Merged uluaGet*Index functions to uluaGet* functions.

This commit is contained in:
jussi
2023-10-31 17:15:48 +02:00
parent be39fd9634
commit b9903277bc
13 changed files with 618 additions and 672 deletions

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@@ -32,6 +32,7 @@ DETAILED CHANGES:
- ADDED: DrawTextCodepoint and DrawTextCodepoints. - ADDED: DrawTextCodepoint and DrawTextCodepoints.
- ADDED: GetGlyphIndex, GetGlyphInfo and GetGlyphAtlasRec. - ADDED: GetGlyphIndex, GetGlyphInfo and GetGlyphAtlasRec.
- ADDED: SetWindowIcons, SetWindowOpacity and GetWindowHandle. - ADDED: SetWindowIcons, SetWindowOpacity and GetWindowHandle.
- CHANGED: Merged uluaGet*Index functions to uluaGet* functions.
------------------------------------------------------------------------ ------------------------------------------------------------------------
Release: ReiLua version 0.5.0 Using Raylib 4.5 Release: ReiLua version 0.5.0 Using Raylib 4.5

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@@ -35,28 +35,18 @@ void luaCallProcess();
void luaCallDraw(); void luaCallDraw();
void luaCallExit(); void luaCallExit();
void luaRegister(); void luaRegister();
/* Lua Util functions. */ /* Lua get types. */
bool uluaGetBoolean( lua_State *L, int index ); bool uluaGetBoolean( lua_State *L, int index );
Color uluaGetColor( lua_State *L ); Color uluaGetColor( lua_State *L, int index );
Color uluaGetColorIndex( lua_State *L, int index ); Vector2 uluaGetVector2( lua_State *L, int index );
Vector2 uluaGetVector2( lua_State *L ); Vector3 uluaGetVector3( lua_State *L, int index );
Vector2 uluaGetVector2Index( lua_State *L, int index ); Vector4 uluaGetVector4( lua_State *L, int index );
Vector3 uluaGetVector3( lua_State *L ); Rectangle uluaGetRectangle( lua_State *L, int index );
Vector3 uluaGetVector3Index( lua_State *L, int index ); Quaternion uluaGetQuaternion( lua_State *L, int index );
Vector4 uluaGetVector4( lua_State *L ); Matrix uluaGetMatrix( lua_State *L, int index );
Vector4 uluaGetVector4Index( lua_State *L, int index ); BoundingBox uluaGetBoundingBox( lua_State *L, int index );
Rectangle uluaGetRectangle( lua_State *L ); Ray uluaGetRay( lua_State *L, int index );
Rectangle uluaGetRectangleIndex( lua_State *L, int index ); NPatchInfo uluaGetNPatchInfo( lua_State *L, int index );
Quaternion uluaGetQuaternion( lua_State *L );
Quaternion uluaGetQuaternionIndex( lua_State *L, int index );
Matrix uluaGetMatrix( lua_State *L );
Matrix uluaGetMatrixIndex( lua_State *L, int index );
BoundingBox uluaGetBoundingBox( lua_State *L );
BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index );
Ray uluaGetRay( lua_State *L );
Ray uluaGetRayIndex( lua_State *L, int index );
NPatchInfo uluaGetNPatchInfo( lua_State *L );
NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index );
Buffer* uluaGetBuffer( lua_State *L, int index ); Buffer* uluaGetBuffer( lua_State *L, int index );
Image* uluaGetImage( lua_State *L, int index ); Image* uluaGetImage( lua_State *L, int index );
Texture* uluaGetTexture( lua_State *L, int index ); Texture* uluaGetTexture( lua_State *L, int index );
@@ -73,7 +63,7 @@ Light* uluaGetLight( lua_State *L, int index );
Material* uluaGetMaterial( lua_State *L, int index ); Material* uluaGetMaterial( lua_State *L, int index );
Model* uluaGetModel( lua_State *L, int index ); Model* uluaGetModel( lua_State *L, int index );
ModelAnimation* uluaGetModelAnimation( lua_State *L, int index ); ModelAnimation* uluaGetModelAnimation( lua_State *L, int index );
/* Push types. */ /* Lua push types. */
void uluaPushColor( lua_State *L, Color color ); void uluaPushColor( lua_State *L, Color color );
void uluaPushVector2( lua_State *L, Vector2 vector ); void uluaPushVector2( lua_State *L, Vector2 vector );
void uluaPushVector3( lua_State *L, Vector3 vector ); void uluaPushVector3( lua_State *L, Vector3 vector );
@@ -101,6 +91,5 @@ void uluaPushMaterial( lua_State *L, Material material );
void uluaPushMesh( lua_State *L, Mesh mesh ); void uluaPushMesh( lua_State *L, Mesh mesh );
void uluaPushModel( lua_State *L, Model model ); void uluaPushModel( lua_State *L, Model model );
void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation ); void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation );
/* Utils. */
int uluaGetTableLen( lua_State *L ); int uluaGetTableLen( lua_State *L, int index );
int uluaGetTableLenIndex( lua_State *L, int index );

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@@ -105,7 +105,7 @@ int lcoreSetWindowMonitor( lua_State *L ) {
Set window position on screen Set window position on screen
*/ */
int lcoreSetWindowPosition( lua_State *L ) { int lcoreSetWindowPosition( lua_State *L ) {
Vector2 pos = uluaGetVector2Index( L, 1 ); Vector2 pos = uluaGetVector2( L, 1 );
SetWindowPosition( pos.x, pos.y ); SetWindowPosition( pos.x, pos.y );
@@ -118,7 +118,7 @@ int lcoreSetWindowPosition( lua_State *L ) {
Set window dimensions Set window dimensions
*/ */
int lcoreSetWindowSize( lua_State *L ) { int lcoreSetWindowSize( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
SetWindowSize( (int)size.x, (int)size.y ); SetWindowSize( (int)size.x, (int)size.y );
@@ -157,7 +157,7 @@ int lcoreGetWindowHandle( lua_State *L ) {
Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
*/ */
int lcoreSetWindowMinSize( lua_State *L ) { int lcoreSetWindowMinSize( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
SetWindowMinSize( (int)size.x, (int)size.y ); SetWindowMinSize( (int)size.x, (int)size.y );
@@ -297,7 +297,7 @@ int lcoreSetWindowIcon( lua_State *L ) {
Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
*/ */
int lcoreSetWindowIcons( lua_State *L ) { int lcoreSetWindowIcons( lua_State *L ) {
int count = uluaGetTableLenIndex( L, 1 ); int count = uluaGetTableLen( L, 1 );
Image images[ count ]; Image images[ count ];
int t = 1; int t = 1;
@@ -603,7 +603,7 @@ int lcoreLoadBuffer( lua_State *L ) {
int type = luaL_checkinteger( L, 2 ); int type = luaL_checkinteger( L, 2 );
Buffer buffer = { 0 }; Buffer buffer = { 0 };
int len = uluaGetTableLenIndex( L, 1 ); int len = uluaGetTableLen( L, 1 );
switch ( type ) { switch ( type ) {
case BUFFER_UNSIGNED_CHAR: case BUFFER_UNSIGNED_CHAR:
@@ -771,7 +771,7 @@ int lcoreIsCursorOnScreen( lua_State *L ) {
Set background color (framebuffer clear color) Set background color (framebuffer clear color)
*/ */
int lcoreClearBackground( lua_State *L ) { int lcoreClearBackground( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
ClearBackground( color ); ClearBackground( color );
@@ -830,7 +830,7 @@ int lcoreEndBlendMode( lua_State *L ) {
Begin scissor mode (define screen area for following drawing) Begin scissor mode (define screen area for following drawing)
*/ */
int lcoreBeginScissorMode( lua_State *L ) { int lcoreBeginScissorMode( lua_State *L ) {
Rectangle rect = uluaGetRectangleIndex( L, 1 ); Rectangle rect = uluaGetRectangle( L, 1 );
BeginScissorMode( rect.x, rect.y, rect.width, rect.height ); BeginScissorMode( rect.x, rect.y, rect.width, rect.height );
@@ -914,13 +914,13 @@ int lcoreLoadShaderFromMemory( lua_State *L ) {
char *fs = NULL; char *fs = NULL;
if ( lua_isstring( L, 1 ) ) { if ( lua_isstring( L, 1 ) ) {
size_t vsLen = uluaGetTableLenIndex( L, 1 ) + 1; size_t vsLen = uluaGetTableLen( L, 1 ) + 1;
vs = malloc( vsLen * sizeof( char ) ); vs = malloc( vsLen * sizeof( char ) );
strcpy( vs, lua_tostring( L, 1 ) ); strcpy( vs, lua_tostring( L, 1 ) );
} }
if ( lua_isstring( L, 2 ) ) { if ( lua_isstring( L, 2 ) ) {
size_t fsLen = uluaGetTableLenIndex( L, 2 ) + 1; size_t fsLen = uluaGetTableLen( L, 2 ) + 1;
fs = malloc( fsLen * sizeof( char ) ); fs = malloc( fsLen * sizeof( char ) );
strcpy( fs, lua_tostring( L, 2 ) ); strcpy( fs, lua_tostring( L, 2 ) );
@@ -1045,7 +1045,7 @@ Set shader uniform value (matrix 4x4)
int lcoreSetShaderValueMatrix( lua_State *L ) { int lcoreSetShaderValueMatrix( lua_State *L ) {
Shader *shader = uluaGetShader( L, 1 ); Shader *shader = uluaGetShader( L, 1 );
int locIndex = luaL_checkinteger( L, 2 ); int locIndex = luaL_checkinteger( L, 2 );
Matrix mat = uluaGetMatrixIndex( L, 3 ); Matrix mat = uluaGetMatrix( L, 3 );
SetShaderValueMatrix( *shader, locIndex, mat ); SetShaderValueMatrix( *shader, locIndex, mat );
@@ -1076,7 +1076,7 @@ NOTE: Even one value should be in table
int lcoreSetShaderValue( lua_State *L ) { int lcoreSetShaderValue( lua_State *L ) {
Shader *shader = uluaGetShader( L, 1 ); Shader *shader = uluaGetShader( L, 1 );
int locIndex = luaL_checkinteger( L, 2 ); int locIndex = luaL_checkinteger( L, 2 );
size_t valueCount = uluaGetTableLenIndex( L, 3 ); size_t valueCount = uluaGetTableLen( L, 3 );
int uniformType = luaL_checkinteger( L, 4 ); int uniformType = luaL_checkinteger( L, 4 );
/* Read values. */ /* Read values. */
@@ -1118,7 +1118,7 @@ NOTE: Even one value should be in table
int lcoreSetShaderValueV( lua_State *L ) { int lcoreSetShaderValueV( lua_State *L ) {
Shader *shader = uluaGetShader( L, 1 ); Shader *shader = uluaGetShader( L, 1 );
int locIndex = luaL_checkinteger( L, 2 ); int locIndex = luaL_checkinteger( L, 2 );
size_t valueCount = uluaGetTableLenIndex( L, 3 ); size_t valueCount = uluaGetTableLen( L, 3 );
int uniformType = luaL_checkinteger( L, 4 ); int uniformType = luaL_checkinteger( L, 4 );
int count = luaL_checkinteger( L, 5 ); int count = luaL_checkinteger( L, 5 );
@@ -1527,7 +1527,7 @@ int lcoreGetMouseDelta( lua_State *L ) {
Set mouse position XY Set mouse position XY
*/ */
int lcoreSetMousePosition( lua_State *L ) { int lcoreSetMousePosition( lua_State *L ) {
Vector2 pos = uluaGetVector2Index( L, 1 ); Vector2 pos = uluaGetVector2( L, 1 );
SetMousePosition( pos.x, pos.y ); SetMousePosition( pos.x, pos.y );
@@ -1540,7 +1540,7 @@ int lcoreSetMousePosition( lua_State *L ) {
Set mouse offset Set mouse offset
*/ */
int lcoreSetMouseOffset( lua_State *L ) { int lcoreSetMouseOffset( lua_State *L ) {
Vector2 offset = uluaGetVector2Index( L, 1 ); Vector2 offset = uluaGetVector2( L, 1 );
SetMouseOffset( offset.x, offset.y ); SetMouseOffset( offset.x, offset.y );
@@ -1553,7 +1553,7 @@ int lcoreSetMouseOffset( lua_State *L ) {
Set mouse scaling Set mouse scaling
*/ */
int lcoreSetMouseScale( lua_State *L ) { int lcoreSetMouseScale( lua_State *L ) {
Vector2 scale = uluaGetVector2Index( L, 1 ); Vector2 scale = uluaGetVector2( L, 1 );
SetMouseScale( scale.x, scale.y ); SetMouseScale( scale.x, scale.y );
@@ -2062,7 +2062,7 @@ Set camera target (rotation and zoom origin)
*/ */
int lcoreSetCamera2DTarget( lua_State *L ) { int lcoreSetCamera2DTarget( lua_State *L ) {
Camera2D *camera = uluaGetCamera2D( L, 1 ); Camera2D *camera = uluaGetCamera2D( L, 1 );
Vector2 target = uluaGetVector2Index( L, 2 ); Vector2 target = uluaGetVector2( L, 2 );
camera->target = target; camera->target = target;
@@ -2076,7 +2076,7 @@ Set camera offset (displacement from target)
*/ */
int lcoreSetCamera2DOffset( lua_State *L ) { int lcoreSetCamera2DOffset( lua_State *L ) {
Camera2D *camera = uluaGetCamera2D( L, 1 ); Camera2D *camera = uluaGetCamera2D( L, 1 );
Vector2 offset = uluaGetVector2Index( L, 2 ); Vector2 offset = uluaGetVector2( L, 2 );
camera->offset = offset; camera->offset = offset;
@@ -2224,7 +2224,7 @@ Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes)
*/ */
int lcoreSetCamera3DPosition( lua_State *L ) { int lcoreSetCamera3DPosition( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 ); Camera3D *camera = uluaGetCamera3D( L, 1 );
Vector3 pos = uluaGetVector3Index( L, 2 ); Vector3 pos = uluaGetVector3( L, 2 );
camera->position = pos; camera->position = pos;
@@ -2238,7 +2238,7 @@ Set camera target it looks-at
*/ */
int lcoreSetCamera3DTarget( lua_State *L ) { int lcoreSetCamera3DTarget( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 ); Camera3D *camera = uluaGetCamera3D( L, 1 );
Vector3 target = uluaGetVector3Index( L, 2 ); Vector3 target = uluaGetVector3( L, 2 );
camera->target = target; camera->target = target;
@@ -2252,7 +2252,7 @@ Set camera up vector (Rotation over it's axis)
*/ */
int lcoreSetCamera3DUp( lua_State *L ) { int lcoreSetCamera3DUp( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 ); Camera3D *camera = uluaGetCamera3D( L, 1 );
Vector3 up = uluaGetVector3Index( L, 2 ); Vector3 up = uluaGetVector3( L, 2 );
camera->up = up; camera->up = up;
@@ -2573,8 +2573,8 @@ Update camera movement, movement/rotation values should be provided by user
*/ */
int lcoreUpdateCamera3DPro( lua_State *L ) { int lcoreUpdateCamera3DPro( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 ); Camera3D *camera = uluaGetCamera3D( L, 1 );
Vector3 movement = uluaGetVector3Index( L, 2 ); Vector3 movement = uluaGetVector3( L, 2 );
Vector3 rotation = uluaGetVector3Index( L, 3 ); Vector3 rotation = uluaGetVector3( L, 3 );
float zoom = luaL_checknumber( L, 4 ); float zoom = luaL_checknumber( L, 4 );
UpdateCameraPro( camera, movement, rotation, zoom ); UpdateCameraPro( camera, movement, rotation, zoom );
@@ -2594,7 +2594,7 @@ Get a ray trace from mouse position
- Success return Ray - Success return Ray
*/ */
int lcoreGetMouseRay( lua_State *L ) { int lcoreGetMouseRay( lua_State *L ) {
Vector2 mousePosition = uluaGetVector2Index( L, 1 ); Vector2 mousePosition = uluaGetVector2( L, 1 );
Camera3D *camera = uluaGetCamera3D( L, 2 ); Camera3D *camera = uluaGetCamera3D( L, 2 );
uluaPushRay( L, GetMouseRay( mousePosition, *camera ) ); uluaPushRay( L, GetMouseRay( mousePosition, *camera ) );
@@ -2640,7 +2640,7 @@ Get the screen space position for a 3d world space position
- Success return Vector2 - Success return Vector2
*/ */
int lcoreGetWorldToScreen( lua_State *L ) { int lcoreGetWorldToScreen( lua_State *L ) {
Vector3 position = uluaGetVector3Index( L, 1 ); Vector3 position = uluaGetVector3( L, 1 );
Camera3D *camera = uluaGetCamera3D( L, 2 ); Camera3D *camera = uluaGetCamera3D( L, 2 );
uluaPushVector2( L, GetWorldToScreen( position, *camera ) ); uluaPushVector2( L, GetWorldToScreen( position, *camera ) );
@@ -2656,9 +2656,9 @@ Get size position for a 3d world space position
- Success return Vector2 - Success return Vector2
*/ */
int lcoreGetWorldToScreenEx( lua_State *L ) { int lcoreGetWorldToScreenEx( lua_State *L ) {
Vector3 position = uluaGetVector3Index( L, 1 ); Vector3 position = uluaGetVector3( L, 1 );
Camera3D *camera = uluaGetCamera3D( L, 2 ); Camera3D *camera = uluaGetCamera3D( L, 2 );
Vector2 size = uluaGetVector2Index( L, 3 ); Vector2 size = uluaGetVector2( L, 3 );
uluaPushVector2( L, GetWorldToScreenEx( position, *camera, size.x, size.y ) ); uluaPushVector2( L, GetWorldToScreenEx( position, *camera, size.x, size.y ) );
@@ -2673,7 +2673,7 @@ Get the screen space position for a 2d camera world space position
- Success return Vector2 - Success return Vector2
*/ */
int lcoreGetWorldToScreen2D( lua_State *L ) { int lcoreGetWorldToScreen2D( lua_State *L ) {
Vector2 position = uluaGetVector2Index( L, 1 ); Vector2 position = uluaGetVector2( L, 1 );
Camera2D *camera = uluaGetCamera2D( L, 2 ); Camera2D *camera = uluaGetCamera2D( L, 2 );
uluaPushVector2( L, GetWorldToScreen2D( position, *camera ) ); uluaPushVector2( L, GetWorldToScreen2D( position, *camera ) );
@@ -2689,7 +2689,7 @@ Get the world space position for a 2d camera screen space position
- Success return Vector2 - Success return Vector2
*/ */
int lcoreGetScreenToWorld2D( lua_State *L ) { int lcoreGetScreenToWorld2D( lua_State *L ) {
Vector2 position = uluaGetVector2Index( L, 1 ); Vector2 position = uluaGetVector2( L, 1 );
Camera2D *camera = uluaGetCamera2D( L, 2 ); Camera2D *camera = uluaGetCamera2D( L, 2 );
uluaPushVector2( L, GetScreenToWorld2D( position, *camera ) ); uluaPushVector2( L, GetScreenToWorld2D( position, *camera ) );

