback( lua_State *L ) {
int luaTraceback( lua_State* L ) {
lua_getglobal( L, "debug" );
if ( !lua_istable( L, -1 ) ) {
@@ -1078,7 +1078,7 @@ int luaTraceback( lua_State *L ) {
}
bool luaCallMain() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
char path[ STRING_LEN ] = { '\0' };
@@ -1132,7 +1132,7 @@ void luaCallUpdate() {
#if defined PLATFORM_DESKTOP_SDL && defined LUA_EVENTS
platformSendEvents();
#endif
lua_State *L = state->luaState;
lua_State* L = state->luaState;
lua_pushcfunction( L, luaTraceback );
int tracebackidx = lua_gettop(L);
@@ -1154,7 +1154,7 @@ void luaCallUpdate() {
}
void luaCallDraw() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
lua_pushcfunction( L, luaTraceback );
int tracebackidx = lua_gettop(L);
@@ -1175,7 +1175,7 @@ void luaCallDraw() {
}
void luaCallExit() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
lua_pushcfunction( L, luaTraceback );
int tracebackidx = lua_gettop(L);
@@ -1193,7 +1193,7 @@ void luaCallExit() {
}
void luaRegister() {
lua_State *L = state->luaState;
lua_State* L = state->luaState;
lua_getglobal( L, "RL" );
/* Core. */
@@ -2226,13 +2226,13 @@ void luaRegister() {
/* Lua util functions. */
bool uluaGetBoolean( lua_State *L, int index ) {
bool uluaGetBoolean( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TBOOLEAN );
return lua_toboolean( L, index );
}
Color uluaGetColor( lua_State *L, int index ) {
Color uluaGetColor( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Color color = { 0, 0, 0, 255 };
@@ -2280,7 +2280,7 @@ Color uluaGetColor( lua_State *L, int index ) {
return color;
}
Vector2 uluaGetVector2( lua_State *L, int index ) {
Vector2 uluaGetVector2( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Vector2 vector = { 0.0f, 0.0f };
@@ -2316,7 +2316,7 @@ Vector2 uluaGetVector2( lua_State *L, int index ) {
return vector;
}
Vector3 uluaGetVector3( lua_State *L, int index ) {
Vector3 uluaGetVector3( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Vector3 vector = { 0.0f, 0.0f, 0.0f };
@@ -2358,7 +2358,7 @@ Vector3 uluaGetVector3( lua_State *L, int index ) {
return vector;
}
Vector4 uluaGetVector4( lua_State *L, int index ) {
Vector4 uluaGetVector4( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Vector4 vector = { 0.0f, 0.0f, 0.0f, 0.0f };
@@ -2406,7 +2406,7 @@ Vector4 uluaGetVector4( lua_State *L, int index ) {
return vector;
}
Rectangle uluaGetRectangle( lua_State *L, int index ) {
Rectangle uluaGetRectangle( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Rectangle rect = { 0.0f, 0.0f, 0.0f, 0.0f };
@@ -2454,7 +2454,7 @@ Rectangle uluaGetRectangle( lua_State *L, int index ) {
return rect;
}
Quaternion uluaGetQuaternion( lua_State *L, int index ) {
Quaternion uluaGetQuaternion( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Quaternion quaternion = { 0.0f, 0.0f, 0.0f, 0.0f };
@@ -2502,7 +2502,7 @@ Quaternion uluaGetQuaternion( lua_State *L, int index ) {
return quaternion;
}
Matrix uluaGetMatrix( lua_State *L, int index ) {
Matrix uluaGetMatrix( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Matrix matrix = { 0.0f };
float m[4][4];
@@ -2547,7 +2547,7 @@ Matrix uluaGetMatrix( lua_State *L, int index ) {
return matrix;
}
BoundingBox uluaGetBoundingBox( lua_State *L, int index ) {
BoundingBox uluaGetBoundingBox( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
BoundingBox box = { .min = { 0.0, 0.0, 0.0 }, .max = { 0.0, 0.0, 0.0 } };
