Process renamed to update to be more inline with naming of raylib and common convention.

This commit is contained in:
jussi
2024-02-18 15:26:21 +02:00
parent 9de10be468
commit 9b27daefc2
35 changed files with 99 additions and 98 deletions

6
API.md
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@@ -2,7 +2,7 @@
## Functions
Application needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where "main.lua" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.process', 'RL.draw', 'RL.event', 'RL.log', and 'RL.exit'.
Application needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where "main.lua" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.update', 'RL.draw', 'RL.event', 'RL.log', and 'RL.exit'.
---
> function RL.init()
@@ -11,7 +11,7 @@ This function will be called first when 'main.lua' is found
---
> function RL.process( delta )
> function RL.update( delta )
This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'
@@ -19,7 +19,7 @@ This function will be called every frame during execution. It will get time dura
> function RL.draw()
This function will be called every frame after process and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.
This function will be called every frame after update and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.
---

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@@ -2,7 +2,7 @@
## About
Idea of this project was to bring the power and simplicity of Raylib to easy beginner friendly language like Lua in a very straight forward manner. It is loose binding to Raylib, some functions will not be included and some are added. The idea of pointing "main.lua" file and access functions "init", "process" and "draw" are borrowed from Löve game framework.
Idea of this project was to bring the power and simplicity of Raylib to easy beginner friendly language like Lua in a very straight forward manner. It is loose binding to Raylib, some functions will not be included and some are added. The idea of pointing "main.lua" file and access functions "init", "update" and "draw" are borrowed from Löve game framework.
ReiLua is not planned to be a one-to-one binding to raylib. If you want more direct bindings, there are other projects like https://github.com/TSnake41/raylib-lua.
@@ -34,7 +34,7 @@ List of some MISSING features that are planned to be included. For specific func
## Usage
Application needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where "main.lua" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.process', 'RL.draw', 'RL.log' and 'RL.exit'.
Application needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where "main.lua" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.update', 'RL.draw', 'RL.log' and 'RL.exit'.
Example of basic "main.lua" file that will show basic windows with text.
@@ -46,7 +46,7 @@ function RL.init()
RL.SetWindowTitle( "First window" )
end
function RL.process( delta )
function RL.update( delta )
if RL.IsKeyPressed( RL.KEY_ENTER ) then
textColor = BLUE
textPos = { 230, 230 }

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@@ -8,8 +8,8 @@ RL={}
function RL.init() end
---This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'
---@param delta number
function RL.process( delta ) end
---This function will be called every frame after process and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.
function RL.update( delta ) end
---This function will be called every frame after update and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.
function RL.draw() end
---This function will be called on events input. Content of event table is determined by event type.
---@param event table

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@@ -4,6 +4,7 @@ Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0
KEY CHANGES:
- CHANGE: GetBufferData takes also position and length arguments.
- ADDED: LoadImageFromData.
- CHANGE: Process renamed to update to be more inline with naming of raylib and common convention.
DETAILED CHANGES:
- ADDED: GetBufferElementSize and GetBufferLength.

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@@ -20,7 +20,7 @@ Backlog {
* Examples
* Improve Dungeon crawler example by generating custom mesh instead of drawing 3D quads.
* Platformer example physics process for true framerate independence.
* Platformer example physics update for true framerate independence.
* Android support
* Git submodules for raylib and lua. Should maybe find windows compatible lua repo for this.
}

