Process renamed to update to be more inline with naming of raylib and common convention.
This commit is contained in:
6
API.md
6
API.md
@@ -2,7 +2,7 @@
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## Functions
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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'.
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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'.
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---
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> function RL.init()
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@@ -11,7 +11,7 @@ This function will be called first when 'main.lua' is found
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---
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> function RL.process( delta )
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> function RL.update( delta )
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This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'
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@@ -19,7 +19,7 @@ This function will be called every frame during execution. It will get time dura
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> function RL.draw()
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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.
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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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---
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@@ -2,7 +2,7 @@
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## About
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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.
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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.
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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.
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@@ -34,7 +34,7 @@ List of some MISSING features that are planned to be included. For specific func
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## Usage
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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'.
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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'.
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Example of basic "main.lua" file that will show basic windows with text.
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@@ -46,7 +46,7 @@ function RL.init()
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RL.SetWindowTitle( "First window" )
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end
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function RL.process( delta )
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function RL.update( delta )
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if RL.IsKeyPressed( RL.KEY_ENTER ) then
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textColor = BLUE
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textPos = { 230, 230 }
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@@ -8,8 +8,8 @@ RL={}
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function RL.init() end
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---This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'
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---@param delta number
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function RL.process( delta ) end
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---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.
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function RL.update( delta ) end
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---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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function RL.draw() end
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---This function will be called on events input. Content of event table is determined by event type.
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---@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
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KEY CHANGES:
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- CHANGE: GetBufferData takes also position and length arguments.
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- ADDED: LoadImageFromData.
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- CHANGE: Process renamed to update to be more inline with naming of raylib and common convention.
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DETAILED CHANGES:
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- ADDED: GetBufferElementSize and GetBufferLength.
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2
devnotes
2
devnotes
@@ -20,7 +20,7 @@ Backlog {
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* Examples
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* Improve Dungeon crawler example by generating custom mesh instead of drawing 3D quads.
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* Platformer example physics process for true framerate independence.
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* Platformer example physics update for true framerate independence.
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* Android support
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* Git submodules for raylib and lua. Should maybe find windows compatible lua repo for this.
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}
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10
docgen.lua
10
docgen.lua
@@ -89,19 +89,19 @@ apiFile:write( "# ReiLua API\n" )
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-- Usage.
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apiFile:write( "\n## Functions\n" )
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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" )
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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" )
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local FUNC_DESC = {
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init = "This function will be called first when 'main.lua' is found",
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process = "This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'",
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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.",
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update = "This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'",
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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.",
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event = "This function will be called on events input. Content of event table is determined by event type.",
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log = "This function can be used for custom log message handling.",
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exit = "This function will be called on program close. Cleanup could be done here.",
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}
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apiFile:write( "\n---\n> function RL.init()\n\n"..FUNC_DESC.init.."\n\n---\n" )
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apiFile:write( "\n> function RL.process( delta )\n\n"..FUNC_DESC.process.."\n\n---\n" )
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apiFile:write( "\n> function RL.update( delta )\n\n"..FUNC_DESC.update.."\n\n---\n" )
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apiFile:write( "\n> function RL.draw()\n\n"..FUNC_DESC.draw.."\n\n---\n" )
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apiFile:write( "\n> function RL.event( event )\n\n"..FUNC_DESC.event.."\n\n---\n" )
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apiFile:write( "\n> function RL.log( logLevel, message )\n\n"..FUNC_DESC.log.."\n\n---\n" )
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@@ -114,7 +114,7 @@ luaApiFile:write( "-- Functions.\n\n" )
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luaApiFile:write(
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"---"..FUNC_DESC.init.."\nfunction RL.init() end\n" )
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luaApiFile:write(
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"---"..FUNC_DESC.process.."\n---@param delta number\nfunction RL.process( delta ) end\n" )
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"---"..FUNC_DESC.update.."\n---@param delta number\nfunction RL.update( delta ) end\n" )
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luaApiFile:write(
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"---"..FUNC_DESC.draw.."\nfunction RL.draw() end\n" )
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luaApiFile:write(
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@@ -5,7 +5,7 @@ local cameraRot = 0.0
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local cameraZoom = 1.0
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local cameraSpeed = 100.0
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local cameraRotSpeed = 100.0
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local cameraZoomSpeed = 10.0
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local cameraZoomSpeed = 2.0
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function RL.init()
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local monitor = 0
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@@ -23,7 +23,7 @@ function RL.init()
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RL.SetCamera2DOffset( camera, { winSize[1] / 2, winSize[2] / 2 } )
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end
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function RL.process( delta )
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function RL.update( delta )
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-- Move.