@@ -2583,7 +2583,7 @@ BoundingBox uluaGetBoundingBox( lua_State *L, int index ) {
return box;
}
Ray uluaGetRay( lua_State *L, int index ) {
Ray uluaGetRay( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Ray ray = { .position = { 0.0, 0.0, 0.0 }, .direction = { 0.0, 0.0, 0.0 } };
@@ -2619,7 +2619,7 @@ Ray uluaGetRay( lua_State *L, int index ) {
return ray;
}
NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) {
NPatchInfo uluaGetNPatchInfo( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
NPatchInfo npatch = { .source = { 0.0, 0.0, 0.0, 0.0 }, .left = 0, .top = 0, .right = 0, .bottom = 0, .layout = NPATCH_NINE_PATCH };
@@ -2678,7 +2678,7 @@ NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) {
return npatch;
}
BoneInfo uluaGetBoneInfo( lua_State *L, int index ) {
BoneInfo uluaGetBoneInfo( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
BoneInfo bone = { 0 };
@@ -2715,7 +2715,7 @@ BoneInfo uluaGetBoneInfo( lua_State *L, int index ) {
return bone;
}
Transform uluaGetTransform( lua_State *L, int index ) {
Transform uluaGetTransform( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Transform transform = { 0 };
@@ -2758,126 +2758,126 @@ Transform uluaGetTransform( lua_State *L, int index ) {
return transform;
}
Buffer* uluaGetBuffer( lua_State *L, int index ) {
Buffer* uluaGetBuffer( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Buffer*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Buffer" );
}
Image* uluaGetImage( lua_State *L, int index ) {
Image* uluaGetImage( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Image*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Image" );
}
Texture* uluaGetTexture( lua_State *L, int index ) {
Texture* uluaGetTexture( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Texture*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Texture" );
}
RenderTexture* uluaGetRenderTexture( lua_State *L, int index ) {
RenderTexture* uluaGetRenderTexture( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (RenderTexture*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "RenderTexture" );
}
Shader* uluaGetShader( lua_State *L, int index ) {
Shader* uluaGetShader( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Shader*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Shader" );
}
Mesh* uluaGetMesh( lua_State *L, int index ) {
Mesh* uluaGetMesh( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Mesh*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Mesh" );
}
Camera2D* uluaGetCamera2D( lua_State *L, int index ) {
Camera2D* uluaGetCamera2D( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Camera2D*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Camera2D" );
}
Camera3D* uluaGetCamera3D( lua_State *L, int index ) {
Camera3D* uluaGetCamera3D( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Camera3D*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Camera3D" );
}
Font* uluaGetFont( lua_State *L, int index ) {
Font* uluaGetFont( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Font*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Font" );
}
GlyphInfo* uluaGetGlyphInfo( lua_State *L, int index ) {
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 ) {
Wave* uluaGetWave( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Wave*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Wave" );
}
Sound* uluaGetSound( lua_State *L, int index ) {