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@@ -89,19 +89,19 @@ apiFile:write( "# ReiLua API\n" )
-- Usage.
apiFile:write( "\n## Functions\n" )
apiFile:write( "\nApplication needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where \"main.lua\" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.process', 'RL.draw', 'RL.event', 'RL.log', and 'RL.exit'.\n" )
apiFile:write( "\nApplication needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where \"main.lua\" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.update', 'RL.draw', 'RL.event', 'RL.log', and 'RL.exit'.\n" )
local FUNC_DESC = {
init = "This function will be called first when 'main.lua' is found",
process = "This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'",
draw = "This function will be called every frame after process and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.",
update = "This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'",
draw = "This function will be called every frame after update and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.",
event = "This function will be called on events input. Content of event table is determined by event type.",
log = "This function can be used for custom log message handling.",
exit = "This function will be called on program close. Cleanup could be done here.",
}
apiFile:write( "\n---\n> function RL.init()\n\n"..FUNC_DESC.init.."\n\n---\n" )
apiFile:write( "\n> function RL.process( delta )\n\n"..FUNC_DESC.process.."\n\n---\n" )
apiFile:write( "\n> function RL.update( delta )\n\n"..FUNC_DESC.update.."\n\n---\n" )
apiFile:write( "\n> function RL.draw()\n\n"..FUNC_DESC.draw.."\n\n---\n" )
apiFile:write( "\n> function RL.event( event )\n\n"..FUNC_DESC.event.."\n\n---\n" )
apiFile:write( "\n> function RL.log( logLevel, message )\n\n"..FUNC_DESC.log.."\n\n---\n" )
@@ -114,7 +114,7 @@ luaApiFile:write( "-- Functions.\n\n" )
luaApiFile:write(
"---"..FUNC_DESC.init.."\nfunction RL.init() end\n" )
luaApiFile:write(
"---"..FUNC_DESC.process.."\n---@param delta number\nfunction RL.process( delta ) end\n" )
"---"..FUNC_DESC.update.."\n---@param delta number\nfunction RL.update( delta ) end\n" )
luaApiFile:write(
"---"..FUNC_DESC.draw.."\nfunction RL.draw() end\n" )
luaApiFile:write(

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@@ -5,7 +5,7 @@ local cameraRot = 0.0
local cameraZoom = 1.0
local cameraSpeed = 100.0
local cameraRotSpeed = 100.0
local cameraZoomSpeed = 10.0
local cameraZoomSpeed = 2.0
function RL.init()
local monitor = 0
@@ -23,7 +23,7 @@ function RL.init()
RL.SetCamera2DOffset( camera, { winSize[1] / 2, winSize[2] / 2 } )
end
function RL.process( delta )
function RL.update( delta )
-- Move.
if RL.IsKeyDown( RL.KEY_RIGHT ) then
cameraPos[1] = cameraPos[1] + cameraSpeed * delta
@@ -36,16 +36,16 @@ function RL.process( delta )
cameraPos[2] = cameraPos[2] - cameraSpeed * delta
end
-- Rotate.
if RL.IsKeyDown( RL.KEY_E ) then -- Or RL.IsKeyDown( KEY_E )
if RL.IsKeyDown( RL.KEY_E ) then
cameraRot = cameraRot + cameraRotSpeed * delta
elseif RL.IsKeyDown( RL.KEY_Q ) then
cameraRot = cameraRot - cameraRotSpeed * delta
end
-- Zoom.
if RL.IsKeyDown( RL.KEY_R ) then
cameraZoom = cameraZoom + cameraZoomSpeed * delta
cameraZoom = cameraZoom + cameraZoom * cameraZoomSpeed * delta
elseif RL.IsKeyDown( RL.KEY_F ) then
cameraZoom = cameraZoom - cameraZoomSpeed * delta
cameraZoom = cameraZoom - cameraZoom * cameraZoomSpeed * delta
end
end

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@@ -133,7 +133,7 @@ end
-- Process.
function RL.process( delta )
function RL.update( delta )
lights[1].pos = Vector2:new( RL.GetMousePosition() )
end

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@@ -76,8 +76,8 @@ function RL.init()
initGui()
end
function RL.process( delta )
Gui.process( Vec2:new( RL.GetMousePosition() ) )
function RL.update( delta )
Gui.update( Vec2:new( RL.GetMousePosition() ) )
end
function RL.draw()