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@@ -20,8 +20,8 @@ int lglBlitFramebuffer( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
return 1; return 1;
} }
Rectangle srcRect = uluaGetRectangleIndex( L, 3 ); Rectangle srcRect = uluaGetRectangle( L, 3 );
Rectangle dstRect = uluaGetRectangleIndex( L, 4 ); Rectangle dstRect = uluaGetRectangle( L, 4 );
int mask = luaL_checkinteger( L, 5 ); int mask = luaL_checkinteger( L, 5 );
int filter = luaL_checkinteger( L, 6 ); int filter = luaL_checkinteger( L, 6 );

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@@ -20,9 +20,9 @@ Create a light and get shader locations
*/ */
int llightsCreateLight( lua_State *L ) { int llightsCreateLight( lua_State *L ) {
int type = luaL_checkinteger( L, 1 ); int type = luaL_checkinteger( L, 1 );
Vector3 position = uluaGetVector3Index( L, 2 ); Vector3 position = uluaGetVector3( L, 2 );
Vector3 target = uluaGetVector3Index( L, 3 ); Vector3 target = uluaGetVector3( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
Shader *shader = uluaGetShader( L, 5 ); Shader *shader = uluaGetShader( L, 5 );
uluaPushLight( L, CreateLight( type, position, target, color, *shader ) ); uluaPushLight( L, CreateLight( type, position, target, color, *shader ) );
@@ -65,7 +65,7 @@ Set light position
*/ */
int llightsSetLightPosition( lua_State *L ) { int llightsSetLightPosition( lua_State *L ) {
Light *light = uluaGetLight( L, 1 ); Light *light = uluaGetLight( L, 1 );
Vector3 position = uluaGetVector3Index( L, 2 ); Vector3 position = uluaGetVector3( L, 2 );
light->position = position; light->position = position;
@@ -79,7 +79,7 @@ Set light target
*/ */
int llightsSetLightTarget( lua_State *L ) { int llightsSetLightTarget( lua_State *L ) {
Light *light = uluaGetLight( L, 1 ); Light *light = uluaGetLight( L, 1 );
Vector3 target = uluaGetVector3Index( L, 2 ); Vector3 target = uluaGetVector3( L, 2 );
light->target = target; light->target = target;
@@ -93,7 +93,7 @@ Set light color
*/ */
int llightsSetLightColor( lua_State *L ) { int llightsSetLightColor( lua_State *L ) {
Light *light = uluaGetLight( L, 1 ); Light *light = uluaGetLight( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
light->color = color; light->color = color;

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@@ -2379,11 +2379,7 @@ bool uluaGetBoolean( lua_State *L, int index ) {
return lua_toboolean( L, index ); return lua_toboolean( L, index );
} }
Color uluaGetColor( lua_State *L ) { Color uluaGetColor( lua_State *L, int index ) {
return uluaGetColorIndex( L, lua_gettop( L ) );
}
Color uluaGetColorIndex( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
Color color = { 0, 0, 0, 255 }; Color color = { 0, 0, 0, 255 };
@@ -2431,11 +2427,7 @@ Color uluaGetColorIndex( lua_State *L, int index ) {
return color; return color;
} }
Vector2 uluaGetVector2( lua_State *L ) { Vector2 uluaGetVector2( lua_State *L, int index ) {
return uluaGetVector2Index( L, lua_gettop( L ) );
}
Vector2 uluaGetVector2Index( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
Vector2 vector = { 0.0f, 0.0f }; Vector2 vector = { 0.0f, 0.0f };
@@ -2471,11 +2463,7 @@ Vector2 uluaGetVector2Index( lua_State *L, int index ) {
return vector; return vector;
} }
Vector3 uluaGetVector3( lua_State *L ) { Vector3 uluaGetVector3( lua_State *L, int index ) {
return uluaGetVector3Index( L, lua_gettop( L ) );
}
Vector3 uluaGetVector3Index( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
Vector3 vector = { 0.0f, 0.0f, 0.0f }; Vector3 vector = { 0.0f, 0.0f, 0.0f };
@@ -2517,11 +2505,7 @@ Vector3 uluaGetVector3Index( lua_State *L, int index ) {
return vector; return vector;
} }
Vector4 uluaGetVector4( lua_State *L ) { Vector4 uluaGetVector4( lua_State *L, int index ) {
return uluaGetVector4Index( L, lua_gettop( L ) );
}
Vector4 uluaGetVector4Index( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
Vector4 vector = { 0.0f, 0.0f, 0.0f, 0.0f }; Vector4 vector = { 0.0f, 0.0f, 0.0f, 0.0f };
@@ -2569,11 +2553,7 @@ Vector4 uluaGetVector4Index( lua_State *L, int index ) {
return vector; return vector;
} }
Rectangle uluaGetRectangle( lua_State *L ) { Rectangle uluaGetRectangle( lua_State *L, int index ) {
return uluaGetRectangleIndex( L, lua_gettop( L ) );
}
Rectangle uluaGetRectangleIndex( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
Rectangle rect = { 0.0f, 0.0f, 0.0f, 0.0f }; Rectangle rect = { 0.0f, 0.0f, 0.0f, 0.0f };
@@ -2621,11 +2601,7 @@ Rectangle uluaGetRectangleIndex( lua_State *L, int index ) {
return rect; return rect;
} }
Quaternion uluaGetQuaternion( lua_State *L ) { Quaternion uluaGetQuaternion( lua_State *L, int index ) {
return uluaGetQuaternionIndex( L, lua_gettop( L ) );
}
Quaternion uluaGetQuaternionIndex( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
Quaternion quaternion = { 0.0f, 0.0f, 0.0f, 0.0f }; Quaternion quaternion = { 0.0f, 0.0f, 0.0f, 0.0f };
@@ -2673,11 +2649,7 @@ Quaternion uluaGetQuaternionIndex( lua_State *L, int index ) {
return quaternion; return quaternion;
} }
Matrix uluaGetMatrix( lua_State *L ) { Matrix uluaGetMatrix( lua_State *L, int index ) {
return uluaGetMatrixIndex( L, lua_gettop( L ) );
}
Matrix uluaGetMatrixIndex( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
Matrix matrix = { 0.0f }; Matrix matrix = { 0.0f };
float m[4][4]; float m[4][4];
@@ -2709,11 +2681,7 @@ Matrix uluaGetMatrixIndex( lua_State *L, int index ) {
return matrix; return matrix;
} }
BoundingBox uluaGetBoundingBox( lua_State *L ) { BoundingBox uluaGetBoundingBox( lua_State *L, int index ) {
return uluaGetBoundingBoxIndex( L, lua_gettop( L ) );
}
BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
BoundingBox box = { .min = { 0.0, 0.0, 0.0 }, .max = { 0.0, 0.0, 0.0 } }; BoundingBox box = { .min = { 0.0, 0.0, 0.0 }, .max = { 0.0, 0.0, 0.0 } };
@@ -2725,10 +2693,10 @@ BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index ) {
if ( lua_isnumber( L, -2 ) ) { if ( lua_isnumber( L, -2 ) ) {
switch ( i ) { switch ( i ) {
case 0: case 0:
box.min = uluaGetVector3( L ); box.min = uluaGetVector3( L, lua_gettop( L ) );
break; break;
case 1: case 1:
box.max = uluaGetVector3( L ); box.max = uluaGetVector3( L, lua_gettop( L ) );
break; break;
default: default:
break; break;
@@ -2736,10 +2704,10 @@ BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index ) {
} }
else if ( lua_isstring( L, -2 ) ) { else if ( lua_isstring( L, -2 ) ) {
if ( strcmp( "min", (char*)lua_tostring( L, -2 ) ) == 0 ) { if ( strcmp( "min", (char*)lua_tostring( L, -2 ) ) == 0 ) {
box.min = uluaGetVector3( L ); box.min = uluaGetVector3( L, lua_gettop( L ) );
} }
else if ( strcmp( "max", (char*)lua_tostring( L, -2 ) ) == 0 ) { else if ( strcmp( "max", (char*)lua_tostring( L, -2 ) ) == 0 ) {
box.max = uluaGetVector3( L ); box.max = uluaGetVector3( L, lua_gettop( L ) );
} }
} }
i++; i++;
@@ -2750,11 +2718,7 @@ BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index ) {
return box; return box;
} }
Ray uluaGetRay( lua_State *L ) { Ray uluaGetRay( lua_State *L, int index ) {
return uluaGetRayIndex( L, lua_gettop( L ) );
}
Ray uluaGetRayIndex( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
Ray ray = { .position = { 0.0, 0.0, 0.0 }, .direction = { 0.0, 0.0, 0.0 } }; Ray ray = { .position = { 0.0, 0.0, 0.0 }, .direction = { 0.0, 0.0, 0.0 } };
@@ -2766,10 +2730,10 @@ Ray uluaGetRayIndex( lua_State *L, int index ) {
if ( lua_isnumber( L, -2 ) ) { if ( lua_isnumber( L, -2 ) ) {
switch ( i ) { switch ( i ) {
case 0: case 0:
ray.position = uluaGetVector3( L ); ray.position = uluaGetVector3( L, lua_gettop( L ) );
break; break;
case 1: case 1:
ray.direction = uluaGetVector3( L ); ray.direction = uluaGetVector3( L, lua_gettop( L ) );
break; break;
default: default:
break; break;
@@ -2777,10 +2741,10 @@ Ray uluaGetRayIndex( lua_State *L, int index ) {
} }
else if ( lua_isstring( L, -2 ) ) { else if ( lua_isstring( L, -2 ) ) {
if ( strcmp( "position", (char*)lua_tostring( L, -2 ) ) == 0 ) { if ( strcmp( "position", (char*)lua_tostring( L, -2 ) ) == 0 ) {
ray.position = uluaGetVector3( L ); ray.position = uluaGetVector3( L, lua_gettop( L ) );
} }
else if ( strcmp( "direction", (char*)lua_tostring( L, -2 ) ) == 0 ) { else if ( strcmp( "direction", (char*)lua_tostring( L, -2 ) ) == 0 ) {
ray.direction = uluaGetVector3( L ); ray.direction = uluaGetVector3( L, lua_gettop( L ) );
} }
} }
i++; i++;
@@ -2791,11 +2755,7 @@ Ray uluaGetRayIndex( lua_State *L, int index ) {
return ray; return ray;
} }
NPatchInfo uluaGetNPatchInfo( lua_State *L ) { NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) {
return uluaGetNPatchInfoIndex( L, lua_gettop( L ) );
}
NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
NPatchInfo npatch = { .source = { 0.0, 0.0, 0.0, 0.0 }, .left = 0, .top = 0, .right = 0, .bottom = 0, .layout = NPATCH_NINE_PATCH }; NPatchInfo npatch = { .source = { 0.0, 0.0, 0.0, 0.0 }, .left = 0, .top = 0, .right = 0, .bottom = 0, .layout = NPATCH_NINE_PATCH };
@@ -2807,7 +2767,7 @@ NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index ) {
if ( lua_isnumber( L, -2 ) ) { if ( lua_isnumber( L, -2 ) ) {
switch ( i ) { switch ( i ) {
case 0: case 0:
npatch.source = uluaGetRectangle( L ); npatch.source = uluaGetRectangle( L, lua_gettop( L ) );
break; break;
case 1: case 1:
npatch.left = lua_tointeger( L, -1 ); npatch.left = lua_tointeger( L, -1 );
@@ -2830,7 +2790,7 @@ NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index ) {
} }
else if ( lua_isstring( L, -2 ) ) { else if ( lua_isstring( L, -2 ) ) {
if ( strcmp( "source", (char*)lua_tostring( L, -2 ) ) == 0 ) { if ( strcmp( "source", (char*)lua_tostring( L, -2 ) ) == 0 ) {
npatch.source = uluaGetRectangle( L ); npatch.source = uluaGetRectangle( L, lua_gettop( L ) );
} }
else if ( strcmp( "left", (char*)lua_tostring( L, -2 ) ) == 0 ) { else if ( strcmp( "left", (char*)lua_tostring( L, -2 ) ) == 0 ) {
npatch.left = lua_tointeger( L, -1 ); npatch.left = lua_tointeger( L, -1 );
@@ -3248,11 +3208,7 @@ void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation ) {
luaL_setmetatable( L, "ModelAnimation" ); luaL_setmetatable( L, "ModelAnimation" );
} }
int uluaGetTableLen( lua_State *L ) { int uluaGetTableLen( lua_State *L, int index ) {
return uluaGetTableLenIndex( L, lua_gettop( L ) );
}
int uluaGetTableLenIndex( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE ); luaL_checktype( L, index, LUA_TTABLE );
int t = index, i = 0; int t = index, i = 0;
lua_pushnil( L ); lua_pushnil( L );

