Organized shapes, textures, audio, text, lights and gui functions.

This commit is contained in:
jussi
2023-11-09 22:02:59 +02:00
parent e056446750
commit 8effd050ff
17 changed files with 438 additions and 423 deletions

View File

@@ -5,7 +5,7 @@
#include "lua_core.h"
/*
## Textures - Image Loading
## Textures - Image loading functions
*/
/*
@@ -111,7 +111,7 @@ int ltexturesExportImageAsCode( lua_State *L ) {
}
/*
## Textures - Image Generation
## Textures - Image generation functions
*/
/*
@@ -265,7 +265,7 @@ int ltexturesGenImageText( lua_State *L ) {
}
/*
## Textures - Image Manipulation Functions
## Textures - Image manipulation functions
*/
/*
@@ -717,7 +717,56 @@ int ltexturesGetImageColor( lua_State *L ) {
}
/*
## Textures - Image Drawing
## Textures - Image configuration functions
*/
/*
> size = RL.GetImageSize( Image image )
Get image size
- Success return Vector2
*/
int ltexturesGetImageSize( lua_State *L ) {
Image *image = uluaGetImage( L, 1 );
uluaPushVector2( L, (Vector2){ image->width, image->height } );
return 1;
}
/*
> mipmaps = RL.GetImageMipmaps( Image image )
Get image mipmaps. Mipmap levels, 1 by default
- Success return int
*/
int ltexturesGetImageMipmaps( lua_State *L ) {
Image *image = uluaGetImage( L, 1 );
lua_pushinteger( L, image->mipmaps );
return 1;
}
/*
> format = RL.GetImageFormat( Image image )
Get image data format (PixelFormat type)
- Success return int
*/
int ltexturesGetImageFormat( lua_State *L ) {
Image *image = uluaGetImage( L, 1 );
lua_pushinteger( L, image->format );
return 1;
}
/*
## Textures - Image drawing functions
*/
/*
@@ -864,56 +913,7 @@ int ltexturesImageDrawTextEx( lua_State *L ) {
}
/*
## Textures - Image Configuration
*/
/*
> size = RL.GetImageSize( Image image )
Get image size
- Success return Vector2
*/
int ltexturesGetImageSize( lua_State *L ) {
Image *image = uluaGetImage( L, 1 );
uluaPushVector2( L, (Vector2){ image->width, image->height } );
return 1;
}
/*
> mipmaps = RL.GetImageMipmaps( Image image )
Get image mipmaps. Mipmap levels, 1 by default
- Success return int
*/
int ltexturesGetImageMipmaps( lua_State *L ) {
Image *image = uluaGetImage( L, 1 );
lua_pushinteger( L, image->mipmaps );
return 1;
}
/*
> format = RL.GetImageFormat( Image image )
Get image data format (PixelFormat type)
- Success return int
*/
int ltexturesGetImageFormat( lua_State *L ) {
Image *image = uluaGetImage( L, 1 );
lua_pushinteger( L, image->format );
return 1;
}
/*
## Textures - Texture Loading
## Textures - Texture loading functions
*/
/*
@@ -1190,76 +1190,7 @@ int ltexturesUpdateTextureRec( lua_State *L ) {
}
/*
## Textures - Texture Drawing
*/
/*
> RL.DrawTexture( Texture texture, Vector2 position, Color tint )
Draw a Texture2D
*/
int ltexturesDrawTexture( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 );
Vector2 pos = uluaGetVector2( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawTexture( *texture, pos.x, pos.y, color );
return 0;
}
/*
> RL.DrawTextureRec( Texture texture, Rectangle source, Vector2 position, Color tint )
Draw a part of a texture defined by a rectangle
*/
int ltexturesDrawTextureRec( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 );
Rectangle srcRect = uluaGetRectangle( L, 2 );
Vector2 pos = uluaGetVector2( L, 3 );
Color tint = uluaGetColor( L, 4 );
DrawTextureRec( *texture, srcRect, pos, tint );
return 0;
}
/*
> RL.DrawTexturePro( Texture texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint )
Draw a part of a texture defined by a rectangle with "pro" parameters
*/
int ltexturesDrawTexturePro( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 );
Rectangle srcRect = uluaGetRectangle( L, 2 );
Rectangle dstRect = uluaGetRectangle( L, 3 );
Vector2 origin = uluaGetVector2( L, 4 );
float rot = luaL_checknumber( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawTexturePro( *texture, srcRect, dstRect, origin, rot, color );
return 0;
}
/*
> RL.DrawTextureNPatch( Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint )
Draws a texture (or part of it) that stretches or shrinks nicely
*/
int ltexturesDrawTextureNPatch( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 );
NPatchInfo nPatchInfo = uluaGetNPatchInfo( L, 2 );
Rectangle dest = uluaGetRectangle( L, 3 );
Vector2 origin = uluaGetVector2( L, 4 );
float rotation = luaL_checknumber( L, 5 );
Color tint = uluaGetColor( L, 6 );
DrawTextureNPatch( *texture, nPatchInfo, dest, origin, rotation, tint );
return 0;
}
/*
## Textures - Texture Configuration
## Textures - Texture configuration functions
*/
/*
@@ -1364,7 +1295,76 @@ int ltexturesGetTextureFormat( lua_State *L ) {
}
/*
## Textures - RenderTexture Configuration
## Textures - Texture drawing functions
*/
/*
> RL.DrawTexture( Texture texture, Vector2 position, Color tint )
Draw a Texture2D
*/
int ltexturesDrawTexture( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 );
Vector2 pos = uluaGetVector2( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawTexture( *texture, pos.x, pos.y, color );
return 0;
}
/*
> RL.DrawTextureRec( Texture texture, Rectangle source, Vector2 position, Color tint )
Draw a part of a texture defined by a rectangle
*/
int ltexturesDrawTextureRec( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 );
Rectangle srcRect = uluaGetRectangle( L, 2 );
Vector2 pos = uluaGetVector2( L, 3 );
Color tint = uluaGetColor( L, 4 );
DrawTextureRec( *texture, srcRect, pos, tint );
return 0;
}
/*
> RL.DrawTexturePro( Texture texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint )
Draw a part of a texture defined by a rectangle with "pro" parameters
*/
int ltexturesDrawTexturePro( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 );
Rectangle srcRect = uluaGetRectangle( L, 2 );
Rectangle dstRect = uluaGetRectangle( L, 3 );
Vector2 origin = uluaGetVector2( L, 4 );
float rot = luaL_checknumber( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawTexturePro( *texture, srcRect, dstRect, origin, rot, color );
return 0;
}
/*
> RL.DrawTextureNPatch( Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint )
Draws a texture (or part of it) that stretches or shrinks nicely
*/
int ltexturesDrawTextureNPatch( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 );
NPatchInfo nPatchInfo = uluaGetNPatchInfo( L, 2 );
Rectangle dest = uluaGetRectangle( L, 3 );
Vector2 origin = uluaGetVector2( L, 4 );
float rotation = luaL_checknumber( L, 5 );
Color tint = uluaGetColor( L, 6 );
DrawTextureNPatch( *texture, nPatchInfo, dest, origin, rotation, tint );
return 0;
}
/*
## Textures - RenderTexture configuration functions
*/
/*
@@ -1413,7 +1413,7 @@ int ltexturesGetRenderTextureDepthTexture( lua_State *L ) {
}
/*
## Textures - Color/pixel
## Textures - Color/pixel related functions
*/
/*