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@@ -91,8 +91,8 @@ function RL.init()
table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { 2, 1, -2 }, RL.Vector3Zero(), RL.BLUE, shader ) )
end
function RL.process( delta )
camera:process( delta )
function RL.update( delta )
camera:update( delta )
-- Check key inputs to enable/disable lights.
if RL.IsKeyPressed( RL.KEY_Y ) then

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@@ -51,7 +51,7 @@ function RL.init()
texSize = RL.GetTextureSize( texBunny )
end
function RL.process( delta )
function RL.update( delta )
if RL.IsMouseButtonDown( 0 ) then
-- Create more bunnies
for i = 1, 100 do

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@@ -50,7 +50,7 @@ function RL.init()
end
end
function RL.process( delta )
function RL.update( delta )
polygon.angle = polygon.angle + delta
-- Update points rotation with an angle transform

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@@ -30,8 +30,8 @@ function RL.init()
camera.mode = camera.MODES.FREE
end
function RL.process( delta )
camera:process( delta )
function RL.update( delta )
camera:update( delta )
if RL.IsKeyPressed( RL.KEY_SPACE ) then
if camera.mode == camera.MODES.FREE then

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@@ -81,8 +81,8 @@ function RL.init()
matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end
function RL.process( delta )
camera:process( delta )
function RL.update( delta )
camera:update( delta )
if RL.IsKeyPressed( RL.KEY_SPACE ) then
if camera.mode == camera.MODES.FREE then

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@@ -82,7 +82,7 @@ function RL.init()
RL.SetMaterialColor( matDefault, RL.MATERIAL_MAP_DIFFUSE, RL.BLUE )
end
function RL.process( delta )
function RL.update( delta )
RL.UpdateCamera3D( camera, RL.CAMERA_ORBITAL )
-- Update the light shader with the camera view position

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@@ -49,7 +49,7 @@ function RL.init()
animations = RL.LoadModelAnimations( RL.GetBasePath().."../resources/iqm/monkey.iqm" )
end
function RL.process( delta )
function RL.update( delta )
if RL.IsKeyPressed( RL.KEY_ENTER ) then
curAnim = curAnim + 1

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@@ -83,8 +83,8 @@ function RL.init()
matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end
function RL.process( delta )
camera:process( delta )
function RL.update( delta )
camera:update( delta )
if RL.IsKeyPressed( RL.KEY_SPACE ) then
if camera.mode == camera.MODES.FREE then

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@@ -20,7 +20,7 @@ function RL.init()
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
end
function RL.process( delta )
function RL.update( delta )
local mousePosition = Vec2:new( RL.GetMousePosition() )
-- Resize the n-patch based on mouse position

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@@ -221,7 +221,7 @@ local function playerMovement( delta )
player.colRect.y = player.pos.y - player.colRect.height
end
function RL.process( delta )
function RL.update( delta )
if RL.IsWindowResized() then
winSize:set( RL.GetScreenSize() )
end

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@@ -69,7 +69,7 @@ function RL.init()
reset()
end
function RL.process( delta )
function RL.update( delta )
-- Left player controls.
if RL.IsKeyDown( RL.KEY_W ) and 0 < playerLeft.pos.y then
playerLeft.pos.y = playerLeft.pos.y - PLAYER_SPEED * delta

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@@ -38,7 +38,7 @@ function RL.init()
ray_collision()
end
function RL.process( delta )
function RL.update( delta )
if RL.IsMouseButtonPressed( 0 ) then
ray = RL.GetMouseRay( RL.GetMousePosition(), camera )
ray_collision()

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@@ -33,8 +33,8 @@ function RL.init()
calculator2 = Calculator:new( Vec2:new( 64, 65 ) )
end
function RL.process( delta )
Gui:process()
function RL.update( delta )
Gui:update()
end
function RL.draw()