Sound* uluaGetSound( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Sound*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Sound" );
}
Music* uluaGetMusic( lua_State *L, int index ) {
Music* uluaGetMusic( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Music*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Music" );
}
Light* uluaGetLight( lua_State *L, int index ) {
Light* uluaGetLight( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Light*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Light" );
}
Material* uluaGetMaterial( lua_State *L, int index ) {
Material* uluaGetMaterial( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Material*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Material" );
}
Model* uluaGetModel( lua_State *L, int index ) {
Model* uluaGetModel( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Model*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Model" );
}
ModelAnimation* uluaGetModelAnimation( lua_State *L, int index ) {
ModelAnimation* uluaGetModelAnimation( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (ModelAnimation*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "ModelAnimation" );
}
rlRenderBatch* uluaGetRLRenderBatch( lua_State *L, int index ) {
rlRenderBatch* uluaGetRLRenderBatch( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (rlRenderBatch*)lua_touserdata( L, index );
}
@@ -2886,7 +2886,7 @@ rlRenderBatch* uluaGetRLRenderBatch( lua_State *L, int index ) {
/* Push types. */
void uluaPushColor( lua_State *L, Color color ) {
void uluaPushColor( lua_State* L, Color color ) {
lua_createtable( L, 3, 0 );
lua_pushnumber( L, color.r );
lua_rawseti( L, -2, 1 );
@@ -2898,7 +2898,7 @@ void uluaPushColor( lua_State *L, Color color ) {
lua_rawseti( L, -2, 4 );
}
void uluaPushVector2( lua_State *L, Vector2 vector ) {
void uluaPushVector2( lua_State* L, Vector2 vector ) {
lua_createtable( L, 2, 0 );
lua_pushnumber( L, vector.x );
lua_rawseti( L, -2, 1 );
@@ -2906,7 +2906,7 @@ void uluaPushVector2( lua_State *L, Vector2 vector ) {
lua_rawseti( L, -2, 2 );
}
void uluaPushVector3( lua_State *L, Vector3 vector ) {
void uluaPushVector3( lua_State* L, Vector3 vector ) {
lua_createtable( L, 3, 0 );
lua_pushnumber( L, vector.x );
lua_rawseti( L, -2, 1 );
@@ -2916,7 +2916,7 @@ void uluaPushVector3( lua_State *L, Vector3 vector ) {
lua_rawseti( L, -2, 3 );
}
void uluaPushVector4( lua_State *L, Vector4 vector ) {
void uluaPushVector4( lua_State* L, Vector4 vector ) {
lua_createtable( L, 4, 0 );
lua_pushnumber( L, vector.x );
lua_rawseti( L, -2, 1 );
@@ -2928,7 +2928,7 @@ void uluaPushVector4( lua_State *L, Vector4 vector ) {
lua_rawseti( L, -2, 4 );
}
void uluaPushRectangle( lua_State *L, Rectangle rect ) {
void uluaPushRectangle( lua_State* L, Rectangle rect ) {
lua_createtable( L, 4, 0 );
lua_pushnumber( L, rect.x );
lua_rawseti( L, -2, 1 );
@@ -2940,7 +2940,7 @@ void uluaPushRectangle( lua_State *L, Rectangle rect ) {
lua_rawseti( L, -2, 4 );
}
void uluaPushQuaternion( lua_State *L, Quaternion quaternion ) {
void uluaPushQuaternion( lua_State* L, Quaternion quaternion ) {
lua_createtable( L, 4, 0 );
lua_pushnumber( L, quaternion.x );
lua_rawseti( L, -2, 1 );
@@ -2952,7 +2952,7 @@ void uluaPushQuaternion( lua_State *L, Quaternion quaternion ) {
lua_rawseti( L, -2, 4 );
}
void uluaPushMatrix( lua_State *L, Matrix matrix ) {
void uluaPushMatrix( lua_State* L, Matrix matrix ) {
lua_createtable( L, 4, 0 );
lua_createtable( L, 4, 0 );
