cleaned up root folder, organized files into docs/scripts/tools dirs

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2025-11-03 19:43:05 +05:30
parent 02d6be119f
commit 9bb3957d5f
23 changed files with 493 additions and 638 deletions

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tools/docgen.lua Normal file
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--[[
Create api.md and ReiLua_API.lua files from c sources.
To generate API for other platforms you need to change sourceFiles.
]]--
-- Export each module as separate .md file. Does not affect on ReiLua_API.lua file.
local separate = false
if arg ~= nil and arg[1] ~= nil and arg[1] == "-s" then
separate = true
end
local function split( str, sep )
if sep == nil then
sep = "%s"
end
local t = {}
for str in string.gmatch( str, "([^"..sep.."]+)" ) do
table.insert( t, str )
end
return t
end
local function getParamType( param )
if param == "Color" or param == "Vector2" or param == "Vector3" or param == "Vector4"
or param == "Quaternion" or param == "Matrix" or param == "Rectangle" then
return "table"
elseif param == "float" then return "number"
elseif param == "int" then return "integer"
elseif param == "string" then return "string"
elseif param == "bool" then return "boolean"
elseif param == "nil" then return "nil"
elseif param:sub( #param - 1, #param ) == "{}" then return "table"
else
return "any"
end
end
local function getParam( param )
local text = ""
local params = split( param, "|" )
for i, p in ipairs( params ) do
text = text..getParamType( p )
if i < #params then
text = text.."|"
end
end
return text
end
local function parseFunction( line )
local splitted = split( line, "(" )
local parString = splitted[2]:sub(2)
parString = parString:sub( 1, #parString - 2 )
local parameters = split( parString, "," )
local str = ""
local parStr = ""
for i, par in ipairs( parameters ) do
local sepPar = split( par, " " )
parStr = parStr..sepPar[2]
str = str.."---@param "..sepPar[2].." "
-- str = str..getParamType( sepPar[1] ).."\n"
str = str..getParam( sepPar[1] ).."\n"
if i < #parameters then
parStr = parStr..", "
end
end
local returnsAndFuncName = split( splitted[1], "=" )
for i, ret in ipairs( split( returnsAndFuncName[1]:sub(3), "," ) ) do
if ret:sub( 1, 1 ) == " " then
ret = ret:sub(2)
end
str = str.."---@return any "..ret.."\n"
end
str = str.."function "..returnsAndFuncName[ #returnsAndFuncName ]:sub(2)
if parStr ~= "" then
str = str.."( "..parStr.." )"
else
str = str.."()"
end
return str.." end\n"
end
local apiFile = io.open( "../API.md", "w" )
local luaApiFile = io.open( "../ReiLua_API.lua", "w" )
-- Header
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 seven Lua functions that the framework will call, 'RL.init', 'RL.update', 'RL.draw', 'RL.event', 'RL.log', 'RL.exit' and 'RL.config'.\n" )
local FUNC_DESC = {
init = "This function will be called after window has been initialized. Should be used as the main init point.",
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.",
config = "This function will be called before InitWindow. Note! Only place where you should call InitWindow manually. Doesn't have OpenGL context at this point.",
load = "This function will be called when loading resource that allocates memory. Usefull for memory leak debugging. Note! Cannot detect all resources, for example material textures.",
unload = "This function will be called when unloading resource that has allocated memory. Usefull for memory leak debugging. Note! Cannot detect all resources, for example material textures.",
}
apiFile:write( "\n---\n> function RL.init()\n\n"..FUNC_DESC.init.."\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" )
apiFile:write( "\n> function RL.exit()\n\n"..FUNC_DESC.exit.."\n\n---\n" )
apiFile:write( "\n> function RL.config()\n\n"..FUNC_DESC.config.."\n\n---\n" )
apiFile:write( "\n> function RL.load()\n\n"..FUNC_DESC.load.."\n\n---\n" )
apiFile:write( "\n> function RL.unload()\n\n"..FUNC_DESC.unload.."\n\n---\n" )
luaApiFile:write( "-- Put this file into your project folder to provide annotations when using Lua language server.\n\n" )
luaApiFile:write( "RL={}\n\n" )
luaApiFile:write( "-- Functions.\n\n" )
luaApiFile:write(
"---"..FUNC_DESC.init.."\nfunction RL.init() end\n" )
luaApiFile:write(
"---"..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(
"---"..FUNC_DESC.event.."\n---@param event table\nfunction RL.event( event ) end\n" )
luaApiFile:write(
"---"..FUNC_DESC.log.."\n---@param logLevel integer\n---@param message string\nfunction RL.log( logLevel, message ) end\n" )
luaApiFile:write(
"---"..FUNC_DESC.exit.."\nfunction RL.exit() end\n" )
luaApiFile:write(
"---"..FUNC_DESC.config.."\nfunction RL.config() end\n" )
-- Object unloading.