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@@ -237,8 +237,8 @@ function RL.init()
addPropertyList()
end
function RL.process( delta )
Gui:process()
function RL.update( delta )
Gui:update()
end
function RL.draw()

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@@ -158,14 +158,14 @@ function PropertyList:addGroup( name, active, group )
return control
end
function PropertyList:process()
function PropertyList:update()
if not RL.CheckCollisionRecs( self.view, RL.GetMousePosition() ) then
self.gui.locked = true
else
self.gui.locked = false
end
self.gui:process()
self.gui:update()
RL.BeginTextureMode( self.framebuffer )
RL.ClearBackground( RL.BLANK )

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@@ -19,12 +19,12 @@ function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, c
return object
end
function SpriteButton:process()
function SpriteButton:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function SpriteButton:draw()
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:process() and not RL.GuiIsLocked() and not self._parent.scrolling then
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:update() and not RL.GuiIsLocked() and not self._parent.scrolling 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 )

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@@ -318,8 +318,8 @@ function RL.init()
)
end
function RL.process( delta )
Gui:process()
function RL.update( delta )
Gui:update()
end
function RL.draw()

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@@ -17,7 +17,7 @@ function bitlib.getBit( v, i )
return false
end
return v & ( 1 << i ) > 0
return 0 < v & ( 1 << i )
end
return bitlib

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@@ -90,7 +90,7 @@ function Camera3D:getUpward()
return Vec3:new( RL.GetCamera3DUpNormalized( self.camera ) )
end
function Camera3D:process( delta )
function Camera3D:update( delta )
if self.mode == self.MODES.FREE then
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_MIDDLE ) then
local mouseDelta = Vec2:new( RL.GetMouseDelta() )

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@@ -40,7 +40,7 @@ local Gui = {
heldCallback = nil,
_cells = {},
_mousePos = Vec2:new( 0, 0 ), -- Last mouse position that was passed to Gui.process.
_mousePos = Vec2:new( 0, 0 ), -- Last mouse position that was passed to Gui.Update.
_inputElement = nil, -- Element that has the input text item.
_inputItem = nil, -- Must be type Text.
}
@@ -103,7 +103,7 @@ function Gui.set2Back( cell )
Util.tableMove( Gui._cells, Gui.getId( cell ), 1, 1 )
end
function Gui.process( mousePosition )
function Gui.update( mousePosition )
local mouseWheel = RL.GetMouseWheelMove()
Gui._mousePos = mousePosition
@@ -120,7 +120,7 @@ function Gui.process( mousePosition )
local foundFirst = false
-- Go backwards on process check so we trigger the top most ui first and stop there.
-- Go backwards on update check so we trigger the top most ui first and stop there.
for i = #Gui._cells, 1, -1 do
local cell = Gui._cells[i]