View File

@@ -132,9 +132,9 @@ void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source
Draw a line in 3D world space Draw a line in 3D world space
*/ */
int lmodelsDrawLine3D( lua_State *L ) { int lmodelsDrawLine3D( lua_State *L ) {
Vector3 startPos = uluaGetVector3Index( L, 1 ); Vector3 startPos = uluaGetVector3( L, 1 );
Vector3 endPos = uluaGetVector3Index( L, 2 ); Vector3 endPos = uluaGetVector3( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
DrawLine3D( startPos, endPos, color); DrawLine3D( startPos, endPos, color);
@@ -147,8 +147,8 @@ int lmodelsDrawLine3D( lua_State *L ) {
Draw a point in 3D space, actually a small line Draw a point in 3D space, actually a small line
*/ */
int lmodelsDrawPoint3D( lua_State *L ) { int lmodelsDrawPoint3D( lua_State *L ) {
Vector3 position = uluaGetVector3Index( L, 1 ); Vector3 position = uluaGetVector3( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
DrawPoint3D( position, color ); DrawPoint3D( position, color );
@@ -161,11 +161,11 @@ int lmodelsDrawPoint3D( lua_State *L ) {
Draw a circle in 3D world space Draw a circle in 3D world space
*/ */
int lmodelsDrawCircle3D( lua_State *L ) { int lmodelsDrawCircle3D( lua_State *L ) {
Vector3 center = uluaGetVector3Index( L, 1 ); Vector3 center = uluaGetVector3( L, 1 );
float radius = luaL_checknumber( L, 2 ); float radius = luaL_checknumber( L, 2 );
Vector3 rotationAxis = uluaGetVector3Index( L, 3 ); Vector3 rotationAxis = uluaGetVector3( L, 3 );
float rotationAngle = luaL_checknumber( L, 4 ); float rotationAngle = luaL_checknumber( L, 4 );
Color color = uluaGetColorIndex( L, 5 ); Color color = uluaGetColor( L, 5 );
DrawCircle3D( center, radius, rotationAxis, rotationAngle, color ); DrawCircle3D( center, radius, rotationAxis, rotationAngle, color );
@@ -178,10 +178,10 @@ int lmodelsDrawCircle3D( lua_State *L ) {
Draw a color-filled triangle (Vertex in counter-clockwise order!) Draw a color-filled triangle (Vertex in counter-clockwise order!)
*/ */
int lmodelsDrawTriangle3D( lua_State *L ) { int lmodelsDrawTriangle3D( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
Vector3 v3 = uluaGetVector3Index( L, 3 ); Vector3 v3 = uluaGetVector3( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
DrawTriangle3D( v1, v2, v3, color ); DrawTriangle3D( v1, v2, v3, color );
@@ -194,9 +194,9 @@ int lmodelsDrawTriangle3D( lua_State *L ) {
Draw cube Draw cube
*/ */
int lmodelsDrawCube( lua_State *L ) { int lmodelsDrawCube( lua_State *L ) {
Vector3 pos = uluaGetVector3Index( L, 1 ); Vector3 pos = uluaGetVector3( L, 1 );
Vector3 size = uluaGetVector3Index( L, 2 ); Vector3 size = uluaGetVector3( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
DrawCubeV( pos, size, color ); DrawCubeV( pos, size, color );
@@ -209,9 +209,9 @@ int lmodelsDrawCube( lua_State *L ) {
Draw cube wires Draw cube wires
*/ */
int lmodelsDrawCubeWires( lua_State *L ) { int lmodelsDrawCubeWires( lua_State *L ) {
Vector3 pos = uluaGetVector3Index( L, 1 ); Vector3 pos = uluaGetVector3( L, 1 );
Vector3 size = uluaGetVector3Index( L, 2 ); Vector3 size = uluaGetVector3( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
DrawCubeWiresV( pos, size, color ); DrawCubeWiresV( pos, size, color );
@@ -224,9 +224,9 @@ int lmodelsDrawCubeWires( lua_State *L ) {
Draw sphere Draw sphere
*/ */
int lmodelsDrawSphere( lua_State *L ) { int lmodelsDrawSphere( lua_State *L ) {
Vector3 centerPos = uluaGetVector3Index( L, 1 ); Vector3 centerPos = uluaGetVector3( L, 1 );
float radius = luaL_checknumber( L, 2 ); float radius = luaL_checknumber( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
DrawSphere( centerPos, radius, color ); DrawSphere( centerPos, radius, color );
@@ -239,11 +239,11 @@ int lmodelsDrawSphere( lua_State *L ) {
Draw sphere with extended parameters Draw sphere with extended parameters
*/ */
int lmodelsDrawSphereEx( lua_State *L ) { int lmodelsDrawSphereEx( lua_State *L ) {
Vector3 centerPos = uluaGetVector3Index( L, 1 ); Vector3 centerPos = uluaGetVector3( L, 1 );
float radius = luaL_checknumber( L, 2 ); float radius = luaL_checknumber( L, 2 );
int rings = luaL_checkinteger( L, 3 ); int rings = luaL_checkinteger( L, 3 );
int slices = luaL_checkinteger( L, 4 ); int slices = luaL_checkinteger( L, 4 );
Color color = uluaGetColorIndex( L, 5 ); Color color = uluaGetColor( L, 5 );
DrawSphereEx( centerPos, radius, rings, slices, color ); DrawSphereEx( centerPos, radius, rings, slices, color );
@@ -256,11 +256,11 @@ int lmodelsDrawSphereEx( lua_State *L ) {
Draw sphere wires Draw sphere wires
*/ */
int lmodelsDrawSphereWires( lua_State *L ) { int lmodelsDrawSphereWires( lua_State *L ) {
Vector3 centerPos = uluaGetVector3Index( L, 1 ); Vector3 centerPos = uluaGetVector3( L, 1 );
float radius = luaL_checknumber( L, 2 ); float radius = luaL_checknumber( L, 2 );
int rings = luaL_checkinteger( L, 3 ); int rings = luaL_checkinteger( L, 3 );
int slices = luaL_checkinteger( L, 4 ); int slices = luaL_checkinteger( L, 4 );
Color color = uluaGetColorIndex( L, 5 ); Color color = uluaGetColor( L, 5 );
DrawSphereWires( centerPos, radius, rings, slices, color ); DrawSphereWires( centerPos, radius, rings, slices, color );
@@ -273,12 +273,12 @@ int lmodelsDrawSphereWires( lua_State *L ) {
Draw a cylinder/cone Draw a cylinder/cone
*/ */
int lmodelsDrawCylinder( lua_State *L ) { int lmodelsDrawCylinder( lua_State *L ) {
Vector3 position = uluaGetVector3Index( L, 1 ); Vector3 position = uluaGetVector3( L, 1 );
float radiusTop = luaL_checknumber( L, 2 ); float radiusTop = luaL_checknumber( L, 2 );
float radiusBottom = luaL_checknumber( L, 3 ); float radiusBottom = luaL_checknumber( L, 3 );
float height = luaL_checknumber( L, 4 ); float height = luaL_checknumber( L, 4 );
int slices = luaL_checkinteger( L, 5 ); int slices = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawCylinder( position, radiusTop, radiusBottom, height, slices, color ); DrawCylinder( position, radiusTop, radiusBottom, height, slices, color );
@@ -291,12 +291,12 @@ int lmodelsDrawCylinder( lua_State *L ) {
Draw a cylinder with base at startPos and top at endPos Draw a cylinder with base at startPos and top at endPos
*/ */
int lmodelsDrawCylinderEx( lua_State *L ) { int lmodelsDrawCylinderEx( lua_State *L ) {
Vector3 startPos = uluaGetVector3Index( L, 1 ); Vector3 startPos = uluaGetVector3( L, 1 );
Vector3 endPos = uluaGetVector3Index( L, 2 ); Vector3 endPos = uluaGetVector3( L, 2 );
float startRadius = luaL_checknumber( L, 3 ); float startRadius = luaL_checknumber( L, 3 );
float endRadius = luaL_checknumber( L, 4 ); float endRadius = luaL_checknumber( L, 4 );
int sides = luaL_checkinteger( L, 5 ); int sides = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawCylinderEx( startPos, endPos, startRadius, endRadius, sides, color ); DrawCylinderEx( startPos, endPos, startRadius, endRadius, sides, color );
@@ -309,12 +309,12 @@ int lmodelsDrawCylinderEx( lua_State *L ) {
Draw a cylinder/cone wires Draw a cylinder/cone wires
*/ */
int lmodelsDrawCylinderWires( lua_State *L ) { int lmodelsDrawCylinderWires( lua_State *L ) {
Vector3 position = uluaGetVector3Index( L, 1 ); Vector3 position = uluaGetVector3( L, 1 );
float radiusTop = luaL_checknumber( L, 2 ); float radiusTop = luaL_checknumber( L, 2 );
float radiusBottom = luaL_checknumber( L, 3 ); float radiusBottom = luaL_checknumber( L, 3 );
float height = luaL_checknumber( L, 4 ); float height = luaL_checknumber( L, 4 );
int slices = luaL_checkinteger( L, 5 ); int slices = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawCylinderWires( position, radiusTop, radiusBottom, height, slices, color ); DrawCylinderWires( position, radiusTop, radiusBottom, height, slices, color );
@@ -327,12 +327,12 @@ int lmodelsDrawCylinderWires( lua_State *L ) {
Draw a cylinder wires with base at startPos and top at endPos Draw a cylinder wires with base at startPos and top at endPos
*/ */
int lmodelsDrawCylinderWiresEx( lua_State *L ) { int lmodelsDrawCylinderWiresEx( lua_State *L ) {
Vector3 startPos = uluaGetVector3Index( L, 1 ); Vector3 startPos = uluaGetVector3( L, 1 );
Vector3 endPos = uluaGetVector3Index( L, 2 ); Vector3 endPos = uluaGetVector3( L, 2 );
float startRadius = luaL_checknumber( L, 3 ); float startRadius = luaL_checknumber( L, 3 );
float endRadius = luaL_checknumber( L, 4 ); float endRadius = luaL_checknumber( L, 4 );
int sides = luaL_checkinteger( L, 5 ); int sides = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawCylinderWiresEx( startPos, endPos, startRadius, endRadius, sides, color ); DrawCylinderWiresEx( startPos, endPos, startRadius, endRadius, sides, color );
@@ -345,12 +345,12 @@ int lmodelsDrawCylinderWiresEx( lua_State *L ) {
Draw a capsule with the center of its sphere caps at startPos and endPos Draw a capsule with the center of its sphere caps at startPos and endPos
*/ */
int lmodelsDrawCapsule( lua_State *L ) { int lmodelsDrawCapsule( lua_State *L ) {
Vector3 startPos = uluaGetVector3Index( L, 1 ); Vector3 startPos = uluaGetVector3( L, 1 );
Vector3 endPos = uluaGetVector3Index( L, 2 ); Vector3 endPos = uluaGetVector3( L, 2 );
float radius = luaL_checknumber( L, 3 ); float radius = luaL_checknumber( L, 3 );
int slices = luaL_checkinteger( L, 4 ); int slices = luaL_checkinteger( L, 4 );
int rings = luaL_checkinteger( L, 5 ); int rings = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawCapsule( startPos, endPos, radius, slices, rings, color ); DrawCapsule( startPos, endPos, radius, slices, rings, color );
@@ -363,12 +363,12 @@ int lmodelsDrawCapsule( lua_State *L ) {
Draw capsule wireframe with the center of its sphere caps at startPos and endPos Draw capsule wireframe with the center of its sphere caps at startPos and endPos
*/ */
int lmodelsDrawCapsuleWires( lua_State *L ) { int lmodelsDrawCapsuleWires( lua_State *L ) {
Vector3 startPos = uluaGetVector3Index( L, 1 ); Vector3 startPos = uluaGetVector3( L, 1 );
Vector3 endPos = uluaGetVector3Index( L, 2 ); Vector3 endPos = uluaGetVector3( L, 2 );
float radius = luaL_checknumber( L, 3 ); float radius = luaL_checknumber( L, 3 );
int slices = luaL_checkinteger( L, 4 ); int slices = luaL_checkinteger( L, 4 );
int rings = luaL_checkinteger( L, 5 ); int rings = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawCapsuleWires( startPos, endPos, radius, slices, rings, color ); DrawCapsuleWires( startPos, endPos, radius, slices, rings, color );
@@ -381,9 +381,9 @@ int lmodelsDrawCapsuleWires( lua_State *L ) {
Draw a plane XZ Draw a plane XZ
*/ */
int lmodelsDrawPlane( lua_State *L ) { int lmodelsDrawPlane( lua_State *L ) {
Vector3 centerPos = uluaGetVector3Index( L, 1 ); Vector3 centerPos = uluaGetVector3( L, 1 );
Vector2 size = uluaGetVector2Index( L, 2 ); Vector2 size = uluaGetVector2( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
DrawPlane( centerPos, size, color ); DrawPlane( centerPos, size, color );
@@ -406,7 +406,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) && i < 4 ) { if ( lua_istable( L, -1 ) && i < 4 ) {
vertices[i] = uluaGetVector3( L ); vertices[i] = uluaGetVector3( L, lua_gettop( L ) );
} }
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
@@ -420,7 +420,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) && i < 4 ) { if ( lua_istable( L, -1 ) && i < 4 ) {
texcoords[i] = uluaGetVector2( L ); texcoords[i] = uluaGetVector2( L, lua_gettop( L ) );
} }
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
@@ -434,7 +434,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) && i < 4 ) { if ( lua_istable( L, -1 ) && i < 4 ) {
colors[i] = uluaGetColor( L ); colors[i] = uluaGetColor( L, lua_gettop( L ) );
} }
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
@@ -464,8 +464,8 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
Draw a ray line Draw a ray line
*/ */
int lmodelsDrawRay( lua_State *L ) { int lmodelsDrawRay( lua_State *L ) {
Ray ray = uluaGetRayIndex( L, 1 ); Ray ray = uluaGetRay( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
DrawRay( ray, color ); DrawRay( ray, color );
@@ -532,7 +532,7 @@ Generate cuboid mesh
- Success return Mesh - Success return Mesh
*/ */
int lmodelsGenMeshCube( lua_State *L ) { int lmodelsGenMeshCube( lua_State *L ) {
Vector3 size = uluaGetVector3Index( L, 1 ); Vector3 size = uluaGetVector3( L, 1 );
uluaPushMesh( L, GenMeshCube( size.x, size.y, size.z ) ); uluaPushMesh( L, GenMeshCube( size.x, size.y, size.z ) );
@@ -635,7 +635,7 @@ Generate heightmap mesh from image data
*/ */
int lmodelsGenMeshHeightmap( lua_State *L ) { int lmodelsGenMeshHeightmap( lua_State *L ) {
Image *heightmap = uluaGetImage( L, 1 ); Image *heightmap = uluaGetImage( L, 1 );
Vector3 size = uluaGetVector3Index( L, 2 ); Vector3 size = uluaGetVector3( L, 2 );
uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) ); uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) );
@@ -660,7 +660,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
mesh.vertexCount = len; mesh.vertexCount = len;
mesh.triangleCount = len / 3; mesh.triangleCount = len / 3;
@@ -671,7 +671,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
Vector3 vec = uluaGetVector3( L ); Vector3 vec = uluaGetVector3( L, lua_gettop( L ) );
mesh.vertices[(i*3)+0] = vec.x; mesh.vertices[(i*3)+0] = vec.x;
mesh.vertices[(i*3)+1] = vec.y; mesh.vertices[(i*3)+1] = vec.y;
@@ -681,7 +681,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
} }
} }
else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
mesh.texcoords = (float*)MemAlloc( len * 2 * sizeof(float) ); mesh.texcoords = (float*)MemAlloc( len * 2 * sizeof(float) );
@@ -690,7 +690,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
Vector2 vec = uluaGetVector2( L ); Vector2 vec = uluaGetVector2( L, lua_gettop( L ) );
mesh.texcoords[(i*2)+0] = vec.x; mesh.texcoords[(i*2)+0] = vec.x;
mesh.texcoords[(i*2)+1] = vec.y; mesh.texcoords[(i*2)+1] = vec.y;
@@ -699,7 +699,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
} }
} }
else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
mesh.texcoords2 = (float*)MemAlloc( len * 2 * sizeof(float) ); mesh.texcoords2 = (float*)MemAlloc( len * 2 * sizeof(float) );
@@ -708,7 +708,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
Vector2 vec = uluaGetVector2( L ); Vector2 vec = uluaGetVector2( L, lua_gettop( L ) );
mesh.texcoords2[(i*2)+0] = vec.x; mesh.texcoords2[(i*2)+0] = vec.x;
mesh.texcoords2[(i*2)+1] = vec.y; mesh.texcoords2[(i*2)+1] = vec.y;
@@ -717,7 +717,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
} }
} }
else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
mesh.normals = (float*)MemAlloc( len * 3 * sizeof(float) ); mesh.normals = (float*)MemAlloc( len * 3 * sizeof(float) );
@@ -726,7 +726,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
Vector3 vec = uluaGetVector3( L ); Vector3 vec = uluaGetVector3( L, lua_gettop( L ) );
mesh.normals[(i*3)+0] = vec.x; mesh.normals[(i*3)+0] = vec.x;
mesh.normals[(i*3)+1] = vec.y; mesh.normals[(i*3)+1] = vec.y;
@@ -736,7 +736,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
} }
} }
else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
mesh.tangents = (float*)MemAlloc( len * 4 * sizeof(float) ); mesh.tangents = (float*)MemAlloc( len * 4 * sizeof(float) );
@@ -745,7 +745,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
Vector4 vec = uluaGetVector4( L ); Vector4 vec = uluaGetVector4( L, lua_gettop( L ) );
mesh.tangents[(i*4)+0] = vec.x; mesh.tangents[(i*4)+0] = vec.x;
mesh.tangents[(i*4)+1] = vec.y; mesh.tangents[(i*4)+1] = vec.y;
@@ -756,7 +756,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
} }
} }
else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
mesh.colors = (unsigned char*)MemAlloc( len * 4 * sizeof(unsigned char) ); mesh.colors = (unsigned char*)MemAlloc( len * 4 * sizeof(unsigned char) );
@@ -765,7 +765,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
Color color = uluaGetColor( L ); Color color = uluaGetColor( L, lua_gettop( L ) );
mesh.colors[(i*4)+0] = color.r; mesh.colors[(i*4)+0] = color.r;
mesh.colors[(i*4)+1] = color.g; mesh.colors[(i*4)+1] = color.g;