apiFile:write( "\n## Object unloading\n" )
apiFile:write( "\nSome objects allocate memory that needs to be freed when object is no longer needed. By default objects like Textures are unloaded by the Lua garbage collector. It is generatty however recommended to handle this manually in more complex projects. You can change the behavior with SetGCUnload.\n" )
-- Arguments.
apiFile:write( "\n## Arguments\n" )
apiFile:write( "\nArguments are stored in 'RL.arg' array.\n" )
-- Structures.
apiFile:write( "\n## Structures\n\
Raylib structs in Lua\n\n---\n" )
apiFile:write( "\n> Vector2 = { 1.0, 1.0 } or { x = 1.0, y = 1.0 }\n\
Vector2, 2 components\n\n---\n" )
apiFile:write( "\n> Vector3 = { 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0 }\n\
Vector3, 3 components\n\n---\n" )
apiFile:write( "\n> Vector4 = { 1.0, 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0, w = 1.0 }\n\
Vector4, 4 components\n\n---\n" )
apiFile:write( "\n> Quaternion = { 0.0, 0.0, 0.0, 1.0 } or { x = 0.0, y = 0.0, z = 0.0, w = 1.0 }\n\
Quaternion, 4 components (Vector4 alias)\n\n---\n" )
apiFile:write( "\n> Matrix = { { 1.0, 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0, 0.0 }, { 0.0, 0.0, 1.0, 0.0 }, { 0.0, 0.0, 0.0, 1.0 } }\n\
Matrix, 4x4 components, column major, OpenGL style, right-handed. Identity matrix example\n\n---\n" )
apiFile:write( "\n> Color = { 255, 255, 255, 255 } or { r = 255, g = 255, b = 255, a = 255 }\n\
Color, 4 components, R8G8B8A8 (32bit)\n\n---\n" )
apiFile:write( "\n> Rectangle = { 0.0, 0.0, 1.0, 1.0 } or { x = 0.0, y = 0.0, width = 1.0, height = 1.0 }\n\
Rectangle, 4 components\n\n---\n" )
apiFile:write( "\n> Image = Userdata\n\
Image, pixel data stored in CPU memory (RAM)\n\n---\n" )
apiFile:write( "\n> Texture = Userdata\n\
Texture, tex data stored in GPU memory (VRAM)\
```\
textureData = {\
id = unsigned int, --OpenGL texture id\
width = int, --Texture base width\
height = int, --Texture base height\
mipmaps = int, --Mipmap levels, 1 by default\
format = int --Data format (PixelFormat type)\
}\
```\n\n---\n" )
apiFile:write( "\n> RenderTexture = Userdata\n\
RenderTexture, fbo for texture rendering\
```\
renderTextureData = {\
id = unsigned int, --OpenGL framebuffer object id\
texture = Texture, --Color buffer attachment texture\
depth = Texture, --Depth buffer attachment texture\
}\
```\n\n---\n" )
apiFile:write( "\n> Font = Userdata\n\
Font, font texture and GlyphInfo array data\n\n---\n" )
apiFile:write( "\n> Camera2D = Userdata\n\
Camera2D, defines position/orientation in 2d space\n\n---\n" )
apiFile:write( "\n> Camera3D = Userdata\n\
Camera, defines position/orientation in 3d space\n\n---\n" )
apiFile:write( "\n> Mesh = Userdata\n\
Mesh, vertex data and vao/vbo\n\
```\
meshData = {\
vertices = Vector3{}, --Vertex position (XYZ - 3 components per vertex) (shader-location = 0)\
texcoords = Vector2{}, --Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)\
texcoords2 = Vector2{}, --Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)\