@@ -3000,7 +3000,7 @@ void uluaPushMatrix( lua_State *L, Matrix matrix ) {
lua_rawseti( L, -2, 4 );
}
void uluaPushRay( lua_State *L, Ray ray ) {
void uluaPushRay( lua_State* L, Ray ray ) {
lua_createtable( L, 2, 0 );
lua_createtable( L, 3, 0 );
@@ -3022,7 +3022,7 @@ void uluaPushRay( lua_State *L, Ray ray ) {
lua_rawseti( L, -2, 2 );
}
void uluaPushRayCollision( lua_State *L, RayCollision rayCol ) {
void uluaPushRayCollision( lua_State* L, RayCollision rayCol ) {
lua_createtable( L, 4, 0 );
lua_pushboolean( L, rayCol.hit );
lua_setfield( L, -2, "hit" );
@@ -3034,7 +3034,7 @@ void uluaPushRayCollision( lua_State *L, RayCollision rayCol ) {
lua_setfield( L, -2, "normal" );
}
void uluaPushBoundingBox( lua_State *L, BoundingBox box ) {
void uluaPushBoundingBox( lua_State* L, BoundingBox box ) {
lua_createtable( L, 2, 0 );
lua_createtable( L, 3, 0 );
@@ -3056,7 +3056,7 @@ void uluaPushBoundingBox( lua_State *L, BoundingBox box ) {
lua_rawseti( L, -2, 2 );
}
void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ) {
void uluaPushBoneInfo( lua_State* L, BoneInfo boneInfo ) {
lua_createtable( L, 2, 0 );
lua_pushstring( L, boneInfo.name );
lua_setfield( L, -2, "name" );
@@ -3064,7 +3064,7 @@ void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ) {
lua_setfield( L, -2, "parent" );
}
void uluaPushTransform( lua_State *L, Transform transform ) {
void uluaPushTransform( lua_State* L, Transform transform ) {
lua_createtable( L, 3, 0 );
uluaPushVector3( L, transform.translation );
lua_setfield( L, -2, "name" );
@@ -3074,118 +3074,118 @@ void uluaPushTransform( lua_State *L, Transform transform ) {
lua_setfield( L, -2, "scale" );
}
void uluaPushBuffer( lua_State *L, Buffer buffer ) {
void uluaPushBuffer( lua_State* L, Buffer buffer ) {
if ( buffer.size == 0 ) {
buffer.data = NULL;
}
Buffer *bufferP = lua_newuserdata( L, sizeof( Buffer ) );
Buffer* bufferP = lua_newuserdata( L, sizeof( Buffer ) );
*bufferP = buffer;
luaL_setmetatable( L, "Buffer" );
}
void uluaPushImage( lua_State *L, Image image ) {
Image *imageP = lua_newuserdata( L, sizeof( Image ) );
void uluaPushImage( lua_State* L, Image image ) {
Image* imageP = lua_newuserdata( L, sizeof( Image ) );
*imageP = image;
luaL_setmetatable( L, "Image" );
}
void uluaPushTexture( lua_State *L, Texture texture ) {
Texture *textureP = lua_newuserdata( L, sizeof( Texture ) );
void uluaPushTexture( lua_State* L, Texture texture ) {
Texture* textureP = lua_newuserdata( L, sizeof( Texture ) );
*textureP = texture;
luaL_setmetatable( L, "Texture" );
}
void uluaPushRenderTexture( lua_State *L, RenderTexture renderTexture ) {
RenderTexture *renderTextureP = lua_newuserdata( L, sizeof( RenderTexture ) );
void uluaPushRenderTexture( lua_State* L, RenderTexture renderTexture ) {
RenderTexture* renderTextureP = lua_newuserdata( L, sizeof( RenderTexture ) );
*renderTextureP = renderTexture;
luaL_setmetatable( L, "RenderTexture" );
}
void uluaPushCamera2D( lua_State *L, Camera2D camera ) {
Camera2D *cameraP = lua_newuserdata( L, sizeof( Camera2D ) );
void uluaPushCamera2D( lua_State* L, Camera2D camera ) {
Camera2D* cameraP = lua_newuserdata( L, sizeof( Camera2D ) );
*cameraP = camera;
luaL_setmetatable( L, "Camera2D" );
}
void uluaPushCamera3D( lua_State *L, Camera3D camera ) {
Camera3D *cameraP = lua_newuserdata( L, sizeof( Camera3D ) );
void uluaPushCamera3D( lua_State* L, Camera3D camera ) {
Camera3D* cameraP = lua_newuserdata( L, sizeof( Camera3D ) );
*cameraP = camera;