@@ -776,7 +776,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
} }
} }
else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
mesh.indices = (unsigned short*)MemAlloc( len * sizeof(unsigned short) ); mesh.indices = (unsigned short*)MemAlloc( len * sizeof(unsigned short) );
@@ -813,7 +813,7 @@ int lmodelsUpdateMesh( lua_State *L ) {
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
Vector3 data[ len ]; Vector3 data[ len ];
int t2 = lua_gettop( L ); int t2 = lua_gettop( L );
@@ -821,14 +821,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 && i < mesh->vertexCount ) { while ( lua_next( L, t2 ) != 0 && i < mesh->vertexCount ) {
data[i] = uluaGetVector3( L ); data[i] = uluaGetVector3( L, lua_gettop( L ) );
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }
UpdateMeshBuffer( *mesh, 0, (void*)data, len * 3 * sizeof( float ), 0 ); UpdateMeshBuffer( *mesh, 0, (void*)data, len * 3 * sizeof( float ), 0 );
} }
else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
Vector2 data[ len ]; Vector2 data[ len ];
int t2 = lua_gettop( L ); int t2 = lua_gettop( L );
@@ -836,14 +836,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
data[i] = uluaGetVector2( L ); data[i] = uluaGetVector2( L, lua_gettop( L ) );
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }
UpdateMeshBuffer( *mesh, 1, (void*)data, len * 2 * sizeof( float ), 0 ); UpdateMeshBuffer( *mesh, 1, (void*)data, len * 2 * sizeof( float ), 0 );
} }
else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
Vector2 data[ len ]; Vector2 data[ len ];
int t2 = lua_gettop( L ); int t2 = lua_gettop( L );
@@ -851,14 +851,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
data[i] = uluaGetVector2( L ); data[i] = uluaGetVector2( L, lua_gettop( L ) );
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }
UpdateMeshBuffer( *mesh, 5, (void*)data, len * 2 * sizeof( float ), 0 ); UpdateMeshBuffer( *mesh, 5, (void*)data, len * 2 * sizeof( float ), 0 );
} }
else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
Vector3 data[ len ]; Vector3 data[ len ];
int t2 = lua_gettop( L ); int t2 = lua_gettop( L );
@@ -866,14 +866,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
data[i] = uluaGetVector3( L ); data[i] = uluaGetVector3( L, lua_gettop( L ) );
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }
UpdateMeshBuffer( *mesh, 2, (void*)data, len * 3 * sizeof( float ), 0 ); UpdateMeshBuffer( *mesh, 2, (void*)data, len * 3 * sizeof( float ), 0 );
} }
else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
Vector4 data[ len ]; Vector4 data[ len ];
int t2 = lua_gettop( L ); int t2 = lua_gettop( L );
@@ -881,14 +881,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
data[i] = uluaGetVector4( L ); data[i] = uluaGetVector4( L, lua_gettop( L ) );
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }
UpdateMeshBuffer( *mesh, 4, (void*)data, len * 4 * sizeof( float ), 0 ); UpdateMeshBuffer( *mesh, 4, (void*)data, len * 4 * sizeof( float ), 0 );
} }
else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
Color data[ len ]; Color data[ len ];
int t2 = lua_gettop( L ); int t2 = lua_gettop( L );
@@ -896,14 +896,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) { while ( lua_next( L, t2 ) != 0 ) {
data[i] = uluaGetColor( L ); data[i] = uluaGetColor( L, lua_gettop( L ) );
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }
UpdateMeshBuffer( *mesh, 3, (void*)data, len * 4 * sizeof( unsigned char ), 0 ); UpdateMeshBuffer( *mesh, 3, (void*)data, len * 4 * sizeof( unsigned char ), 0 );
} }
else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
size_t len = uluaGetTableLen( L ); size_t len = uluaGetTableLen( L, lua_gettop( L ) );
unsigned short data[ len ]; unsigned short data[ len ];
int t2 = lua_gettop( L ); int t2 = lua_gettop( L );
@@ -944,7 +944,7 @@ Draw a 3d mesh with material and transform
int lmodelsDrawMesh( lua_State *L ) { int lmodelsDrawMesh( lua_State *L ) {
Mesh *mesh = uluaGetMesh( L, 1 ); Mesh *mesh = uluaGetMesh( L, 1 );
Material *material = uluaGetMaterial( L, 2 ); Material *material = uluaGetMaterial( L, 2 );
Matrix matrix = uluaGetMatrixIndex( L, 3 ); Matrix matrix = uluaGetMatrix( L, 3 );
DrawMesh( *mesh, *material, matrix ); DrawMesh( *mesh, *material, matrix );
@@ -969,7 +969,7 @@ int lmodelsDrawMeshInstanced( lua_State *L ) {
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) ) { if ( lua_istable( L, -1 ) ) {
transforms[i] = uluaGetMatrix( L ); transforms[i] = uluaGetMatrix( L, lua_gettop( L ) );
} }
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
@@ -990,7 +990,7 @@ NOTE: Currently only works on custom mesh
*/ */
int lmodelsSetMeshColor( lua_State *L ) { int lmodelsSetMeshColor( lua_State *L ) {
Mesh *mesh = uluaGetMesh( L, 1 ); Mesh *mesh = uluaGetMesh( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
if ( mesh->colors == NULL ) { if ( mesh->colors == NULL ) {
TraceLog( state->logLevelInvalid, "Mesh doesn't have vertex colors allocated" ); TraceLog( state->logLevelInvalid, "Mesh doesn't have vertex colors allocated" );
@@ -1128,7 +1128,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
printf( "Material Create material.maps[map].texture.id = %d\n", material.maps[map].texture.id ); printf( "Material Create material.maps[map].texture.id = %d\n", material.maps[map].texture.id );
} }
else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) { else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) {
material.maps[map].color = uluaGetColorIndex( L, lua_gettop( L ) ); material.maps[map].color = uluaGetColor( L, lua_gettop( L ) );
} }
else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) { else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) {
material.maps[map].value = luaL_checkinteger( L, -1 ); material.maps[map].value = luaL_checkinteger( L, -1 );
@@ -1224,7 +1224,7 @@ Set color for a material map type
int lmodelsSetMaterialColor( lua_State *L ) { int lmodelsSetMaterialColor( lua_State *L ) {
Material *material = uluaGetMaterial( L, 1 ); Material *material = uluaGetMaterial( L, 1 );
int mapType = luaL_checkinteger( L, 2 ); int mapType = luaL_checkinteger( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
material->maps[ mapType ].color = color; material->maps[ mapType ].color = color;
@@ -1268,7 +1268,7 @@ Set material generic parameters (if required)
int lmodelsSetMaterialParams( lua_State *L ) { int lmodelsSetMaterialParams( lua_State *L ) {
Material *material = uluaGetMaterial( L, 1 ); Material *material = uluaGetMaterial( L, 1 );
size_t len = uluaGetTableLenIndex( L, 2 ); size_t len = uluaGetTableLen( L, 2 );
float params[ len ]; float params[ len ];
@@ -1448,9 +1448,9 @@ Draw a model (With texture if set)
*/ */
int lmodelsDrawModel( lua_State *L ) { int lmodelsDrawModel( lua_State *L ) {
Model *model = uluaGetModel( L, 1 ); Model *model = uluaGetModel( L, 1 );
Vector3 position = uluaGetVector3Index( L, 2 ); Vector3 position = uluaGetVector3( L, 2 );
float scale = luaL_checknumber( L, 3 ); float scale = luaL_checknumber( L, 3 );
Color tint = uluaGetColorIndex( L, 4 ); Color tint = uluaGetColor( L, 4 );
DrawModel( *model, position, scale, tint ); DrawModel( *model, position, scale, tint );
@@ -1464,11 +1464,11 @@ Draw a model with extended parameters
*/ */
int lmodelsDrawModelEx( lua_State *L ) { int lmodelsDrawModelEx( lua_State *L ) {
Model *model = uluaGetModel( L, 1 ); Model *model = uluaGetModel( L, 1 );
Vector3 position = uluaGetVector3Index( L, 2 ); Vector3 position = uluaGetVector3( L, 2 );
Vector3 rotationAxis = uluaGetVector3Index( L, 3 ); Vector3 rotationAxis = uluaGetVector3( L, 3 );
float rotationAngle = luaL_checknumber( L, 4 ); float rotationAngle = luaL_checknumber( L, 4 );
Vector3 scale = uluaGetVector3Index( L, 5 ); Vector3 scale = uluaGetVector3( L, 5 );
Color tint = uluaGetColorIndex( L, 6 ); Color tint = uluaGetColor( L, 6 );
DrawModelEx( *model, position, rotationAxis, rotationAngle, scale, tint ); DrawModelEx( *model, position, rotationAxis, rotationAngle, scale, tint );
@@ -1531,9 +1531,9 @@ Draw a billboard texture
int lmodelsDrawBillboard( lua_State *L ) { int lmodelsDrawBillboard( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 ); Camera3D *camera = uluaGetCamera3D( L, 1 );
Texture *texture = uluaGetTexture( L, 2 ); Texture *texture = uluaGetTexture( L, 2 );
Vector3 position = uluaGetVector3Index( L, 3 ); Vector3 position = uluaGetVector3( L, 3 );
float size = luaL_checknumber( L, 4 ); float size = luaL_checknumber( L, 4 );
Color tint = uluaGetColorIndex( L, 5 ); Color tint = uluaGetColor( L, 5 );
DrawBillboard( *camera, *texture, position, size, tint ); DrawBillboard( *camera, *texture, position, size, tint );
@@ -1548,10 +1548,10 @@ Draw a billboard texture defined by source
int lmodelsDrawBillboardRec( lua_State *L ) { int lmodelsDrawBillboardRec( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 ); Camera3D *camera = uluaGetCamera3D( L, 1 );
Texture *texture = uluaGetTexture( L, 2 ); Texture *texture = uluaGetTexture( L, 2 );
Rectangle source = uluaGetRectangleIndex( L, 3 ); Rectangle source = uluaGetRectangle( L, 3 );
Vector3 position = uluaGetVector3Index( L, 4 ); Vector3 position = uluaGetVector3( L, 4 );
Vector2 size = uluaGetVector2Index( L, 5 ); Vector2 size = uluaGetVector2( L, 5 );
Color tint = uluaGetColorIndex( L, 6 ); Color tint = uluaGetColor( L, 6 );
DrawBillboardRecNoRatio( *camera, *texture, source, position, size, tint ); DrawBillboardRecNoRatio( *camera, *texture, source, position, size, tint );
@@ -1566,13 +1566,13 @@ Draw a billboard texture defined by source and rotation
int lmodelsDrawBillboardPro( lua_State *L ) { int lmodelsDrawBillboardPro( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 ); Camera3D *camera = uluaGetCamera3D( L, 1 );
Texture *texture = uluaGetTexture( L, 2 ); Texture *texture = uluaGetTexture( L, 2 );
Rectangle source = uluaGetRectangleIndex( L, 3 ); Rectangle source = uluaGetRectangle( L, 3 );
Vector3 position = uluaGetVector3Index( L, 4 ); Vector3 position = uluaGetVector3( L, 4 );
Vector3 up = uluaGetVector3Index( L, 5 ); Vector3 up = uluaGetVector3( L, 5 );
Vector2 size = uluaGetVector2Index( L, 6 ); Vector2 size = uluaGetVector2( L, 6 );
Vector2 origin = uluaGetVector2Index( L, 7 ); Vector2 origin = uluaGetVector2( L, 7 );
float rotation = luaL_checknumber( L, 8 ); float rotation = luaL_checknumber( L, 8 );
Color tint = uluaGetColorIndex( L, 9 ); Color tint = uluaGetColor( L, 9 );
DrawBillboardProNoRatio( *camera, *texture, source, position, up, size, origin, rotation, tint ); DrawBillboardProNoRatio( *camera, *texture, source, position, up, size, origin, rotation, tint );
@@ -1586,7 +1586,7 @@ Set model transform matrix
*/ */
int lmodelsSetModelTransform( lua_State *L ) { int lmodelsSetModelTransform( lua_State *L ) {
Model *model = uluaGetModel( L, 1 ); Model *model = uluaGetModel( L, 1 );
Matrix transform = uluaGetMatrixIndex( L, 2 ); Matrix transform = uluaGetMatrix( L, 2 );
model->transform = transform; model->transform = transform;
@@ -1713,9 +1713,9 @@ Check collision between two spheres
- Success return bool - Success return bool
*/ */
int lmodelsCheckCollisionSpheres( lua_State *L ) { int lmodelsCheckCollisionSpheres( lua_State *L ) {
Vector3 center1 = uluaGetVector3Index( L, 1 ); Vector3 center1 = uluaGetVector3( L, 1 );
float radius1 = luaL_checknumber( L, 2 ); float radius1 = luaL_checknumber( L, 2 );
Vector3 center2 = uluaGetVector3Index( L, 3 ); Vector3 center2 = uluaGetVector3( L, 3 );
float radius2 = luaL_checknumber( L, 4 ); float radius2 = luaL_checknumber( L, 4 );
lua_pushboolean( L, CheckCollisionSpheres( center1, radius1, center2, radius2 ) ); lua_pushboolean( L, CheckCollisionSpheres( center1, radius1, center2, radius2 ) );
@@ -1731,8 +1731,8 @@ Check collision between two bounding boxes
- Success return bool - Success return bool
*/ */
int lmodelsCheckCollisionBoxes( lua_State *L ) { int lmodelsCheckCollisionBoxes( lua_State *L ) {
BoundingBox box1 = uluaGetBoundingBoxIndex( L, 1 ); BoundingBox box1 = uluaGetBoundingBox( L, 1 );
BoundingBox box2 = uluaGetBoundingBoxIndex( L, 2 ); BoundingBox box2 = uluaGetBoundingBox( L, 2 );
lua_pushboolean( L, CheckCollisionBoxes( box1, box2 ) ); lua_pushboolean( L, CheckCollisionBoxes( box1, box2 ) );
@@ -1747,8 +1747,8 @@ Check collision between box and sphere
- Success return bool - Success return bool
*/ */
int lmodelsCheckCollisionBoxSphere( lua_State *L ) { int lmodelsCheckCollisionBoxSphere( lua_State *L ) {
BoundingBox box = uluaGetBoundingBoxIndex( L, 1 ); BoundingBox box = uluaGetBoundingBox( L, 1 );
Vector3 center = uluaGetVector3Index( L, 2 ); Vector3 center = uluaGetVector3( L, 2 );
float radius = luaL_checknumber( L, 3 ); float radius = luaL_checknumber( L, 3 );
lua_pushboolean( L, CheckCollisionBoxSphere( box, center, radius ) ); lua_pushboolean( L, CheckCollisionBoxSphere( box, center, radius ) );
@@ -1764,8 +1764,8 @@ Get collision info between ray and sphere. ( RayCollision is Lua table of { hit,
- Success return RayCollision - Success return RayCollision
*/ */
int lmodelsGetRayCollisionSphere( lua_State *L ) { int lmodelsGetRayCollisionSphere( lua_State *L ) {
Ray ray = uluaGetRayIndex( L, 1 ); Ray ray = uluaGetRay( L, 1 );
Vector3 center = uluaGetVector3Index( L, 2 ); Vector3 center = uluaGetVector3( L, 2 );
float radius = luaL_checknumber( L, 3 ); float radius = luaL_checknumber( L, 3 );
uluaPushRayCollision( L, GetRayCollisionSphere( ray, center, radius ) ); uluaPushRayCollision( L, GetRayCollisionSphere( ray, center, radius ) );
@@ -1781,8 +1781,8 @@ Get collision info between ray and box
- Success return RayCollision - Success return RayCollision
*/ */
int lmodelsGetRayCollisionBox( lua_State *L ) { int lmodelsGetRayCollisionBox( lua_State *L ) {
Ray ray = uluaGetRayIndex( L, 1 ); Ray ray = uluaGetRay( L, 1 );
BoundingBox box = uluaGetBoundingBoxIndex( L, 2 ); BoundingBox box = uluaGetBoundingBox( L, 2 );
uluaPushRayCollision( L, GetRayCollisionBox( ray, box ) ); uluaPushRayCollision( L, GetRayCollisionBox( ray, box ) );
@@ -1797,9 +1797,9 @@ Get collision info between ray and mesh
- Success return RayCollision - Success return RayCollision
*/ */
int lmodelsGetRayCollisionMesh( lua_State *L ) { int lmodelsGetRayCollisionMesh( lua_State *L ) {
Ray ray = uluaGetRayIndex( L, 1 ); Ray ray = uluaGetRay( L, 1 );
Mesh *mesh = uluaGetMesh( L, 2 ); Mesh *mesh = uluaGetMesh( L, 2 );
Matrix transform = uluaGetMatrixIndex( L, 3 ); Matrix transform = uluaGetMatrix( L, 3 );
uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) ); uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) );
@@ -1814,10 +1814,10 @@ Get collision info between ray and triangle
- Success return RayCollision - Success return RayCollision
*/ */
int lmodelsGetRayCollisionTriangle( lua_State *L ) { int lmodelsGetRayCollisionTriangle( lua_State *L ) {
Ray ray = uluaGetRayIndex( L, 1 ); Ray ray = uluaGetRay( L, 1 );
Vector3 p1 = uluaGetVector3Index( L, 2 ); Vector3 p1 = uluaGetVector3( L, 2 );
Vector3 p2 = uluaGetVector3Index( L, 3 ); Vector3 p2 = uluaGetVector3( L, 3 );
Vector3 p3 = uluaGetVector3Index( L, 4 ); Vector3 p3 = uluaGetVector3( L, 4 );
uluaPushRayCollision( L, GetRayCollisionTriangle( ray, p1, p2, p3 ) ); uluaPushRayCollision( L, GetRayCollisionTriangle( ray, p1, p2, p3 ) );
@@ -1832,11 +1832,11 @@ Get collision info between ray and quad
- Success return RayCollision - Success return RayCollision
*/ */
int lmodelsGetRayCollisionQuad( lua_State *L ) { int lmodelsGetRayCollisionQuad( lua_State *L ) {
Ray ray = uluaGetRayIndex( L, 1 ); Ray ray = uluaGetRay( L, 1 );
Vector3 p1 = uluaGetVector3Index( L, 2 ); Vector3 p1 = uluaGetVector3( L, 2 );
Vector3 p2 = uluaGetVector3Index( L, 3 ); Vector3 p2 = uluaGetVector3( L, 3 );
Vector3 p3 = uluaGetVector3Index( L, 4 ); Vector3 p3 = uluaGetVector3( L, 4 );
Vector3 p4 = uluaGetVector3Index( L, 5 ); Vector3 p4 = uluaGetVector3( L, 5 );
uluaPushRayCollision( L, GetRayCollisionQuad( ray, p1, p2, p3, p4 ) ); uluaPushRayCollision( L, GetRayCollisionQuad( ray, p1, p2, p3, p4 ) );