normals = Vector3{}, --Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)\
tangents = Vector4{}, --Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)\
colors = Color{}, --Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)\
indices = int{} --Vertex indices (in case vertex data comes indexed)\
}\
```\n\n---\n" )
apiFile:write( "\n> Material = Userdata\n\
Material, includes shader and maps\n\
```\
materialData = {\
shader = Shader,\
maps = { --Material maps array (MAX_MATERIAL_MAPS)\
{\
MATERIAL_MAP_*, --Example MATERIAL_MAP_ALBEDO\
{\
texture = Texture, --Material map texture\
color = Color, --Material map color\
value = float, --Material map value\
},\
},\
...\
},\
params = { float, float, float, float } --Material generic parameters (if required)\
}\
```\n\n---\n" )
apiFile:write( "\n> Model = Userdata\n\
Model, meshes, materials and animation data\n\n---\n" )
apiFile:write( "\n> Ray = { { 0.0, 0.0, 0.0 }, { 1.0, 0.0, 0.0 } } or { position = { 0.0, 0.0, 0.0 }, direction = { 1.0, 0.0, 0.0 } }\n\
Ray, ray for raycasting\n\n---\n" )
apiFile:write( "\n> RayCollision = { hit = true, distance = 1.0, point = { 0.0, 0.0, 0.0 }, normal = { 0.0, 0.0, 1.0 } }\n\
RayCollision, ray hit information\n\n---\n" )
apiFile:write( "\n> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } } or { min = { 0.0, 0.0, 0.0 }, max = { 1.0, 1.0, 1.0 } }\n\
BoundingBox\n\n---\n" )
apiFile:write( "\n> GlyphInfo = Userdata\n\
GlyphInfo, font characters glyphs info\n\
```\
glyphInfoData = {\
value = int, --Character value (Unicode)\
offsetX = int, --Character offset X when drawing\
offsetY = int, --Character offset Y when drawing\
advanceX = int, --Character advance position X\
image = Image, --Character image data\
}\
```\n\n---\n" )
apiFile:write( "\n> BoneInfo = { name = string[32], parent = int }\n\
Bone, skeletal animation bone\n\n---\n" )
apiFile:write( "\n> Transform = { translation = Vector3, rotation = Quaternion, scale = Vector3 }\n\
Transform, vertex transformation data\n\n---\n" )
apiFile:write( "\n> Wave = Userdata\n\
Wave, audio wave data\n\n---\n" )
apiFile:write( "\n> Sound = Userdata\n\
Sound\n\n---\n" )
apiFile:write( "\n> SoundAlias = Userdata\n\
SoundAlias\n\n---\n" )
apiFile:write( "\n> Music = Userdata\n\
Music, audio stream, anything longer than ~10 seconds should be streamed\n\n---\n" )
apiFile:write( "\n> NPatchInfo = { { 0, 0, 24, 24 }, 8, 8, 8, 8, NPATCH_NINE_PATCH } or { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH }\n\
NPatchInfo, n-patch layout info\n\n---\n" )
apiFile:write( "\n> ModelAnimations = Userdata\n\
ModelAnimation\n\n---\n" )
apiFile:write( "\n> AutomationEvent = Userdata\n\
Automation event\n\n---\n" )
apiFile:write( "\n> AutomationEventList = Userdata\n\
Automation event list\n\n---\n" )
apiFile:write( "\n> Buffer = Buffer userdata\n\
Data buffer for C primitive types. Type should be one of the Buffer types.\n\n---\n" )
if separate then
apiFile:close()
end
-- Defines.