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if RL.IsKeyDown( RL.KEY_RIGHT ) then
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cameraPos[1] = cameraPos[1] + cameraSpeed * delta
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@@ -36,16 +36,16 @@ function RL.process( delta )
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cameraPos[2] = cameraPos[2] - cameraSpeed * delta
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end
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-- Rotate.
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if RL.IsKeyDown( RL.KEY_E ) then -- Or RL.IsKeyDown( KEY_E )
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if RL.IsKeyDown( RL.KEY_E ) then
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cameraRot = cameraRot + cameraRotSpeed * delta
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elseif RL.IsKeyDown( RL.KEY_Q ) then
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cameraRot = cameraRot - cameraRotSpeed * delta
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end
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-- Zoom.
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if RL.IsKeyDown( RL.KEY_R ) then
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cameraZoom = cameraZoom + cameraZoomSpeed * delta
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cameraZoom = cameraZoom + cameraZoom * cameraZoomSpeed * delta
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elseif RL.IsKeyDown( RL.KEY_F ) then
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cameraZoom = cameraZoom - cameraZoomSpeed * delta
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cameraZoom = cameraZoom - cameraZoom * cameraZoomSpeed * delta
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end
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end
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@@ -133,7 +133,7 @@ end
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-- Process.
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function RL.process( delta )
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function RL.update( delta )
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lights[1].pos = Vector2:new( RL.GetMousePosition() )
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end
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@@ -76,8 +76,8 @@ function RL.init()
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initGui()
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end
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function RL.process( delta )
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Gui.process( Vec2:new( RL.GetMousePosition() ) )
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function RL.update( delta )
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Gui.update( Vec2:new( RL.GetMousePosition() ) )
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end
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function RL.draw()
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@@ -91,8 +91,8 @@ function RL.init()
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table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { 2, 1, -2 }, RL.Vector3Zero(), RL.BLUE, shader ) )
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end
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function RL.process( delta )
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camera:process( delta )
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function RL.update( delta )
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camera:update( delta )
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-- Check key inputs to enable/disable lights.
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if RL.IsKeyPressed( RL.KEY_Y ) then
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@@ -51,7 +51,7 @@ function RL.init()
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texSize = RL.GetTextureSize( texBunny )
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end
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function RL.process( delta )
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function RL.update( delta )
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if RL.IsMouseButtonDown( 0 ) then
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-- Create more bunnies
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for i = 1, 100 do
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@@ -50,7 +50,7 @@ function RL.init()
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end
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end
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function RL.process( delta )
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function RL.update( delta )
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polygon.angle = polygon.angle + delta
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-- Update points rotation with an angle transform
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@@ -30,8 +30,8 @@ function RL.init()
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camera.mode = camera.MODES.FREE
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end
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function RL.process( delta )
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camera:process( delta )
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function RL.update( delta )
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camera:update( delta )
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if RL.IsKeyPressed( RL.KEY_SPACE ) then
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if camera.mode == camera.MODES.FREE then
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@@ -81,8 +81,8 @@ function RL.init()
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matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
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end
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function RL.process( delta )
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camera:process( delta )
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function RL.update( delta )
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camera:update( delta )
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if RL.IsKeyPressed( RL.KEY_SPACE ) then
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if camera.mode == camera.MODES.FREE then
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@@ -82,7 +82,7 @@ function RL.init()
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RL.SetMaterialColor( matDefault, RL.MATERIAL_MAP_DIFFUSE, RL.BLUE )
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end
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function RL.process( delta )
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function RL.update( delta )
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RL.UpdateCamera3D( camera, RL.CAMERA_ORBITAL )
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-- Update the light shader with the camera view position
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@@ -49,7 +49,7 @@ function RL.init()
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animations = RL.LoadModelAnimations( RL.GetBasePath().."../resources/iqm/monkey.iqm" )
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end
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function RL.process( delta )
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function RL.update( delta )
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if RL.IsKeyPressed( RL.KEY_ENTER ) then
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curAnim = curAnim + 1
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@@ -83,8 +83,8 @@ function RL.init()
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matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
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end
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function RL.process( delta )
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camera:process( delta )
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function RL.update( delta )
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camera:update( delta )
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if RL.IsKeyPressed( RL.KEY_SPACE ) then
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if camera.mode == camera.MODES.FREE then
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@@ -20,7 +20,7 @@ function RL.init()
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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end
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function RL.process( delta )
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function RL.update( delta )
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local mousePosition = Vec2:new( RL.GetMousePosition() )
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-- Resize the n-patch based on mouse position
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@@ -221,7 +221,7 @@ local function playerMovement( delta )
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player.colRect.y = player.pos.y - player.colRect.height
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end
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function RL.process( delta )
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function RL.update( delta )
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if RL.IsWindowResized() then
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winSize:set( RL.GetScreenSize() )
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end
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@@ -69,7 +69,7 @@ function RL.init()
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reset()
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end
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function RL.process( delta )
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function RL.update( delta )
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-- Left player controls.