View File

@@ -215,7 +215,7 @@ Window Box control, shows a window that can be closed
- Success return bool - Success return bool
*/ */
int lguiGuiWindowBox( lua_State *L ) { int lguiGuiWindowBox( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
lua_pushboolean( L, GuiWindowBox( bounds, luaL_checkstring( L, 2 ) ) ); lua_pushboolean( L, GuiWindowBox( bounds, luaL_checkstring( L, 2 ) ) );
@@ -228,7 +228,7 @@ int lguiGuiWindowBox( lua_State *L ) {
Group Box control with text name Group Box control with text name
*/ */
int lguiGuiGroupBox( lua_State *L ) { int lguiGuiGroupBox( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
GuiGroupBox( bounds, luaL_checkstring( L, 2 ) ); GuiGroupBox( bounds, luaL_checkstring( L, 2 ) );
@@ -241,7 +241,7 @@ int lguiGuiGroupBox( lua_State *L ) {
Line separator control, could contain text Line separator control, could contain text
*/ */
int lguiGuiLine( lua_State *L ) { int lguiGuiLine( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
GuiLine( bounds, luaL_checkstring( L, 2 ) ); GuiLine( bounds, luaL_checkstring( L, 2 ) );
@@ -254,7 +254,7 @@ int lguiGuiLine( lua_State *L ) {
Panel control, useful to group controls Panel control, useful to group controls
*/ */
int lguiGuiPanel( lua_State *L ) { int lguiGuiPanel( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
GuiPanel( bounds, luaL_checkstring( L, 2 ) ); GuiPanel( bounds, luaL_checkstring( L, 2 ) );
@@ -269,9 +269,9 @@ Scroll Panel control
- Success return Rectangle, Vector2 - Success return Rectangle, Vector2
*/ */
int lguiGuiScrollPanel( lua_State *L ) { int lguiGuiScrollPanel( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
Rectangle content = uluaGetRectangleIndex( L, 3 ); Rectangle content = uluaGetRectangle( L, 3 );
Vector2 scroll = uluaGetVector2Index( L, 4 ); Vector2 scroll = uluaGetVector2( L, 4 );
uluaPushRectangle( L, GuiScrollPanel( bounds, luaL_checkstring( L, 2 ), content, &scroll ) ); uluaPushRectangle( L, GuiScrollPanel( bounds, luaL_checkstring( L, 2 ), content, &scroll ) );
uluaPushVector2( L, scroll ); uluaPushVector2( L, scroll );
@@ -289,7 +289,7 @@ int lguiGuiScrollPanel( lua_State *L ) {
Label control, shows text Label control, shows text
*/ */
int lguiGuiLabel( lua_State *L ) { int lguiGuiLabel( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
GuiLabel( bounds, luaL_checkstring( L, 2 ) ); GuiLabel( bounds, luaL_checkstring( L, 2 ) );
@@ -304,7 +304,7 @@ Button control, returns true when clicked
- Success return boolean - Success return boolean
*/ */
int lguiGuiButton( lua_State *L ) { int lguiGuiButton( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
lua_pushboolean( L, GuiButton( bounds, luaL_checkstring( L, 2 ) ) ); lua_pushboolean( L, GuiButton( bounds, luaL_checkstring( L, 2 ) ) );
@@ -319,7 +319,7 @@ Label button control, show true when clicked
- Success return boolean - Success return boolean
*/ */
int lguiGuiLabelButton( lua_State *L ) { int lguiGuiLabelButton( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
lua_pushboolean( L, GuiLabelButton( bounds, luaL_checkstring( L, 2 ) ) ); lua_pushboolean( L, GuiLabelButton( bounds, luaL_checkstring( L, 2 ) ) );
@@ -334,7 +334,7 @@ Toggle Button control, returns true when active
- Success return boolean - Success return boolean
*/ */
int lguiGuiToggle( lua_State *L ) { int lguiGuiToggle( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
bool checked = uluaGetBoolean( L, 3 ); bool checked = uluaGetBoolean( L, 3 );
lua_pushboolean( L, GuiToggle( bounds, luaL_checkstring( L, 2 ), checked ) ); lua_pushboolean( L, GuiToggle( bounds, luaL_checkstring( L, 2 ), checked ) );
@@ -350,7 +350,7 @@ Toggle Group control, returns active toggle index
- Success return int - Success return int
*/ */
int lguiGuiToggleGroup( lua_State *L ) { int lguiGuiToggleGroup( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int active = luaL_checkinteger( L, 3 ); int active = luaL_checkinteger( L, 3 );
lua_pushinteger( L, GuiToggleGroup( bounds, luaL_checkstring( L, 2 ), active ) ); lua_pushinteger( L, GuiToggleGroup( bounds, luaL_checkstring( L, 2 ), active ) );
@@ -366,7 +366,7 @@ Check Box control, returns true when active
- Success return boolean - Success return boolean
*/ */
int lguiGuiCheckBox( lua_State *L ) { int lguiGuiCheckBox( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
bool checked = uluaGetBoolean( L, 3 ); bool checked = uluaGetBoolean( L, 3 );
lua_pushboolean( L, GuiCheckBox( bounds, luaL_checkstring( L, 2 ), checked ) ); lua_pushboolean( L, GuiCheckBox( bounds, luaL_checkstring( L, 2 ), checked ) );
@@ -382,7 +382,7 @@ Combo Box control, returns selected item index
- Success return int - Success return int
*/ */
int lguiGuiComboBox( lua_State *L ) { int lguiGuiComboBox( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int active = luaL_checkinteger( L, 3 ); int active = luaL_checkinteger( L, 3 );
lua_pushinteger( L, GuiComboBox( bounds, luaL_checkstring( L, 2 ), active ) ); lua_pushinteger( L, GuiComboBox( bounds, luaL_checkstring( L, 2 ), active ) );
@@ -398,7 +398,7 @@ Text Box control, updates input text
- Success return boolean, string - Success return boolean, string
*/ */
int lguiGuiTextBox( lua_State *L ) { int lguiGuiTextBox( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int textSize = luaL_checkinteger( L, 3 ); int textSize = luaL_checkinteger( L, 3 );
// char text[ STRING_LEN ] = { '\0' }; // char text[ STRING_LEN ] = { '\0' };
char text[ textSize + 1 ]; char text[ textSize + 1 ];
@@ -419,7 +419,7 @@ Text Box control with multiple lines
- Success return boolean, string - Success return boolean, string
*/ */
int lguiGuiTextBoxMulti( lua_State *L ) { int lguiGuiTextBoxMulti( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int textSize = luaL_checkinteger( L, 3 ); int textSize = luaL_checkinteger( L, 3 );
// char text[ STRING_LEN ] = { '\0' }; // char text[ STRING_LEN ] = { '\0' };
char text[ textSize + 1 ]; char text[ textSize + 1 ];
@@ -440,7 +440,7 @@ Spinner control, returns selected value
- Success return boolean, int - Success return boolean, int
*/ */
int lguiGuiSpinner( lua_State *L ) { int lguiGuiSpinner( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int value = luaL_checkinteger( L, 3 ); int value = luaL_checkinteger( L, 3 );
int minValue = luaL_checkinteger( L, 4 ); int minValue = luaL_checkinteger( L, 4 );
int maxValue = luaL_checkinteger( L, 5 ); int maxValue = luaL_checkinteger( L, 5 );
@@ -460,7 +460,7 @@ Value Box control, updates input text with numbers
- Success return boolean, int - Success return boolean, int
*/ */
int lguiGuiValueBox( lua_State *L ) { int lguiGuiValueBox( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int value = luaL_checkinteger( L, 3 ); int value = luaL_checkinteger( L, 3 );
int minValue = luaL_checkinteger( L, 4 ); int minValue = luaL_checkinteger( L, 4 );
int maxValue = luaL_checkinteger( L, 5 ); int maxValue = luaL_checkinteger( L, 5 );
@@ -480,7 +480,7 @@ Slider control, returns selected value
- Success return float - Success return float
*/ */
int lguiGuiSlider( lua_State *L ) { int lguiGuiSlider( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
float value = luaL_checknumber( L, 4 ); float value = luaL_checknumber( L, 4 );
float minValue = luaL_checknumber( L, 5 ); float minValue = luaL_checknumber( L, 5 );
float maxValue = luaL_checknumber( L, 6 ); float maxValue = luaL_checknumber( L, 6 );
@@ -498,7 +498,7 @@ Slider Bar control, returns selected value
- Success return float - Success return float
*/ */
int lguiGuiSliderBar( lua_State *L ) { int lguiGuiSliderBar( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
float value = luaL_checknumber( L, 4 ); float value = luaL_checknumber( L, 4 );
float minValue = luaL_checknumber( L, 5 ); float minValue = luaL_checknumber( L, 5 );
float maxValue = luaL_checknumber( L, 6 ); float maxValue = luaL_checknumber( L, 6 );
@@ -516,7 +516,7 @@ Progress Bar control, shows current progress value
- Success return float - Success return float
*/ */
int lguiGuiProgressBar( lua_State *L ) { int lguiGuiProgressBar( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
float value = luaL_checknumber( L, 4 ); float value = luaL_checknumber( L, 4 );
float minValue = luaL_checknumber( L, 5 ); float minValue = luaL_checknumber( L, 5 );
float maxValue = luaL_checknumber( L, 6 ); float maxValue = luaL_checknumber( L, 6 );
@@ -534,7 +534,7 @@ Scroll Bar control
- Success return int - Success return int
*/ */
int lguiGuiScrollBar( lua_State *L ) { int lguiGuiScrollBar( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int value = luaL_checkinteger( L, 2 ); int value = luaL_checkinteger( L, 2 );
int minValue = luaL_checkinteger( L, 3 ); int minValue = luaL_checkinteger( L, 3 );
int maxValue = luaL_checkinteger( L, 4 ); int maxValue = luaL_checkinteger( L, 4 );
@@ -552,7 +552,7 @@ Dropdown Box control, returns selected item
- Success return bool, int - Success return bool, int
*/ */
int lguiGuiDropdownBox( lua_State *L ) { int lguiGuiDropdownBox( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int active = luaL_checkinteger( L, 3 ); int active = luaL_checkinteger( L, 3 );
bool editMode = uluaGetBoolean( L, 4 ); bool editMode = uluaGetBoolean( L, 4 );
@@ -568,7 +568,7 @@ int lguiGuiDropdownBox( lua_State *L ) {
Status Bar control, shows info text Status Bar control, shows info text
*/ */
int lguiGuiStatusBar( lua_State *L ) { int lguiGuiStatusBar( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
GuiStatusBar( bounds, luaL_checkstring( L, 2 ) ); GuiStatusBar( bounds, luaL_checkstring( L, 2 ) );
@@ -581,7 +581,7 @@ int lguiGuiStatusBar( lua_State *L ) {
Dummy control for placeholders Dummy control for placeholders
*/ */
int lguiGuiDummyRec( lua_State *L ) { int lguiGuiDummyRec( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
GuiDummyRec( bounds, luaL_checkstring( L, 2 ) ); GuiDummyRec( bounds, luaL_checkstring( L, 2 ) );
@@ -596,7 +596,7 @@ Grid control, returns mouse cell position
- Success return Vector2 - Success return Vector2
*/ */
int lguiGuiGrid( lua_State *L ) { int lguiGuiGrid( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
float spacing = luaL_checknumber( L, 3 ); float spacing = luaL_checknumber( L, 3 );
int subdivs = luaL_checkinteger( L, 4 ); int subdivs = luaL_checkinteger( L, 4 );
@@ -617,7 +617,7 @@ List View control, returns selected list item index and scroll index
- Success return int, int - Success return int, int
*/ */
int lguiGuiListView( lua_State *L ) { int lguiGuiListView( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int scrollIndex = luaL_checkinteger( L, 3 ); int scrollIndex = luaL_checkinteger( L, 3 );
int active = luaL_checkinteger( L, 4 ); int active = luaL_checkinteger( L, 4 );
@@ -635,7 +635,7 @@ List View with extended parameters, returns selected list item index, scroll ind
- Success return int, int, int - Success return int, int, int
*/ */
int lguiGuiListViewEx( lua_State *L ) { int lguiGuiListViewEx( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int focus = luaL_checkinteger( L, 3 ); int focus = luaL_checkinteger( L, 3 );
int scrollIndex = luaL_checkinteger( L, 4 ); int scrollIndex = luaL_checkinteger( L, 4 );
int active = luaL_checkinteger( L, 5 ); int active = luaL_checkinteger( L, 5 );
@@ -657,7 +657,7 @@ Message Box control, displays a message, returns button index (0 is x button)
- Success return int - Success return int
*/ */
int lguiGuiMessageBox( lua_State *L ) { int lguiGuiMessageBox( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
lua_pushinteger( L, GuiMessageBox( bounds, luaL_checkstring( L, 2 ), luaL_checkstring( L, 3 ), luaL_checkstring( L, 4 ) ) ); lua_pushinteger( L, GuiMessageBox( bounds, luaL_checkstring( L, 2 ), luaL_checkstring( L, 3 ), luaL_checkstring( L, 4 ) ) );
@@ -672,7 +672,7 @@ Text Input Box control, ask for text, supports secret
- Success return int, string, int - Success return int, string, int
*/ */
int lguiGuiTextInputBox( lua_State *L ) { int lguiGuiTextInputBox( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
int textMaxSize = luaL_checkinteger( L, 6 ); int textMaxSize = luaL_checkinteger( L, 6 );
int secretViewActive = luaL_checkinteger( L, 7 ); int secretViewActive = luaL_checkinteger( L, 7 );
char text[ textMaxSize + 1 ]; char text[ textMaxSize + 1 ];
@@ -693,8 +693,8 @@ Color Picker control (multiple color controls)
- Success return Color - Success return Color
*/ */
int lguiGuiColorPicker( lua_State *L ) { int lguiGuiColorPicker( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
uluaPushColor( L, GuiColorPicker( bounds, luaL_checkstring( L, 2 ), color ) ); uluaPushColor( L, GuiColorPicker( bounds, luaL_checkstring( L, 2 ), color ) );
@@ -709,8 +709,8 @@ Color Panel control
- Success return Color - Success return Color
*/ */
int lguiGuiColorPanel( lua_State *L ) { int lguiGuiColorPanel( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
uluaPushColor( L, GuiColorPanel( bounds, luaL_checkstring( L, 2 ), color ) ); uluaPushColor( L, GuiColorPanel( bounds, luaL_checkstring( L, 2 ), color ) );
@@ -725,7 +725,7 @@ Color Bar Alpha control
- Success return float - Success return float
*/ */
int lguiGuiColorBarAlpha( lua_State *L ) { int lguiGuiColorBarAlpha( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
float alpha = luaL_checknumber( L, 3 ); float alpha = luaL_checknumber( L, 3 );
lua_pushnumber( L, GuiColorBarAlpha( bounds, luaL_checkstring( L, 2 ), alpha ) ); lua_pushnumber( L, GuiColorBarAlpha( bounds, luaL_checkstring( L, 2 ), alpha ) );
@@ -741,7 +741,7 @@ Color Bar Hue control
- Success return float - Success return float
*/ */
int lguiGuiColorBarHue( lua_State *L ) { int lguiGuiColorBarHue( lua_State *L ) {
Rectangle bounds = uluaGetRectangleIndex( L, 1 ); Rectangle bounds = uluaGetRectangle( L, 1 );
float value = luaL_checknumber( L, 3 ); float value = luaL_checknumber( L, 3 );
lua_pushnumber( L, GuiColorBarHue( bounds, luaL_checkstring( L, 2 ), value ) ); lua_pushnumber( L, GuiColorBarHue( bounds, luaL_checkstring( L, 2 ), value ) );
@@ -780,9 +780,9 @@ Draw icon
*/ */
int lguiGuiDrawIcon( lua_State *L ) { int lguiGuiDrawIcon( lua_State *L ) {
int iconId = luaL_checkinteger( L, 1 ); int iconId = luaL_checkinteger( L, 1 );
Vector2 pos = uluaGetVector2Index( L, 2 ); Vector2 pos = uluaGetVector2( L, 2 );
int pixelSize = luaL_checkinteger( L, 3 ); int pixelSize = luaL_checkinteger( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
GuiDrawIcon( iconId, pos.x, pos.y, pixelSize, color ); GuiDrawIcon( iconId, pos.x, pos.y, pixelSize, color );
@@ -809,7 +809,7 @@ Set icon pixel value
*/ */
int lguiGuiSetIconPixel( lua_State *L ) { int lguiGuiSetIconPixel( lua_State *L ) {
int iconId = luaL_checkinteger( L, 1 ); int iconId = luaL_checkinteger( L, 1 );
Vector2 pos = uluaGetVector2Index( L, 2 ); Vector2 pos = uluaGetVector2( L, 2 );
GuiSetIconPixel( iconId, pos.x, pos.y ); GuiSetIconPixel( iconId, pos.x, pos.y );
@@ -823,7 +823,7 @@ Clear icon pixel value
*/ */
int lguiGuiClearIconPixel( lua_State *L ) { int lguiGuiClearIconPixel( lua_State *L ) {
int iconId = luaL_checkinteger( L, 1 ); int iconId = luaL_checkinteger( L, 1 );
Vector2 pos = uluaGetVector2Index( L, 2 ); Vector2 pos = uluaGetVector2( L, 2 );
GuiClearIconPixel( iconId, pos.x, pos.y ); GuiClearIconPixel( iconId, pos.x, pos.y );
@@ -839,7 +839,7 @@ Check icon pixel value
*/ */
int lguiGuiCheckIconPixel( lua_State *L ) { int lguiGuiCheckIconPixel( lua_State *L ) {
int iconId = luaL_checkinteger( L, 1 ); int iconId = luaL_checkinteger( L, 1 );
Vector2 pos = uluaGetVector2Index( L, 2 ); Vector2 pos = uluaGetVector2( L, 2 );
lua_pushboolean( L, GuiCheckIconPixel( iconId, pos.x, pos.y ) ); lua_pushboolean( L, GuiCheckIconPixel( iconId, pos.x, pos.y ) );

View File

@@ -57,7 +57,7 @@ int lrlglLoadIdentity( lua_State *L ) {
Multiply the current matrix by a translation matrix Multiply the current matrix by a translation matrix
*/ */
int lrlglTranslatef( lua_State *L ) { int lrlglTranslatef( lua_State *L ) {
Vector3 translation = uluaGetVector3Index( L, 1 ); Vector3 translation = uluaGetVector3( L, 1 );
rlTranslatef( translation.x, translation.y, translation.z ); rlTranslatef( translation.x, translation.y, translation.z );
@@ -71,7 +71,7 @@ Multiply the current matrix by a rotation matrix
*/ */
int lrlglRotatef( lua_State *L ) { int lrlglRotatef( lua_State *L ) {
float angle = luaL_checknumber( L, 1 ); float angle = luaL_checknumber( L, 1 );
Vector3 rotation = uluaGetVector3Index( L, 2 ); Vector3 rotation = uluaGetVector3( L, 2 );
rlRotatef( angle, rotation.x, rotation.y, rotation.z ); rlRotatef( angle, rotation.x, rotation.y, rotation.z );
@@ -84,7 +84,7 @@ int lrlglRotatef( lua_State *L ) {
Multiply the current matrix by a scaling matrix Multiply the current matrix by a scaling matrix
*/ */
int lrlglScalef( lua_State *L ) { int lrlglScalef( lua_State *L ) {
Vector3 scale = uluaGetVector3Index( L, 1 ); Vector3 scale = uluaGetVector3( L, 1 );
rlScalef( scale.x, scale.y, scale.z ); rlScalef( scale.x, scale.y, scale.z );
@@ -97,7 +97,7 @@ int lrlglScalef( lua_State *L ) {
Multiply the current matrix by another matrix Multiply the current matrix by another matrix
*/ */
int lrlglMultMatrixf( lua_State *L ) { int lrlglMultMatrixf( lua_State *L ) {
Matrix matrix = uluaGetMatrixIndex( L, 1 ); Matrix matrix = uluaGetMatrix( L, 1 );
float matf[16] = { float matf[16] = {
matrix.m0, matrix.m4, matrix.m8, matrix.m12, matrix.m0, matrix.m4, matrix.m8, matrix.m12,
@@ -153,7 +153,7 @@ Set the viewport area (transformation from normalized device coordinates to wind
NOTE: We store current viewport dimensions NOTE: We store current viewport dimensions
*/ */
int lrlglViewport( lua_State *L ) { int lrlglViewport( lua_State *L ) {
Rectangle rect = uluaGetRectangleIndex( L, 1 ); Rectangle rect = uluaGetRectangle( L, 1 );
rlViewport( rect.x, rect.y, rect.width, rect.height ); rlViewport( rect.x, rect.y, rect.width, rect.height );
@@ -192,7 +192,7 @@ int lrlglEnd( lua_State *L ) {
Define one vertex (position) Define one vertex (position)
*/ */
int lrlglVertex2f( lua_State *L ) { int lrlglVertex2f( lua_State *L ) {
Vector2 position = uluaGetVector2Index( L, 1 ); Vector2 position = uluaGetVector2( L, 1 );
rlVertex2f( position.x, position.y ); rlVertex2f( position.x, position.y );
@@ -205,7 +205,7 @@ int lrlglVertex2f( lua_State *L ) {
Define one vertex (position) Define one vertex (position)
*/ */
int lrlglVertex3f( lua_State *L ) { int lrlglVertex3f( lua_State *L ) {
Vector3 position = uluaGetVector3Index( L, 1 ); Vector3 position = uluaGetVector3( L, 1 );
rlVertex3f( position.x, position.y, position.z ); rlVertex3f( position.x, position.y, position.z );
@@ -218,7 +218,7 @@ int lrlglVertex3f( lua_State *L ) {
Define one vertex (texture coordinate) - 2 float Define one vertex (texture coordinate) - 2 float
*/ */
int lrlglTexCoord2f( lua_State *L ) { int lrlglTexCoord2f( lua_State *L ) {
Vector2 texCoord = uluaGetVector2Index( L, 1 ); Vector2 texCoord = uluaGetVector2( L, 1 );
rlTexCoord2f( texCoord.x, texCoord.y ); rlTexCoord2f( texCoord.x, texCoord.y );
@@ -231,7 +231,7 @@ int lrlglTexCoord2f( lua_State *L ) {
Define one vertex (normal) - 3 float Define one vertex (normal) - 3 float
*/ */
int lrlglNormal3f( lua_State *L ) { int lrlglNormal3f( lua_State *L ) {
Vector3 normal = uluaGetVector3Index( L, 1 ); Vector3 normal = uluaGetVector3( L, 1 );
rlNormal3f( normal.x, normal.y, normal.z ); rlNormal3f( normal.x, normal.y, normal.z );
@@ -244,7 +244,7 @@ int lrlglNormal3f( lua_State *L ) {
Define one vertex (color) - 4 byte Define one vertex (color) - 4 byte
*/ */
int lrlglColor4ub( lua_State *L ) { int lrlglColor4ub( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
rlColor4ub( color.r, color.g, color.b, color.a ); rlColor4ub( color.r, color.g, color.b, color.a );
@@ -257,7 +257,7 @@ int lrlglColor4ub( lua_State *L ) {
Define one vertex (color) - 3 float Define one vertex (color) - 3 float
*/ */
int lrlglColor3f( lua_State *L ) { int lrlglColor3f( lua_State *L ) {
Vector3 color = uluaGetVector3Index( L, 1 ); Vector3 color = uluaGetVector3( L, 1 );
rlColor3f( color.x, color.y, color.z ); rlColor3f( color.x, color.y, color.z );
@@ -270,7 +270,7 @@ int lrlglColor3f( lua_State *L ) {
Define one vertex (color) - 4 float Define one vertex (color) - 4 float
*/ */
int lrlglColor4f( lua_State *L ) { int lrlglColor4f( lua_State *L ) {
Vector4 color = uluaGetVector4Index( L, 1 ); Vector4 color = uluaGetVector4( L, 1 );
rlColor4f( color.x, color.y, color.z, color.w ); rlColor4f( color.x, color.y, color.z, color.w );
@@ -657,7 +657,7 @@ int lrlglDisableScissorTest( lua_State *L ) {
Scissor test Scissor test
*/ */
int lrlglScissor( lua_State *L ) { int lrlglScissor( lua_State *L ) {
Rectangle area = uluaGetRectangleIndex( L, 1 ); Rectangle area = uluaGetRectangle( L, 1 );
rlScissor( area.x, area.y, area.width, area.height ); rlScissor( area.x, area.y, area.width, area.height );
@@ -773,7 +773,7 @@ int lrlglIsStereoRenderEnabled( lua_State *L ) {
Clear color buffer with color Clear color buffer with color
*/ */
int lrlglClearColor( lua_State *L ) { int lrlglClearColor( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
rlClearColor( color.r, color.g, color.b, color.a ); rlClearColor( color.r, color.g, color.b, color.a );
@@ -1142,7 +1142,7 @@ Set vertex attribute default value
int lrlglSetVertexAttributeDefault( lua_State *L ) { int lrlglSetVertexAttributeDefault( lua_State *L ) {
int locIndex = luaL_checkinteger( L, 1 ); int locIndex = luaL_checkinteger( L, 1 );
int attribType = luaL_checkinteger( L, 3 ); int attribType = luaL_checkinteger( L, 3 );
int count = uluaGetTableLenIndex( L, 2 ); int count = uluaGetTableLen( L, 2 );
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
int t = 2; int t = 2;
@@ -1231,7 +1231,7 @@ Load texture in GPU
- Success return int - Success return int
*/ */
int lrlglLoadTexture( lua_State *L ) { int lrlglLoadTexture( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
int format = luaL_checkinteger( L, 2 ); int format = luaL_checkinteger( L, 2 );
int mipmapCount = luaL_checkinteger( L, 3 ); int mipmapCount = luaL_checkinteger( L, 3 );
@@ -1248,7 +1248,7 @@ Load depth texture/renderbuffer (to be attached to fbo)
- Success return int - Success return int
*/ */
int lrlglLoadTextureDepth( lua_State *L ) { int lrlglLoadTextureDepth( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
bool useRenderBuffer = uluaGetBoolean( L, 2 ); bool useRenderBuffer = uluaGetBoolean( L, 2 );
lua_pushinteger( L, rlLoadTextureDepth( size.x, size.y, useRenderBuffer ) ); lua_pushinteger( L, rlLoadTextureDepth( size.x, size.y, useRenderBuffer ) );
@@ -1279,7 +1279,7 @@ Load an empty framebuffer
- Success return int - Success return int
*/ */
int lrlglLoadFramebuffer( lua_State *L ) { int lrlglLoadFramebuffer( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
lua_pushinteger( L, rlLoadFramebuffer( size.x, size.y ) ); lua_pushinteger( L, rlLoadFramebuffer( size.x, size.y ) );
@@ -1445,7 +1445,7 @@ Set shader value matrix
*/ */
int lrlglSetUniformMatrix( lua_State *L ) { int lrlglSetUniformMatrix( lua_State *L ) {
int locIndex = luaL_checkinteger( L, 1 ); int locIndex = luaL_checkinteger( L, 1 );
Matrix mat = uluaGetMatrixIndex( L, 2 ); Matrix mat = uluaGetMatrix( L, 2 );
rlSetUniformMatrix( locIndex, mat ); rlSetUniformMatrix( locIndex, mat );
@@ -1620,7 +1620,7 @@ int lrlglGetMatrixViewOffsetStereo( lua_State *L ) {
Set a custom projection matrix (replaces internal projection matrix) Set a custom projection matrix (replaces internal projection matrix)
*/ */
int lrlglSetMatrixProjection( lua_State *L ) { int lrlglSetMatrixProjection( lua_State *L ) {
rlSetMatrixProjection( uluaGetMatrixIndex( L, 1 ) ); rlSetMatrixProjection( uluaGetMatrix( L, 1 ) );
return 0; return 0;
} }
@@ -1631,7 +1631,7 @@ int lrlglSetMatrixProjection( lua_State *L ) {
Set a custom modelview matrix (replaces internal modelview matrix) Set a custom modelview matrix (replaces internal modelview matrix)
*/ */
int lrlglSetMatrixModelview( lua_State *L ) { int lrlglSetMatrixModelview( lua_State *L ) {
rlSetMatrixModelview( uluaGetMatrixIndex( L, 1 ) ); rlSetMatrixModelview( uluaGetMatrix( L, 1 ) );
return 0; return 0;
} }
@@ -1642,7 +1642,7 @@ int lrlglSetMatrixModelview( lua_State *L ) {
Set eyes projection matrices for stereo rendering Set eyes projection matrices for stereo rendering
*/ */
int lrlglSetMatrixProjectionStereo( lua_State *L ) { int lrlglSetMatrixProjectionStereo( lua_State *L ) {
rlSetMatrixProjectionStereo( uluaGetMatrixIndex( L, 1 ), uluaGetMatrixIndex( L, 2 ) ); rlSetMatrixProjectionStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) );
return 0; return 0;
} }
@@ -1653,7 +1653,7 @@ int lrlglSetMatrixProjectionStereo( lua_State *L ) {
Set eyes view offsets matrices for stereo rendering Set eyes view offsets matrices for stereo rendering
*/ */
int lrlglSetMatrixViewOffsetStereo( lua_State *L ) { int lrlglSetMatrixViewOffsetStereo( lua_State *L ) {
rlSetMatrixViewOffsetStereo( uluaGetMatrixIndex( L, 1 ), uluaGetMatrixIndex( L, 2 ) ); rlSetMatrixViewOffsetStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) );
return 0; return 0;
} }