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@@ -70,7 +70,7 @@ function WindowBox:new( bounds, text, callback, grabCallback, dragCallback, styl
return object
end
function WindowBox:process()
function WindowBox:update()
return self._parent:drag( self )
end
@@ -109,7 +109,7 @@ function GroupBox:new( bounds, text, styles )
return object
end
function GroupBox:process()
function GroupBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -142,7 +142,7 @@ function Line:new( bounds, text, styles )
return object
end
function Line:process()
function Line:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -178,7 +178,7 @@ function Panel:new( bounds, text, grabCallback, dragCallback, styles )
return object
end
function Panel:process()
function Panel:update()
return self._parent:drag( self )
end
@@ -214,7 +214,7 @@ function GuiTabBar:new( bounds, text, active, callback, closeCallback, styles )
return object
end
function GuiTabBar:process()
function GuiTabBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -271,7 +271,7 @@ function ScrollPanel:new( bounds, text, content, scroll, callback, grabCallback,
return object
end
function ScrollPanel:process()
function ScrollPanel:update()
return self._parent:drag( self )
end
@@ -318,7 +318,7 @@ function Label:new( bounds, text, styles )
return object
end
function Label:process()
function Label:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -352,7 +352,7 @@ function Button:new( bounds, text, callback, styles )
return object
end
function Button:process()
function Button:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -390,7 +390,7 @@ function LabelButton:new( bounds, text, callback, styles )
return object
end
function LabelButton:process()
function LabelButton:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -429,7 +429,7 @@ function Toggle:new( bounds, text, active, callback, styles )
return object
end
function Toggle:process()
function Toggle:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -516,7 +516,7 @@ function ToggleGroup:updateFocusBounds()
end
end
function ToggleGroup:process()
function ToggleGroup:update()
for _, bounds in ipairs( self.focusBounds ) do
if RL.CheckCollisionPointRec( RL.GetMousePosition(), bounds ) then
return true
@@ -585,7 +585,7 @@ function CheckBox:new( bounds, text, checked, callback, styles )
return object
end
function CheckBox:process()
function CheckBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.focusBounds )
end
@@ -638,7 +638,7 @@ function ComboBox:new( bounds, text, active, callback, styles )
return object
end
function ComboBox:process()
function ComboBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -702,7 +702,7 @@ function DropdownBox:updateEditModeBounds()
self.editModeBounds.height = ( 1 + count ) * ( self.bounds.height + RL.GuiGetStyle( RL.DROPDOWNBOX, RL.DROPDOWN_ITEMS_SPACING ) )
end
function DropdownBox:process()
function DropdownBox:update()
if self.editMode then
self:updateEditModeBounds()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.editModeBounds )
@@ -763,7 +763,7 @@ function Spinner:setText( text )
self.text = text
end
function Spinner:process()
function Spinner:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -833,7 +833,7 @@ function ValueBox:setText( text )
self.text = text
end
function ValueBox:process()
function ValueBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -887,7 +887,7 @@ function TextBox:new( bounds, text, textSize, editMode, callback, styles )
return object
end
function TextBox:process()
function TextBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -948,7 +948,7 @@ function Slider:new( bounds, textLeft, textRight, value, minValue, maxValue, cal
return object
end
function Slider:process()
function Slider:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1011,7 +1011,7 @@ function SliderBar:new( bounds, textLeft, textRight, value, minValue, maxValue,
return object
end
function SliderBar:process()
function SliderBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1074,7 +1074,7 @@ function ProgressBar:new( bounds, textLeft, textRight, value, minValue, maxValue
return object
end
function ProgressBar:process()
function ProgressBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1126,7 +1126,7 @@ function StatusBar:new( bounds, text, styles )
return object
end
function StatusBar:process()
function StatusBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1159,7 +1159,7 @@ function DummyRec:new( bounds, text, styles )
return object
end
function DummyRec:process()
function DummyRec:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1196,7 +1196,7 @@ function Grid:new( bounds, text, spacing, subdivs, callback, styles )
return object
end
function Grid:process()
function Grid:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1248,7 +1248,7 @@ function ListView:getItem( id )
return getItems( self.text )[ id + 1 ]
end
function ListView:process()
function ListView:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1299,7 +1299,7 @@ function ListViewEx:getItem( id )
return getItems( self.text )[ id + 1 ]
end
function ListViewEx:process()
function ListViewEx:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1353,7 +1353,7 @@ function MessageBox:getItem( id )
return getItems( self.buttons )[ id ]
end
function MessageBox:process()
function MessageBox:update()
return self._parent:drag( self )
end
@@ -1404,7 +1404,7 @@ function TextInputBox:getItem( id )
return getItems( self.buttons )[ id ]
end
function TextInputBox:process()
function TextInputBox:update()
return self._parent:drag( self )
end
@@ -1446,7 +1446,7 @@ function ColorPicker:new( bounds, text, color, callback, styles )
return object
end
function ColorPicker:process()
function ColorPicker:update()
-- self:updateFocusBounds()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.focusBounds )
end
@@ -1508,7 +1508,7 @@ function ColorPanel:new( bounds, text, color, callback, styles )
return object
end
function ColorPanel:process()
function ColorPanel:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1557,7 +1557,7 @@ function ColorBarAlpha:new( bounds, text, alpha, callback, styles )
return object
end
function ColorBarAlpha:process()
function ColorBarAlpha:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1605,7 +1605,7 @@ function ColorBarHue:new( bounds, text, value, callback, styles )
return object
end
function ColorBarHue:process()
function ColorBarHue:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1654,7 +1654,7 @@ function GuiScrollBar:new( bounds, value, minValue, maxValue, callback, styles )
return object
end
function GuiScrollBar:process()
function GuiScrollBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1703,7 +1703,7 @@ function Raygui:new()
object.defaultRect = Rect:new( 0, 0, 1, 1 ) -- For texture.
object.defaultFont = RL.GetFontDefault()
object.mouseOffset = Vec2:new()
object.view = Rect:new() -- Active if larger than 0. Then only controls in view will be processed and drawn.
object.view = Rect:new() -- Active if larger than 0. Then only controls in view will be updated and drawn.
object._lastProperties = {}
object._mousePressPos = Vec2:new( -1, -1 ) -- Use to check if release and check are inside bounds.
@@ -1716,11 +1716,11 @@ function Raygui:inView( control )
return self.view.width == 0 or self.view.height == 0 or self.view:checkCollisionRec( control.viewBounds or control.focusBounds or control.bounds )
end
function Raygui:process()
function Raygui:update()
if self.disabled or self.locked then
return
end
-- If dragging, don't process control masking.
-- If dragging, don't update control masking.
if self.dragging ~= nil then
self:drag( self.dragging )
return
@@ -1737,8 +1737,8 @@ function Raygui:process()
for i = #self.controls, 1, -1 do
local control = self.controls[i]
if control.visible and control.process ~= nil and self:inView( control ) then
if control:process() then
if control.visible and control.update ~= nil and self:inView( control ) then
if control:update() then
self.focused = i
return
end