luaL_setmetatable( L, "Camera3D" );
}
void uluaPushShader( lua_State *L, Shader shader ) {
Shader *shaderP = lua_newuserdata( L, sizeof( Shader ) );
void uluaPushShader( lua_State* L, Shader shader ) {
Shader* shaderP = lua_newuserdata( L, sizeof( Shader ) );
*shaderP = shader;
luaL_setmetatable( L, "Shader" );
}
void uluaPushFont( lua_State *L, Font font ) {
Font *fontP = lua_newuserdata( L, sizeof( Font ) );
void uluaPushFont( lua_State* L, Font font ) {
Font* fontP = lua_newuserdata( L, sizeof( Font ) );
*fontP = font;
luaL_setmetatable( L, "Font" );
}
void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyph ) {
GlyphInfo *glyphP = lua_newuserdata( L, sizeof( GlyphInfo ) );
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 ) );
void uluaPushWave( lua_State* L, Wave wave ) {
Wave* waveP = lua_newuserdata( L, sizeof( Wave ) );
*waveP = wave;
luaL_setmetatable( L, "Wave" );
}
void uluaPushSound( lua_State *L, Sound sound ) {
Sound *soundP = lua_newuserdata( L, sizeof( Sound ) );
void uluaPushSound( lua_State* L, Sound sound ) {
Sound* soundP = lua_newuserdata( L, sizeof( Sound ) );
*soundP = sound;
luaL_setmetatable( L, "Sound" );
}
void uluaPushMusic( lua_State *L, Music music ) {
Music *musicP = lua_newuserdata( L, sizeof( Music ) );
void uluaPushMusic( lua_State* L, Music music ) {
Music* musicP = lua_newuserdata( L, sizeof( Music ) );
*musicP = music;
luaL_setmetatable( L, "Music" );
}
void uluaPushLight( lua_State *L, Light light ) {
Light *lightP = lua_newuserdata( L, sizeof( Light ) );
void uluaPushLight( lua_State* L, Light light ) {
Light* lightP = lua_newuserdata( L, sizeof( Light ) );
*lightP = light;
luaL_setmetatable( L, "Light" );
}
void uluaPushMaterial( lua_State *L, Material material ) {
Material *materialP = lua_newuserdata( L, sizeof( Material ) );
void uluaPushMaterial( lua_State* L, Material material ) {
Material* materialP = lua_newuserdata( L, sizeof( Material ) );
*materialP = material;
luaL_setmetatable( L, "Material" );
}
void uluaPushMesh( lua_State *L, Mesh mesh ) {
Mesh *meshP = lua_newuserdata( L, sizeof( Mesh ) );
void uluaPushMesh( lua_State* L, Mesh mesh ) {
Mesh* meshP = lua_newuserdata( L, sizeof( Mesh ) );
*meshP = mesh;
luaL_setmetatable( L, "Mesh" );
}
void uluaPushModel( lua_State *L, Model model ) {
Model *modelP = lua_newuserdata( L, sizeof( Model ) );
void uluaPushModel( lua_State* L, Model model ) {
Model* modelP = lua_newuserdata( L, sizeof( Model ) );
*modelP = model;
luaL_setmetatable( L, "Model" );
}
void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation ) {
ModelAnimation *modelAnimationP = lua_newuserdata( L, sizeof( ModelAnimation ) );
void uluaPushModelAnimation( lua_State* L, ModelAnimation modelAnimation ) {
ModelAnimation* modelAnimationP = lua_newuserdata( L, sizeof( ModelAnimation ) );
*modelAnimationP = modelAnimation;
luaL_setmetatable( L, "ModelAnimation" );
}
void uluaPushRLRenderBatch( lua_State *L, rlRenderBatch renderBatch ) {
rlRenderBatch *renderBatchP = lua_newuserdata( L, sizeof( rlRenderBatch ) );
void uluaPushRLRenderBatch( lua_State* L, rlRenderBatch renderBatch ) {
rlRenderBatch* renderBatchP = lua_newuserdata( L, sizeof( rlRenderBatch ) );
*renderBatchP = renderBatch;
luaL_setmetatable( L, "rlRenderBatch" );
}
int uluaGetTableLen( lua_State *L, int index ) {
int uluaGetTableLen( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
int t = index, i = 0;
lua_pushnil( L );