View File

@@ -156,8 +156,8 @@ Add two vectors (v1 + v2)
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Add( lua_State *L ) { int lmathVector2Add( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
uluaPushVector2( L, Vector2Add( v1, v2 ) ); uluaPushVector2( L, Vector2Add( v1, v2 ) );
@@ -172,7 +172,7 @@ Add vector and float value
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2AddValue( lua_State *L ) { int lmathVector2AddValue( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
float add = luaL_checknumber( L, 2 ); float add = luaL_checknumber( L, 2 );
uluaPushVector2( L, Vector2AddValue( v, add ) ); uluaPushVector2( L, Vector2AddValue( v, add ) );
@@ -188,8 +188,8 @@ Subtract two vectors (v1 - v2)
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Subtract( lua_State *L ) { int lmathVector2Subtract( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
uluaPushVector2( L, Vector2Subtract( v1, v2 ) ); uluaPushVector2( L, Vector2Subtract( v1, v2 ) );
@@ -204,7 +204,7 @@ Subtract vector by float value
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2SubtractValue( lua_State *L ) { int lmathVector2SubtractValue( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
float sub = luaL_checknumber( L, 2 ); float sub = luaL_checknumber( L, 2 );
uluaPushVector2( L, Vector2SubtractValue( v, sub ) ); uluaPushVector2( L, Vector2SubtractValue( v, sub ) );
@@ -220,7 +220,7 @@ Calculate vector length
- Success return float - Success return float
*/ */
int lmathVector2Length( lua_State *L ) { int lmathVector2Length( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
lua_pushnumber( L, Vector2Length( v ) ); lua_pushnumber( L, Vector2Length( v ) );
@@ -235,7 +235,7 @@ Calculate vector square length
- Success return float - Success return float
*/ */
int lmathVector2LengthSqr( lua_State *L ) { int lmathVector2LengthSqr( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
lua_pushnumber( L, Vector2LengthSqr( v ) ); lua_pushnumber( L, Vector2LengthSqr( v ) );
@@ -250,8 +250,8 @@ Calculate two vectors dot product
- Success return float - Success return float
*/ */
int lmathVector2DotProduct( lua_State *L ) { int lmathVector2DotProduct( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
lua_pushnumber( L, Vector2DotProduct( v1, v2 ) ); lua_pushnumber( L, Vector2DotProduct( v1, v2 ) );
@@ -266,8 +266,8 @@ Calculate distance between two vectors
- Success return float - Success return float
*/ */
int lmathVector2Distance( lua_State *L ) { int lmathVector2Distance( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
lua_pushnumber( L, Vector2Distance( v1, v2 ) ); lua_pushnumber( L, Vector2Distance( v1, v2 ) );
@@ -282,8 +282,8 @@ Calculate square distance between two vectors
- Success return float - Success return float
*/ */
int lmathVector2DistanceSqr( lua_State *L ) { int lmathVector2DistanceSqr( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
lua_pushnumber( L, Vector2DistanceSqr( v1, v2 ) ); lua_pushnumber( L, Vector2DistanceSqr( v1, v2 ) );
@@ -298,8 +298,8 @@ Calculate angle from two vectors
- Success return float - Success return float
*/ */
int lmathVector2Angle( lua_State *L ) { int lmathVector2Angle( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
lua_pushnumber( L, Vector2Angle( v1, v2 ) ); lua_pushnumber( L, Vector2Angle( v1, v2 ) );
@@ -316,8 +316,8 @@ Current implementation should be aligned with glm::angle.
- Success return float - Success return float
*/ */
int lmathVector2LineAngle( lua_State *L ) { int lmathVector2LineAngle( lua_State *L ) {
Vector2 start = uluaGetVector2Index( L, 1 ); Vector2 start = uluaGetVector2( L, 1 );
Vector2 end = uluaGetVector2Index( L, 2 ); Vector2 end = uluaGetVector2( L, 2 );
lua_pushnumber( L, Vector2LineAngle( start, end ) ); lua_pushnumber( L, Vector2LineAngle( start, end ) );
@@ -332,7 +332,7 @@ Scale vector (multiply by value)
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Scale( lua_State *L ) { int lmathVector2Scale( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
float scale = luaL_checknumber( L, 2 ); float scale = luaL_checknumber( L, 2 );
uluaPushVector2( L, Vector2Scale( v, scale ) ); uluaPushVector2( L, Vector2Scale( v, scale ) );
@@ -348,8 +348,8 @@ Multiply vector by vector
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Multiply( lua_State *L ) { int lmathVector2Multiply( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
uluaPushVector2( L, Vector2Multiply( v1, v2 ) ); uluaPushVector2( L, Vector2Multiply( v1, v2 ) );
@@ -364,7 +364,7 @@ Negate vector
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Negate( lua_State *L ) { int lmathVector2Negate( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
uluaPushVector2( L, Vector2Negate( v ) ); uluaPushVector2( L, Vector2Negate( v ) );
@@ -379,8 +379,8 @@ Divide vector by vector
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Divide( lua_State *L ) { int lmathVector2Divide( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
uluaPushVector2( L, Vector2Divide( v1, v2 ) ); uluaPushVector2( L, Vector2Divide( v1, v2 ) );
@@ -395,7 +395,7 @@ Normalize provided vector
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Normalize( lua_State *L ) { int lmathVector2Normalize( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
uluaPushVector2( L, Vector2Normalize( v ) ); uluaPushVector2( L, Vector2Normalize( v ) );
@@ -410,8 +410,8 @@ Transforms a Vector2 by a given Matrix
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Transform( lua_State *L ) { int lmathVector2Transform( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
Matrix mat = uluaGetMatrixIndex( L, 2 ); Matrix mat = uluaGetMatrix( L, 2 );
uluaPushVector2( L, Vector2Transform( v, mat ) ); uluaPushVector2( L, Vector2Transform( v, mat ) );
@@ -426,8 +426,8 @@ Calculate linear interpolation between two vectors
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Lerp( lua_State *L ) { int lmathVector2Lerp( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
float amount = luaL_checknumber( L, 3 ); float amount = luaL_checknumber( L, 3 );
uluaPushVector2( L, Vector2Lerp( v1, v2, amount ) ); uluaPushVector2( L, Vector2Lerp( v1, v2, amount ) );
@@ -443,8 +443,8 @@ Calculate reflected vector to normal
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Reflect( lua_State *L ) { int lmathVector2Reflect( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
uluaPushVector2( L, Vector2Reflect( v1, v2 ) ); uluaPushVector2( L, Vector2Reflect( v1, v2 ) );
@@ -459,7 +459,7 @@ Rotate vector by angle
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Rotate( lua_State *L ) { int lmathVector2Rotate( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
float degs = luaL_checknumber( L, 2 ); float degs = luaL_checknumber( L, 2 );
uluaPushVector2( L, Vector2Rotate( v, degs ) ); uluaPushVector2( L, Vector2Rotate( v, degs ) );
@@ -475,8 +475,8 @@ Move Vector towards target
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2MoveTowards( lua_State *L ) { int lmathVector2MoveTowards( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
float maxDistance = luaL_checknumber( L, 3 ); float maxDistance = luaL_checknumber( L, 3 );
uluaPushVector2( L, Vector2MoveTowards( v1, v2, maxDistance ) ); uluaPushVector2( L, Vector2MoveTowards( v1, v2, maxDistance ) );
@@ -492,7 +492,7 @@ Invert the given vector
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Invert( lua_State *L ) { int lmathVector2Invert( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
uluaPushVector2( L, Vector2Invert( v ) ); uluaPushVector2( L, Vector2Invert( v ) );
@@ -508,9 +508,9 @@ min and max values specified by the given vectors
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2Clamp( lua_State *L ) { int lmathVector2Clamp( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
Vector2 min = uluaGetVector2Index( L, 2 ); Vector2 min = uluaGetVector2( L, 2 );
Vector2 max = uluaGetVector2Index( L, 3 ); Vector2 max = uluaGetVector2( L, 3 );
uluaPushVector2( L, Vector2Clamp( v, min, max ) ); uluaPushVector2( L, Vector2Clamp( v, min, max ) );
@@ -525,7 +525,7 @@ Clamp the magnitude of the vector between two min and max values
- Success return Vector2 - Success return Vector2
*/ */
int lmathVector2ClampValue( lua_State *L ) { int lmathVector2ClampValue( lua_State *L ) {
Vector2 v = uluaGetVector2Index( L, 1 ); Vector2 v = uluaGetVector2( L, 1 );
float min = luaL_checknumber( L, 2 ); float min = luaL_checknumber( L, 2 );
float max = luaL_checknumber( L, 3 ); float max = luaL_checknumber( L, 3 );
@@ -542,8 +542,8 @@ Check whether two given vectors are almost equal
- Success return int - Success return int
*/ */
int lmathVector2Equals( lua_State *L ) { int lmathVector2Equals( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
lua_pushinteger( L, Vector2Equals( v1, v2 ) ); lua_pushinteger( L, Vector2Equals( v1, v2 ) );
@@ -588,8 +588,8 @@ Add two vectors
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Add( lua_State *L ) { int lmathVector3Add( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
uluaPushVector3( L, Vector3Add( v1, v2 ) ); uluaPushVector3( L, Vector3Add( v1, v2 ) );
@@ -604,7 +604,7 @@ Add vector and float value
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3AddValue( lua_State *L ) { int lmathVector3AddValue( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
float add = luaL_checknumber( L, 2 ); float add = luaL_checknumber( L, 2 );
uluaPushVector3( L, Vector3AddValue( v, add ) ); uluaPushVector3( L, Vector3AddValue( v, add ) );
@@ -620,8 +620,8 @@ Subtract two vectors
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Subtract( lua_State *L ) { int lmathVector3Subtract( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
uluaPushVector3( L, Vector3Subtract( v1, v2 ) ); uluaPushVector3( L, Vector3Subtract( v1, v2 ) );
@@ -636,7 +636,7 @@ Subtract vector by float value
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3SubtractValue( lua_State *L ) { int lmathVector3SubtractValue( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
float sub = luaL_checknumber( L, 2 ); float sub = luaL_checknumber( L, 2 );
uluaPushVector3( L, Vector3SubtractValue( v, sub ) ); uluaPushVector3( L, Vector3SubtractValue( v, sub ) );
@@ -652,7 +652,7 @@ Multiply vector by scalar
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Scale( lua_State *L ) { int lmathVector3Scale( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
float scalar = luaL_checknumber( L, 2 ); float scalar = luaL_checknumber( L, 2 );
uluaPushVector3( L, Vector3Scale( v, scalar ) ); uluaPushVector3( L, Vector3Scale( v, scalar ) );
@@ -668,8 +668,8 @@ Multiply vector by vector
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Multiply( lua_State *L ) { int lmathVector3Multiply( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
uluaPushVector3( L, Vector3Multiply( v1, v2 ) ); uluaPushVector3( L, Vector3Multiply( v1, v2 ) );
@@ -684,8 +684,8 @@ Calculate two vectors cross product
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3CrossProduct( lua_State *L ) { int lmathVector3CrossProduct( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
uluaPushVector3( L, Vector3CrossProduct( v1, v2 ) ); uluaPushVector3( L, Vector3CrossProduct( v1, v2 ) );
@@ -700,7 +700,7 @@ Calculate one vector perpendicular vector
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Perpendicular( lua_State *L ) { int lmathVector3Perpendicular( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
uluaPushVector3( L, Vector3Perpendicular( v ) ); uluaPushVector3( L, Vector3Perpendicular( v ) );
@@ -715,7 +715,7 @@ Calculate vector length
- Success return float - Success return float
*/ */
int lmathVector3Length( lua_State *L ) { int lmathVector3Length( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
lua_pushnumber( L, Vector3Length( v ) ); lua_pushnumber( L, Vector3Length( v ) );
@@ -730,7 +730,7 @@ Calculate vector square length
- Success return float - Success return float
*/ */
int lmathVector3LengthSqr( lua_State *L ) { int lmathVector3LengthSqr( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
lua_pushnumber( L, Vector3LengthSqr( v ) ); lua_pushnumber( L, Vector3LengthSqr( v ) );
@@ -745,8 +745,8 @@ Calculate two vectors dot product
- Success return float - Success return float
*/ */
int lmathVector3DotProduct( lua_State *L ) { int lmathVector3DotProduct( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
lua_pushnumber( L, Vector3DotProduct( v1, v2 ) ); lua_pushnumber( L, Vector3DotProduct( v1, v2 ) );
@@ -761,8 +761,8 @@ Calculate distance between two vectors
- Success return float - Success return float
*/ */
int lmathVector3Distance( lua_State *L ) { int lmathVector3Distance( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
lua_pushnumber( L, Vector3Distance( v1, v2 ) ); lua_pushnumber( L, Vector3Distance( v1, v2 ) );
@@ -777,8 +777,8 @@ Calculate square distance between two vectors
- Success return float - Success return float
*/ */
int lmathVector3DistanceSqr( lua_State *L ) { int lmathVector3DistanceSqr( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
lua_pushnumber( L, Vector3DistanceSqr( v1, v2 ) ); lua_pushnumber( L, Vector3DistanceSqr( v1, v2 ) );
@@ -793,8 +793,8 @@ Calculate angle between two vectors
- Success return float - Success return float
*/ */
int lmathVector3Angle( lua_State *L ) { int lmathVector3Angle( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
lua_pushnumber( L, Vector3Angle( v1, v2 ) ); lua_pushnumber( L, Vector3Angle( v1, v2 ) );
@@ -809,7 +809,7 @@ Negate provided vector (invert direction)
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Negate( lua_State *L ) { int lmathVector3Negate( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
uluaPushVector3( L, Vector3Negate( v ) ); uluaPushVector3( L, Vector3Negate( v ) );
@@ -824,8 +824,8 @@ Divide vector by vector
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Divide( lua_State *L ) { int lmathVector3Divide( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
uluaPushVector3( L, Vector3Divide( v1, v2 ) ); uluaPushVector3( L, Vector3Divide( v1, v2 ) );
@@ -840,7 +840,7 @@ Normalize provided vector
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Normalize( lua_State *L ) { int lmathVector3Normalize( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
uluaPushVector3( L, Vector3Normalize( v ) ); uluaPushVector3( L, Vector3Normalize( v ) );
@@ -856,8 +856,8 @@ Gram-Schmidt function implementation
- Success return Vector3, Vector3 - Success return Vector3, Vector3
*/ */
int lmathVector3OrthoNormalize( lua_State *L ) { int lmathVector3OrthoNormalize( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
Vector3OrthoNormalize( &v1, &v2 ); Vector3OrthoNormalize( &v1, &v2 );
@@ -875,8 +875,8 @@ Transforms a Vector3 by a given Matrix
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Transform( lua_State *L ) { int lmathVector3Transform( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
Matrix mat = uluaGetMatrixIndex( L, 2 ); Matrix mat = uluaGetMatrix( L, 2 );
uluaPushVector3( L, Vector3Transform( v, mat ) ); uluaPushVector3( L, Vector3Transform( v, mat ) );
@@ -891,8 +891,8 @@ Transform a vector by quaternion rotation
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3RotateByQuaternion( lua_State *L ) { int lmathVector3RotateByQuaternion( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
Quaternion q = uluaGetQuaternionIndex( L, 2 ); Quaternion q = uluaGetQuaternion( L, 2 );
uluaPushVector3( L, Vector3RotateByQuaternion( v, q ) ); uluaPushVector3( L, Vector3RotateByQuaternion( v, q ) );
@@ -907,8 +907,8 @@ Rotates a vector around an axis
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3RotateByAxisAngle( lua_State *L ) { int lmathVector3RotateByAxisAngle( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
Vector3 axis = uluaGetVector3Index( L, 2 ); Vector3 axis = uluaGetVector3( L, 2 );
float angle = luaL_checknumber( L, 3 ); float angle = luaL_checknumber( L, 3 );
uluaPushVector3( L, Vector3RotateByAxisAngle( v, axis, angle ) ); uluaPushVector3( L, Vector3RotateByAxisAngle( v, axis, angle ) );
@@ -924,8 +924,8 @@ Calculate linear interpolation between two vectors
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Lerp( lua_State *L ) { int lmathVector3Lerp( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
float amount = luaL_checknumber( L, 3 ); float amount = luaL_checknumber( L, 3 );
uluaPushVector3( L, Vector3Lerp( v1, v2, amount ) ); uluaPushVector3( L, Vector3Lerp( v1, v2, amount ) );
@@ -941,8 +941,8 @@ Calculate reflected vector to normal
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Reflect( lua_State *L ) { int lmathVector3Reflect( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
Vector3 normal = uluaGetVector3Index( L, 2 ); Vector3 normal = uluaGetVector3( L, 2 );
uluaPushVector3( L, Vector3Reflect( v, normal ) ); uluaPushVector3( L, Vector3Reflect( v, normal ) );
@@ -957,8 +957,8 @@ Get min value for each pair of components
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Min( lua_State *L ) { int lmathVector3Min( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
uluaPushVector3( L, Vector3Min( v1, v2 ) ); uluaPushVector3( L, Vector3Min( v1, v2 ) );
@@ -973,8 +973,8 @@ Get max value for each pair of components
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Max( lua_State *L ) { int lmathVector3Max( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
uluaPushVector3( L, Vector3Max( v1, v2 ) ); uluaPushVector3( L, Vector3Max( v1, v2 ) );
@@ -990,10 +990,10 @@ NOTE: Assumes P is on the plane of the triangle
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Barycenter( lua_State *L ) { int lmathVector3Barycenter( lua_State *L ) {
Vector3 p = uluaGetVector3Index( L, 1 ); Vector3 p = uluaGetVector3( L, 1 );
Vector3 a = uluaGetVector3Index( L, 2 ); Vector3 a = uluaGetVector3( L, 2 );
Vector3 b = uluaGetVector3Index( L, 3 ); Vector3 b = uluaGetVector3( L, 3 );