View File

@@ -129,7 +129,7 @@ local function moveSnake()
moveTimer = moveTimer + 1.0
end
function RL.process( delta )
function RL.update( delta )
if gameState == STATE.GAME then -- Run game.
-- Controls.
if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading.x then

View File

@@ -7,7 +7,7 @@ function RL.init()
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
end
function RL.process( delta )
function RL.update( delta )
if RL.IsKeyPressed( RL.KEY_ENTER ) then
local textSize = RL.MeasureText( RL.GetFontDefault(), text, 20, 2 )
local winSize = RL.GetScreenSize()

View File

@@ -27,7 +27,7 @@ void assingGlobalFunction( const char *name, int ( *functionPtr )( lua_State* )
bool luaInit( int argn, const char **argc );
int luaTraceback( lua_State *L );
bool luaCallMain();
void luaCallProcess();
void luaCallUpdate();
void luaCallDraw();
void luaCallExit();
void luaRegister();

View File

@@ -1127,7 +1127,7 @@ bool luaCallMain() {
return state->run;
}
void luaCallProcess() {
void luaCallUpdate() {
#if defined PLATFORM_DESKTOP_SDL && defined LUA_EVENTS
platformSendEvents();
@@ -1138,7 +1138,7 @@ void luaCallProcess() {
int tracebackidx = lua_gettop(L);
lua_getglobal( L, "RL" );
lua_getfield( L, -1, "process" );
lua_getfield( L, -1, "update" );
if ( lua_isfunction( L, -1 ) ) {
lua_pushnumber( L, GetFrameTime() );

View File

@@ -70,7 +70,7 @@ int main( int argn, const char **argc ) {
if ( WindowShouldClose() ) {
state->run = false;
}
luaCallProcess();
luaCallUpdate();
luaCallDraw();
}
luaCallExit();