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if RL.IsKeyDown( RL.KEY_W ) and 0 < playerLeft.pos.y then
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playerLeft.pos.y = playerLeft.pos.y - PLAYER_SPEED * delta
|
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@@ -38,7 +38,7 @@ function RL.init()
|
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ray_collision()
|
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end
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function RL.process( delta )
|
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function RL.update( delta )
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if RL.IsMouseButtonPressed( 0 ) then
|
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ray = RL.GetMouseRay( RL.GetMousePosition(), camera )
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ray_collision()
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@@ -33,8 +33,8 @@ function RL.init()
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calculator2 = Calculator:new( Vec2:new( 64, 65 ) )
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end
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function RL.process( delta )
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Gui:process()
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function RL.update( delta )
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Gui:update()
|
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end
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function RL.draw()
|
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|
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@@ -237,8 +237,8 @@ function RL.init()
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addPropertyList()
|
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end
|
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function RL.process( delta )
|
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Gui:process()
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function RL.update( delta )
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Gui:update()
|
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end
|
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function RL.draw()
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@@ -158,14 +158,14 @@ function PropertyList:addGroup( name, active, group )
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return control
|
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end
|
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function PropertyList:process()
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function PropertyList:update()
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if not RL.CheckCollisionRecs( self.view, RL.GetMousePosition() ) then
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self.gui.locked = true
|
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else
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self.gui.locked = false
|
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end
|
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|
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self.gui:process()
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self.gui:update()
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|
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RL.BeginTextureMode( self.framebuffer )
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RL.ClearBackground( RL.BLANK )
|
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|
||||
@@ -19,12 +19,12 @@ function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, c
|
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return object
|
||||
end
|
||||
|
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function SpriteButton:process()
|
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function SpriteButton:update()
|
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return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
|
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end
|
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|
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function SpriteButton:draw()
|
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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
|
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RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchPressed, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
|
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else
|
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RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchNormal, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
|
||||
|
||||
@@ -318,8 +318,8 @@ function RL.init()
|
||||
)
|
||||
end
|
||||
|
||||
function RL.process( delta )
|
||||
Gui:process()
|
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function RL.update( delta )
|
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Gui:update()
|
||||
end
|
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|
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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
|
||||
|
||||
@@ -90,7 +90,7 @@ function Camera3D:getUpward()
|
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return Vec3:new( RL.GetCamera3DUpNormalized( self.camera ) )
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end
|
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|
||||
function Camera3D:process( delta )
|
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function Camera3D:update( delta )
|
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if self.mode == self.MODES.FREE then
|
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if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_MIDDLE ) then
|
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local mouseDelta = Vec2:new( RL.GetMouseDelta() )
|
||||
|
||||
@@ -40,7 +40,7 @@ local Gui = {
|
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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.
|
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_inputElement = nil, -- Element that has the input text item.
|
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_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]
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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() );
|
||||
|
||||
@@ -70,7 +70,7 @@ int main( int argn, const char **argc ) {
|
||||
if ( WindowShouldClose() ) {
|
||||
state->run = false;
|
||||
}
|
||||
luaCallProcess();
|
||||
luaCallUpdate();
|
||||
luaCallDraw();
|
||||
}
|
||||
luaCallExit();
|
||||
|
||||
Reference in New Issue
Block a user