Vector3 c = uluaGetVector3Index( L, 4 ); Vector3 c = uluaGetVector3( L, 4 );
uluaPushVector3( L, Vector3Barycenter( p, a, b, c ) ); uluaPushVector3( L, Vector3Barycenter( p, a, b, c ) );
@@ -1009,9 +1009,9 @@ NOTE: We are avoiding calling other raymath functions despite available
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Unproject( lua_State *L ) { int lmathVector3Unproject( lua_State *L ) {
Vector3 source = uluaGetVector3Index( L, 1 ); Vector3 source = uluaGetVector3( L, 1 );
Matrix projection = uluaGetMatrixIndex( L, 2 ); Matrix projection = uluaGetMatrix( L, 2 );
Matrix view = uluaGetMatrixIndex( L, 3 ); Matrix view = uluaGetMatrix( L, 3 );
uluaPushVector3( L, Vector3Unproject( source, projection, view ) ); uluaPushVector3( L, Vector3Unproject( source, projection, view ) );
@@ -1026,7 +1026,7 @@ Invert the given vector
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Invert( lua_State *L ) { int lmathVector3Invert( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
uluaPushVector3( L, Vector3Invert( v ) ); uluaPushVector3( L, Vector3Invert( v ) );
@@ -1042,9 +1042,9 @@ min and max values specified by the given vectors
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Clamp( lua_State *L ) { int lmathVector3Clamp( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
Vector3 min = uluaGetVector3Index( L, 2 ); Vector3 min = uluaGetVector3( L, 2 );
Vector3 max = uluaGetVector3Index( L, 3 ); Vector3 max = uluaGetVector3( L, 3 );
uluaPushVector3( L, Vector3Clamp( v, min, max ) ); uluaPushVector3( L, Vector3Clamp( v, min, max ) );
@@ -1059,7 +1059,7 @@ Clamp the magnitude of the vector between two values
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3ClampValue( lua_State *L ) { int lmathVector3ClampValue( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
float min = luaL_checknumber( L, 2 ); float min = luaL_checknumber( L, 2 );
float max = luaL_checknumber( L, 3 ); float max = luaL_checknumber( L, 3 );
@@ -1076,8 +1076,8 @@ Check whether two given vectors are almost equal
- Success return int - Success return int
*/ */
int lmathVector3Equals( lua_State *L ) { int lmathVector3Equals( lua_State *L ) {
Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v2 = uluaGetVector3( L, 2 );
lua_pushinteger( L, Vector3Equals( v1, v2 ) ); lua_pushinteger( L, Vector3Equals( v1, v2 ) );
@@ -1097,8 +1097,8 @@ on the other side of the surface
- Success return Vector3 - Success return Vector3
*/ */
int lmathVector3Refract( lua_State *L ) { int lmathVector3Refract( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
Vector3 n = uluaGetVector3Index( L, 2 ); Vector3 n = uluaGetVector3( L, 2 );
float r = luaL_checknumber( L, 3 ); float r = luaL_checknumber( L, 3 );
uluaPushVector3( L, Vector3Refract( v, n, r ) ); uluaPushVector3( L, Vector3Refract( v, n, r ) );
@@ -1118,7 +1118,7 @@ Compute matrix determinant
- Success return float - Success return float
*/ */
int lmathMatrixDeterminant( lua_State *L ) { int lmathMatrixDeterminant( lua_State *L ) {
Matrix mat = uluaGetMatrixIndex( L, 1 ); Matrix mat = uluaGetMatrix( L, 1 );
lua_pushnumber( L, MatrixDeterminant( mat ) ); lua_pushnumber( L, MatrixDeterminant( mat ) );
@@ -1133,7 +1133,7 @@ Get the trace of the matrix (sum of the values along the diagonal)
- Success return float - Success return float
*/ */
int lmathMatrixTrace( lua_State *L ) { int lmathMatrixTrace( lua_State *L ) {
Matrix mat = uluaGetMatrixIndex( L, 1 ); Matrix mat = uluaGetMatrix( L, 1 );
lua_pushnumber( L, MatrixTrace( mat ) ); lua_pushnumber( L, MatrixTrace( mat ) );
@@ -1148,7 +1148,7 @@ Transposes provided matrix
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixTranspose( lua_State *L ) { int lmathMatrixTranspose( lua_State *L ) {
Matrix mat = uluaGetMatrixIndex( L, 1 ); Matrix mat = uluaGetMatrix( L, 1 );
uluaPushMatrix( L, MatrixTranspose( mat ) ); uluaPushMatrix( L, MatrixTranspose( mat ) );
@@ -1163,7 +1163,7 @@ Invert provided matrix
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixInvert( lua_State *L ) { int lmathMatrixInvert( lua_State *L ) {
Matrix mat = uluaGetMatrixIndex( L, 1 ); Matrix mat = uluaGetMatrix( L, 1 );
uluaPushMatrix( L, MatrixInvert( mat ) ); uluaPushMatrix( L, MatrixInvert( mat ) );
@@ -1191,8 +1191,8 @@ Add two matrices
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixAdd( lua_State *L ) { int lmathMatrixAdd( lua_State *L ) {
Matrix mat1 = uluaGetMatrixIndex( L, 1 ); Matrix mat1 = uluaGetMatrix( L, 1 );
Matrix mat2 = uluaGetMatrixIndex( L, 2 ); Matrix mat2 = uluaGetMatrix( L, 2 );
uluaPushMatrix( L, MatrixAdd( mat1, mat2 ) ); uluaPushMatrix( L, MatrixAdd( mat1, mat2 ) );
@@ -1207,8 +1207,8 @@ Subtract two matrices (left - right)
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixSubtract( lua_State *L ) { int lmathMatrixSubtract( lua_State *L ) {
Matrix mat1 = uluaGetMatrixIndex( L, 1 ); Matrix mat1 = uluaGetMatrix( L, 1 );
Matrix mat2 = uluaGetMatrixIndex( L, 2 ); Matrix mat2 = uluaGetMatrix( L, 2 );
uluaPushMatrix( L, MatrixSubtract( mat1, mat2 ) ); uluaPushMatrix( L, MatrixSubtract( mat1, mat2 ) );
@@ -1223,8 +1223,8 @@ Get two matrix multiplication
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixMultiply( lua_State *L ) { int lmathMatrixMultiply( lua_State *L ) {
Matrix mat1 = uluaGetMatrixIndex( L, 1 ); Matrix mat1 = uluaGetMatrix( L, 1 );
Matrix mat2 = uluaGetMatrixIndex( L, 2 ); Matrix mat2 = uluaGetMatrix( L, 2 );
uluaPushMatrix( L, MatrixMultiply( mat1, mat2 ) ); uluaPushMatrix( L, MatrixMultiply( mat1, mat2 ) );
@@ -1239,7 +1239,7 @@ Get translation matrix
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixTranslate( lua_State *L ) { int lmathMatrixTranslate( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
uluaPushMatrix( L, MatrixTranslate( v.x, v.y, v.z ) ); uluaPushMatrix( L, MatrixTranslate( v.x, v.y, v.z ) );
@@ -1254,7 +1254,7 @@ Create rotation matrix from axis and angle. NOTE: Angle should be provided in ra
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixRotate( lua_State *L ) { int lmathMatrixRotate( lua_State *L ) {
Vector3 axis = uluaGetVector3Index( L, 1 ); Vector3 axis = uluaGetVector3( L, 1 );
float angle = luaL_checknumber( L, 2 ); float angle = luaL_checknumber( L, 2 );
uluaPushMatrix( L, MatrixRotate( axis, angle ) ); uluaPushMatrix( L, MatrixRotate( axis, angle ) );
@@ -1315,7 +1315,7 @@ Get xyz-rotation matrix (angles in radians)
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixRotateXYZ( lua_State *L ) { int lmathMatrixRotateXYZ( lua_State *L ) {
Vector3 angle = uluaGetVector3Index( L, 1 ); Vector3 angle = uluaGetVector3( L, 1 );
uluaPushMatrix( L, MatrixRotateXYZ( angle ) ); uluaPushMatrix( L, MatrixRotateXYZ( angle ) );
@@ -1330,7 +1330,7 @@ Get zyx-rotation matrix (angles in radians)
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixRotateZYX( lua_State *L ) { int lmathMatrixRotateZYX( lua_State *L ) {
Vector3 angle = uluaGetVector3Index( L, 1 ); Vector3 angle = uluaGetVector3( L, 1 );
uluaPushMatrix( L, MatrixRotateZYX( angle ) ); uluaPushMatrix( L, MatrixRotateZYX( angle ) );
@@ -1345,7 +1345,7 @@ Get scaling matrix
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixScale( lua_State *L ) { int lmathMatrixScale( lua_State *L ) {
Vector3 v = uluaGetVector3Index( L, 1 ); Vector3 v = uluaGetVector3( L, 1 );
uluaPushMatrix( L, MatrixScale( v.x, v.y, v.z ) ); uluaPushMatrix( L, MatrixScale( v.x, v.y, v.z ) );
@@ -1418,9 +1418,9 @@ Get camera look-at matrix (View matrix)
- Success return Matrix - Success return Matrix
*/ */
int lmathMatrixLookAt( lua_State *L ) { int lmathMatrixLookAt( lua_State *L ) {
Vector3 eye = uluaGetVector3Index( L, 1 ); Vector3 eye = uluaGetVector3( L, 1 );
Vector3 target = uluaGetVector3Index( L, 2 ); Vector3 target = uluaGetVector3( L, 2 );
Vector3 up = uluaGetVector3Index( L, 3 ); Vector3 up = uluaGetVector3( L, 3 );
uluaPushMatrix( L, MatrixLookAt( eye, target, up ) ); uluaPushMatrix( L, MatrixLookAt( eye, target, up ) );
@@ -1439,8 +1439,8 @@ Add two quaternions
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionAdd( lua_State *L ) { int lmathQuaternionAdd( lua_State *L ) {
Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); Quaternion q1 = uluaGetQuaternion( L, 1 );
Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); Quaternion q2 = uluaGetQuaternion( L, 2 );
uluaPushQuaternion( L, QuaternionAdd( q1, q2 ) ); uluaPushQuaternion( L, QuaternionAdd( q1, q2 ) );
@@ -1455,7 +1455,7 @@ Add quaternion and float value
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionAddValue( lua_State *L ) { int lmathQuaternionAddValue( lua_State *L ) {
Quaternion q = uluaGetQuaternionIndex( L, 1 ); Quaternion q = uluaGetQuaternion( L, 1 );
float add = luaL_checknumber( L, 2 ); float add = luaL_checknumber( L, 2 );
uluaPushQuaternion( L, QuaternionAddValue( q, add ) ); uluaPushQuaternion( L, QuaternionAddValue( q, add ) );
@@ -1471,8 +1471,8 @@ Subtract two quaternions
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionSubtract( lua_State *L ) { int lmathQuaternionSubtract( lua_State *L ) {
Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); Quaternion q1 = uluaGetQuaternion( L, 1 );
Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); Quaternion q2 = uluaGetQuaternion( L, 2 );
uluaPushQuaternion( L, QuaternionSubtract( q1, q2 ) ); uluaPushQuaternion( L, QuaternionSubtract( q1, q2 ) );
@@ -1487,7 +1487,7 @@ Subtract quaternion and float value
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionSubtractValue( lua_State *L ) { int lmathQuaternionSubtractValue( lua_State *L ) {
Quaternion q = uluaGetQuaternionIndex( L, 1 ); Quaternion q = uluaGetQuaternion( L, 1 );
float sub = luaL_checknumber( L, 2 ); float sub = luaL_checknumber( L, 2 );
uluaPushQuaternion( L, QuaternionSubtractValue( q, sub ) ); uluaPushQuaternion( L, QuaternionSubtractValue( q, sub ) );
@@ -1516,7 +1516,7 @@ Computes the length of a quaternion
- Success return float - Success return float
*/ */
int lmathQuaternionLength( lua_State *L ) { int lmathQuaternionLength( lua_State *L ) {
Quaternion q = uluaGetQuaternionIndex( L, 1 ); Quaternion q = uluaGetQuaternion( L, 1 );
lua_pushnumber( L, QuaternionLength( q ) ); lua_pushnumber( L, QuaternionLength( q ) );
@@ -1531,7 +1531,7 @@ Normalize provided quaternion
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionNormalize( lua_State *L ) { int lmathQuaternionNormalize( lua_State *L ) {
Quaternion q = uluaGetQuaternionIndex( L, 1 ); Quaternion q = uluaGetQuaternion( L, 1 );
uluaPushQuaternion( L, QuaternionNormalize( q ) ); uluaPushQuaternion( L, QuaternionNormalize( q ) );
@@ -1546,7 +1546,7 @@ Invert provided quaternion
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionInvert( lua_State *L ) { int lmathQuaternionInvert( lua_State *L ) {
Quaternion q = uluaGetQuaternionIndex( L, 1 ); Quaternion q = uluaGetQuaternion( L, 1 );
uluaPushQuaternion( L, QuaternionInvert( q ) ); uluaPushQuaternion( L, QuaternionInvert( q ) );
@@ -1561,8 +1561,8 @@ Calculate two quaternion multiplication
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionMultiply( lua_State *L ) { int lmathQuaternionMultiply( lua_State *L ) {
Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); Quaternion q1 = uluaGetQuaternion( L, 1 );
Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); Quaternion q2 = uluaGetQuaternion( L, 2 );
uluaPushQuaternion( L, QuaternionMultiply( q1, q2 ) ); uluaPushQuaternion( L, QuaternionMultiply( q1, q2 ) );
@@ -1577,7 +1577,7 @@ Scale quaternion by float value
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionScale( lua_State *L ) { int lmathQuaternionScale( lua_State *L ) {
Quaternion q = uluaGetQuaternionIndex( L, 1 ); Quaternion q = uluaGetQuaternion( L, 1 );
float mul = luaL_checknumber( L, 2 ); float mul = luaL_checknumber( L, 2 );
uluaPushQuaternion( L, QuaternionScale( q, mul ) ); uluaPushQuaternion( L, QuaternionScale( q, mul ) );
@@ -1593,8 +1593,8 @@ Divide two quaternions
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionDivide( lua_State *L ) { int lmathQuaternionDivide( lua_State *L ) {
Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); Quaternion q1 = uluaGetQuaternion( L, 1 );
Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); Quaternion q2 = uluaGetQuaternion( L, 2 );
uluaPushQuaternion( L, QuaternionDivide( q1, q2 ) ); uluaPushQuaternion( L, QuaternionDivide( q1, q2 ) );
@@ -1609,8 +1609,8 @@ Calculate linear interpolation between two quaternions
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionLerp( lua_State *L ) { int lmathQuaternionLerp( lua_State *L ) {
Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); Quaternion q1 = uluaGetQuaternion( L, 1 );
Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); Quaternion q2 = uluaGetQuaternion( L, 2 );
float amount = luaL_checknumber( L, 3 ); float amount = luaL_checknumber( L, 3 );
uluaPushQuaternion( L, QuaternionLerp( q1, q2, amount ) ); uluaPushQuaternion( L, QuaternionLerp( q1, q2, amount ) );
@@ -1626,8 +1626,8 @@ Calculate slerp-optimized interpolation between two quaternions
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionNlerp( lua_State *L ) { int lmathQuaternionNlerp( lua_State *L ) {
Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); Quaternion q1 = uluaGetQuaternion( L, 1 );
Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); Quaternion q2 = uluaGetQuaternion( L, 2 );
float amount = luaL_checknumber( L, 3 ); float amount = luaL_checknumber( L, 3 );
uluaPushQuaternion( L, QuaternionNlerp( q1, q2, amount ) ); uluaPushQuaternion( L, QuaternionNlerp( q1, q2, amount ) );
@@ -1643,8 +1643,8 @@ Calculates spherical linear interpolation between two quaternions
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionSlerp( lua_State *L ) { int lmathQuaternionSlerp( lua_State *L ) {
Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); Quaternion q1 = uluaGetQuaternion( L, 1 );
Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); Quaternion q2 = uluaGetQuaternion( L, 2 );
float amount = luaL_checknumber( L, 3 ); float amount = luaL_checknumber( L, 3 );
uluaPushQuaternion( L, QuaternionSlerp( q1, q2, amount ) ); uluaPushQuaternion( L, QuaternionSlerp( q1, q2, amount ) );
@@ -1660,8 +1660,8 @@ Calculate quaternion based on the rotation from one vector to another
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionFromVector3ToVector3( lua_State *L ) { int lmathQuaternionFromVector3ToVector3( lua_State *L ) {
Vector3 from = uluaGetVector3Index( L, 1 ); Vector3 from = uluaGetVector3( L, 1 );
Vector3 to = uluaGetVector3Index( L, 2 ); Vector3 to = uluaGetVector3( L, 2 );
uluaPushQuaternion( L, QuaternionFromVector3ToVector3( from, to ) ); uluaPushQuaternion( L, QuaternionFromVector3ToVector3( from, to ) );
@@ -1676,7 +1676,7 @@ Get a quaternion for a given rotation matrix
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionFromMatrix( lua_State *L ) { int lmathQuaternionFromMatrix( lua_State *L ) {
Matrix mat = uluaGetMatrixIndex( L, 1 ); Matrix mat = uluaGetMatrix( L, 1 );
uluaPushQuaternion( L, QuaternionFromMatrix( mat ) ); uluaPushQuaternion( L, QuaternionFromMatrix( mat ) );
@@ -1691,7 +1691,7 @@ Get a quaternion for a given rotation matrix
- Success return Matrix - Success return Matrix
*/ */
int lmathQuaternionToMatrix( lua_State *L ) { int lmathQuaternionToMatrix( lua_State *L ) {
Quaternion q = uluaGetQuaternionIndex( L, 1 ); Quaternion q = uluaGetQuaternion( L, 1 );
uluaPushMatrix( L, QuaternionToMatrix( q ) ); uluaPushMatrix( L, QuaternionToMatrix( q ) );
@@ -1707,7 +1707,7 @@ NOTE: angle must be provided in radians
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionFromAxisAngle( lua_State *L ) { int lmathQuaternionFromAxisAngle( lua_State *L ) {
Vector3 axis = uluaGetVector3Index( L, 1 ); Vector3 axis = uluaGetVector3( L, 1 );
float angle = luaL_checknumber( L, 2 ); float angle = luaL_checknumber( L, 2 );
uluaPushQuaternion( L, QuaternionFromAxisAngle( axis, angle ) ); uluaPushQuaternion( L, QuaternionFromAxisAngle( axis, angle ) );
@@ -1723,7 +1723,7 @@ Get the rotation angle and axis for a given quaternion
- Success return Vector3, float - Success return Vector3, float
*/ */
int lmathQuaternionToAxisAngle( lua_State *L ) { int lmathQuaternionToAxisAngle( lua_State *L ) {
Quaternion q = uluaGetQuaternionIndex( L, 1 ); Quaternion q = uluaGetQuaternion( L, 1 );
float angle = 0.0; float angle = 0.0;
Vector3 axis = { 0.0 }; Vector3 axis = { 0.0 };
@@ -1762,7 +1762,7 @@ NOTE: Angles are returned in a Vector3 struct in radians
- Success return Vector3 - Success return Vector3
*/ */
int lmathQuaternionToEuler( lua_State *L ) { int lmathQuaternionToEuler( lua_State *L ) {
Quaternion q = uluaGetQuaternionIndex( L, 1 ); Quaternion q = uluaGetQuaternion( L, 1 );
uluaPushVector3( L, QuaternionToEuler( q ) ); uluaPushVector3( L, QuaternionToEuler( q ) );
@@ -1777,8 +1777,8 @@ Transform a quaternion given a transformation matrix
- Success return Quaternion - Success return Quaternion
*/ */
int lmathQuaternionTransform( lua_State *L ) { int lmathQuaternionTransform( lua_State *L ) {
Quaternion q = uluaGetQuaternionIndex( L, 1 ); Quaternion q = uluaGetQuaternion( L, 1 );
Matrix mat = uluaGetMatrixIndex( L, 2 ); Matrix mat = uluaGetMatrix( L, 2 );
uluaPushQuaternion( L, QuaternionTransform( q, mat ) ); uluaPushQuaternion( L, QuaternionTransform( q, mat ) );
@@ -1793,8 +1793,8 @@ Check whether two given quaternions are almost equal
- Success return int - Success return int
*/ */
int lmathQuaternionEquals( lua_State *L ) { int lmathQuaternionEquals( lua_State *L ) {
Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); Quaternion q1 = uluaGetQuaternion( L, 1 );
Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); Quaternion q2 = uluaGetQuaternion( L, 2 );
lua_pushinteger( L, QuaternionEquals( q1, q2 ) ); lua_pushinteger( L, QuaternionEquals( q1, q2 ) );