local definesCount = 0
local sourceFiles = {
"lua_core",
"platforms/core_desktop_glfw",
-- "platforms/core_desktop_sdl",
}
for _, src in ipairs( sourceFiles ) do
local srcFile = io.open( "../src/"..src..".c", "r" )
local writing = false
if separate then
local splits = split( src, "/" )
apiFile = io.open( "../"..splits[ #splits ]..".md", "w" )
end
repeat
local line = srcFile:read( "*l" )
local lineSplit = split( line, " " )
if line == "/*DOC_DEFINES_END*/" then
writing = false
break
end
if writing then
if lineSplit[1] == "\t/*" then
local gategorySplit = split( line, "*" )
apiFile:write( "\n## Defines - "..gategorySplit[2]:sub( 2, #gategorySplit[2] - 1 ).."\n" )
luaApiFile:write( "\n-- Defines - "..gategorySplit[2]:sub( 2, #gategorySplit[2] - 1 ).."\n\n" )
elseif lineSplit[1] ~= "#ifdef" and lineSplit[1] ~= "#endif" then
-- Remove comma from the end.
local defineName = lineSplit[2]:sub( 1, -2 )
local value = RL[ defineName ]
local comment = lineSplit[6] -- First split after //
if comment ~= nil then
local i = 7
while lineSplit[i] ~= nil do
comment = comment.." "..lineSplit[i]
i = i + 1
end
luaApiFile:write( "---"..comment.."\n" )
end
definesCount = definesCount + 1
if value == nil then
apiFile:write( "\n"..defineName.." = nil\n\n" )
luaApiFile:write( "RL."..defineName.."=nil\n" )
elseif type( value ) == "table" then
-- All tables are colors.
apiFile:write( defineName.." = { "
..math.floor( value[1] )..", "..math.floor( value[2] )..", "
..math.floor( value[3] )..", "..math.floor( value[4] ).." }\n\n" )
luaApiFile:write( "RL."..defineName.."={"
..math.floor( value[1] )..","..math.floor( value[2] )..","
..math.floor( value[3] )..","..math.floor( value[4] ).."}\n" )
else
apiFile:write( "> "..defineName.." = "..value.."\n\n" )
luaApiFile:write( "RL."..defineName.."="..value.."\n" )
end
if comment ~= nil then
apiFile:write( comment.."\n\n" )
end
apiFile:write( "---\n\n" )
end
end
if line == "/*DOC_DEFINES_START*/" then
writing = true
end
until line == nil
srcFile:close()
end
-- Functions and events.
sourceFiles = {
"core",
"shapes",
"textures",
"text",
"models",
"audio",
"rmath",
"rgui",
"lights",
"rlgl",
"gl",
"easings",
"bitwiseOp",
"platforms/core_desktop_glfw",
-- "platforms/core_desktop_sdl",
}
local functionCount = 0
for _, src in ipairs( sourceFiles ) do
local srcFile = io.open( "../src/"..src..".c", "r" )
local line = ""
local funcStr = ""
local p = false
local event = false
if separate then
local splits = split( src, "/" )
apiFile = io.open( "../"..splits[ #splits ]..".md", "a" )
end
repeat
line = srcFile:read( "*l" )
if line == "*/" then
p = false
apiFile:write( "\n---\n" )
if not event then
luaApiFile:write( funcStr.."\n" )
funcStr = ""
end
-- There should be not function definition after events.
elseif line == "/* Events. */" then
event = true
end
if p then
apiFile:write( line.."\n" )
if line:sub( 1, 2 ) == "##" then
if not event then
luaApiFile:write( "-- "..line:sub( 4 ).."\n" )
end
elseif line:sub( 1, 1 ) == ">" then
-- Do not parse events. Only visible in API.md
if not event then
funcStr = parseFunction( line )
functionCount = functionCount + 1
end
elseif line:sub( 1, 1 ) ~= "" then
if not event then
luaApiFile:write( "---"..line.."\n" )
end
end
end
if line == "/*" then
p = true
apiFile:write( "\n" )
end
until line == nil
srcFile:close()
if separate then
apiFile:close()
end
end
if not separate then
apiFile:close()
end
print( "Parsed:\n"..definesCount.." Defines\n"..functionCount.." Functions" )