View File

@@ -17,7 +17,7 @@ defining a font char white rectangle would allow drawing everything in a single
*/ */
int lshapesSetShapesTexture( lua_State *L ) { int lshapesSetShapesTexture( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 ); Texture *texture = uluaGetTexture( L, 1 );
Rectangle source = uluaGetRectangleIndex( L, 2 ); Rectangle source = uluaGetRectangle( L, 2 );
SetShapesTexture( *texture, source ); SetShapesTexture( *texture, source );
@@ -30,8 +30,8 @@ int lshapesSetShapesTexture( lua_State *L ) {
Draw a pixel Draw a pixel
*/ */
int lshapesDrawPixel( lua_State *L ) { int lshapesDrawPixel( lua_State *L ) {
Vector2 pos = uluaGetVector2Index( L, 1 ); Vector2 pos = uluaGetVector2( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
DrawPixelV( pos, color ); DrawPixelV( pos, color );
@@ -44,10 +44,10 @@ int lshapesDrawPixel( lua_State *L ) {
Draw a line defining thickness Draw a line defining thickness
*/ */
int lshapesDrawLine( lua_State *L ) { int lshapesDrawLine( lua_State *L ) {
Vector2 startPos = uluaGetVector2Index( L, 1 ); Vector2 startPos = uluaGetVector2( L, 1 );
Vector2 endPos = uluaGetVector2Index( L, 2 ); Vector2 endPos = uluaGetVector2( L, 2 );
float thickness = luaL_checknumber( L, 3 ); float thickness = luaL_checknumber( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
DrawLineEx( startPos, endPos, thickness, color ); DrawLineEx( startPos, endPos, thickness, color );
@@ -60,10 +60,10 @@ int lshapesDrawLine( lua_State *L ) {
Draw a line using cubic-bezier curves in-out Draw a line using cubic-bezier curves in-out
*/ */
int lshapesDrawLineBezier( lua_State *L ) { int lshapesDrawLineBezier( lua_State *L ) {
Vector2 startPos = uluaGetVector2Index( L, 1 ); Vector2 startPos = uluaGetVector2( L, 1 );
Vector2 endPos = uluaGetVector2Index( L, 2 ); Vector2 endPos = uluaGetVector2( L, 2 );
float thickness = luaL_checknumber( L, 3 ); float thickness = luaL_checknumber( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
DrawLineBezier( startPos, endPos, thickness, color ); DrawLineBezier( startPos, endPos, thickness, color );
@@ -76,11 +76,11 @@ int lshapesDrawLineBezier( lua_State *L ) {
Draw line using quadratic bezier curves with a control point Draw line using quadratic bezier curves with a control point
*/ */
int lshapesDrawLineBezierQuad( lua_State *L ) { int lshapesDrawLineBezierQuad( lua_State *L ) {
Vector2 startPos = uluaGetVector2Index( L, 1 ); Vector2 startPos = uluaGetVector2( L, 1 );
Vector2 endPos = uluaGetVector2Index( L, 2 ); Vector2 endPos = uluaGetVector2( L, 2 );
Vector2 controlPos = uluaGetVector2Index( L, 3 ); Vector2 controlPos = uluaGetVector2( L, 3 );
float thickness = luaL_checknumber( L, 4 ); float thickness = luaL_checknumber( L, 4 );
Color color = uluaGetColorIndex( L, 5 ); Color color = uluaGetColor( L, 5 );
DrawLineBezierQuad( startPos, endPos, controlPos, thickness, color ); DrawLineBezierQuad( startPos, endPos, controlPos, thickness, color );
@@ -93,12 +93,12 @@ int lshapesDrawLineBezierQuad( lua_State *L ) {
Draw line using quadratic bezier curves with a control point Draw line using quadratic bezier curves with a control point
*/ */
int lshapesDrawLineBezierCubic( lua_State *L ) { int lshapesDrawLineBezierCubic( lua_State *L ) {
Vector2 startPos = uluaGetVector2Index( L, 1 ); Vector2 startPos = uluaGetVector2( L, 1 );
Vector2 endPos = uluaGetVector2Index( L, 2 ); Vector2 endPos = uluaGetVector2( L, 2 );
Vector2 startControlPos = uluaGetVector2Index( L, 3 ); Vector2 startControlPos = uluaGetVector2( L, 3 );
Vector2 endControlPos = uluaGetVector2Index( L, 4 ); Vector2 endControlPos = uluaGetVector2( L, 4 );
float thickness = luaL_checknumber( L, 5 ); float thickness = luaL_checknumber( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawLineBezierCubic( startPos, endPos, startControlPos, endControlPos, thickness, color ); DrawLineBezierCubic( startPos, endPos, startControlPos, endControlPos, thickness, color );
@@ -111,8 +111,8 @@ int lshapesDrawLineBezierCubic( lua_State *L ) {
Draw lines sequence Draw lines sequence
*/ */
int lshapesDrawLineStrip( lua_State *L ) { int lshapesDrawLineStrip( lua_State *L ) {
int pointsCount = uluaGetTableLenIndex( L, 1 ); int pointsCount = uluaGetTableLen( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
Vector2 points[ pointsCount ]; Vector2 points[ pointsCount ];
@@ -121,7 +121,7 @@ int lshapesDrawLineStrip( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
points[i] = uluaGetVector2( L ); points[i] = uluaGetVector2( L, lua_gettop( L ) );
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }
@@ -136,9 +136,9 @@ int lshapesDrawLineStrip( lua_State *L ) {
Draw a color-filled circle Draw a color-filled circle
*/ */
int lshapesDrawCircle( lua_State *L ) { int lshapesDrawCircle( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 ); float radius = luaL_checknumber( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
DrawCircleV( center, radius, color ); DrawCircleV( center, radius, color );
@@ -151,12 +151,12 @@ int lshapesDrawCircle( lua_State *L ) {
Draw a piece of a circle Draw a piece of a circle
*/ */
int lshapesDrawCircleSector( lua_State *L ) { int lshapesDrawCircleSector( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 ); float radius = luaL_checknumber( L, 2 );
float startAngle = luaL_checknumber( L, 3 ); float startAngle = luaL_checknumber( L, 3 );
float endAngle = luaL_checknumber( L, 4 ); float endAngle = luaL_checknumber( L, 4 );
int segments = luaL_checkinteger( L, 5 ); int segments = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawCircleSector( center, radius, startAngle, endAngle, segments, color ); DrawCircleSector( center, radius, startAngle, endAngle, segments, color );
@@ -169,12 +169,12 @@ int lshapesDrawCircleSector( lua_State *L ) {
Draw circle sector outline Draw circle sector outline
*/ */
int lshapesDrawCircleSectorLines( lua_State *L ) { int lshapesDrawCircleSectorLines( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 ); float radius = luaL_checknumber( L, 2 );
float startAngle = luaL_checknumber( L, 3 ); float startAngle = luaL_checknumber( L, 3 );
float endAngle = luaL_checknumber( L, 4 ); float endAngle = luaL_checknumber( L, 4 );
int segments = luaL_checkinteger( L, 5 ); int segments = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawCircleSectorLines( center, radius, startAngle, endAngle, segments, color ); DrawCircleSectorLines( center, radius, startAngle, endAngle, segments, color );
@@ -187,10 +187,10 @@ int lshapesDrawCircleSectorLines( lua_State *L ) {
Draw a gradient-filled circle Draw a gradient-filled circle
*/ */
int lshapesDrawCircleGradient( lua_State *L ) { int lshapesDrawCircleGradient( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 ); float radius = luaL_checknumber( L, 2 );
Color color1 = uluaGetColorIndex( L, 3 ); Color color1 = uluaGetColor( L, 3 );
Color color2 = uluaGetColorIndex( L, 4 ); Color color2 = uluaGetColor( L, 4 );
DrawCircleGradient( center.x, center.y, radius, color1, color2 ); DrawCircleGradient( center.x, center.y, radius, color1, color2 );
@@ -203,9 +203,9 @@ int lshapesDrawCircleGradient( lua_State *L ) {
Draw circle outline Draw circle outline
*/ */
int lshapesDrawCircleLines( lua_State *L ) { int lshapesDrawCircleLines( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 ); float radius = luaL_checknumber( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
DrawCircleLines( center.x, center.y, radius, color ); DrawCircleLines( center.x, center.y, radius, color );
@@ -218,10 +218,10 @@ int lshapesDrawCircleLines( lua_State *L ) {
Draw ellipse Draw ellipse
*/ */
int lshapesDrawEllipse( lua_State *L ) { int lshapesDrawEllipse( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
float radiusH = luaL_checknumber( L, 2 ); float radiusH = luaL_checknumber( L, 2 );
float radiusV = luaL_checknumber( L, 3 ); float radiusV = luaL_checknumber( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
DrawEllipse( center.x, center.y, radiusH, radiusV, color ); DrawEllipse( center.x, center.y, radiusH, radiusV, color );
@@ -234,10 +234,10 @@ int lshapesDrawEllipse( lua_State *L ) {
Draw ellipse outline Draw ellipse outline
*/ */
int lshapesDrawEllipseLines( lua_State *L ) { int lshapesDrawEllipseLines( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
float radiusH = luaL_checknumber( L, 2 ); float radiusH = luaL_checknumber( L, 2 );
float radiusV = luaL_checknumber( L, 3 ); float radiusV = luaL_checknumber( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
DrawEllipseLines( center.x, center.y, radiusH, radiusV, color ); DrawEllipseLines( center.x, center.y, radiusH, radiusV, color );
@@ -250,13 +250,13 @@ int lshapesDrawEllipseLines( lua_State *L ) {
Draw ring Draw ring
*/ */
int lshapesDrawRing( lua_State *L ) { int lshapesDrawRing( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
float innerRadius = luaL_checknumber( L, 2 ); float innerRadius = luaL_checknumber( L, 2 );
float outerRadius = luaL_checknumber( L, 3 ); float outerRadius = luaL_checknumber( L, 3 );
float startAngle = luaL_checknumber( L, 4 ); float startAngle = luaL_checknumber( L, 4 );
float endAngle = luaL_checknumber( L, 5 ); float endAngle = luaL_checknumber( L, 5 );
int segments = luaL_checkinteger( L, 6 ); int segments = luaL_checkinteger( L, 6 );
Color color = uluaGetColorIndex( L, 7 ); Color color = uluaGetColor( L, 7 );
DrawRing( center, innerRadius, outerRadius, startAngle, endAngle, segments, color ); DrawRing( center, innerRadius, outerRadius, startAngle, endAngle, segments, color );
@@ -269,13 +269,13 @@ int lshapesDrawRing( lua_State *L ) {
Draw ring outline Draw ring outline
*/ */
int lshapesDrawRingLines( lua_State *L ) { int lshapesDrawRingLines( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
float innerRadius = luaL_checknumber( L, 2 ); float innerRadius = luaL_checknumber( L, 2 );
float outerRadius = luaL_checknumber( L, 3 ); float outerRadius = luaL_checknumber( L, 3 );
float startAngle = luaL_checknumber( L, 4 ); float startAngle = luaL_checknumber( L, 4 );
float endAngle = luaL_checknumber( L, 5 ); float endAngle = luaL_checknumber( L, 5 );
int segments = luaL_checkinteger( L, 6 ); int segments = luaL_checkinteger( L, 6 );
Color color = uluaGetColorIndex( L, 7 ); Color color = uluaGetColor( L, 7 );
DrawRingLines( center, innerRadius, outerRadius, startAngle, endAngle, segments, color ); DrawRingLines( center, innerRadius, outerRadius, startAngle, endAngle, segments, color );
@@ -288,8 +288,8 @@ int lshapesDrawRingLines( lua_State *L ) {
Draw a color-filled rectangle Draw a color-filled rectangle
*/ */
int lshapesDrawRectangle( lua_State *L ) { int lshapesDrawRectangle( lua_State *L ) {
Rectangle rect = uluaGetRectangleIndex( L, 1 ); Rectangle rect = uluaGetRectangle( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
DrawRectangleRec( rect, color ); DrawRectangleRec( rect, color );
@@ -302,10 +302,10 @@ int lshapesDrawRectangle( lua_State *L ) {
Draw a color-filled rectangle with pro parameters Draw a color-filled rectangle with pro parameters
*/ */
int lshapesDrawRectanglePro( lua_State *L ) { int lshapesDrawRectanglePro( lua_State *L ) {
Rectangle rec = uluaGetRectangleIndex( L, 1 ); Rectangle rec = uluaGetRectangle( L, 1 );
Vector2 origin = uluaGetVector2Index( L, 2 ); Vector2 origin = uluaGetVector2( L, 2 );
float rotation = luaL_checknumber( L, 3 ); float rotation = luaL_checknumber( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
DrawRectanglePro( rec, origin, rotation, color ); DrawRectanglePro( rec, origin, rotation, color );
@@ -318,9 +318,9 @@ int lshapesDrawRectanglePro( lua_State *L ) {
Draw a vertical-gradient-filled rectangle Draw a vertical-gradient-filled rectangle
*/ */
int lshapesDrawRectangleGradientV( lua_State *L ) { int lshapesDrawRectangleGradientV( lua_State *L ) {
Rectangle rect = uluaGetRectangleIndex( L, 1 ); Rectangle rect = uluaGetRectangle( L, 1 );
Color color1 = uluaGetColorIndex( L, 2 ); Color color1 = uluaGetColor( L, 2 );
Color color2 = uluaGetColorIndex( L, 3 ); Color color2 = uluaGetColor( L, 3 );
DrawRectangleGradientV( rect.x, rect.y, rect.width, rect.height, color1, color2 ); DrawRectangleGradientV( rect.x, rect.y, rect.width, rect.height, color1, color2 );
@@ -333,9 +333,9 @@ int lshapesDrawRectangleGradientV( lua_State *L ) {
Draw a horizontal-gradient-filled rectangle Draw a horizontal-gradient-filled rectangle
*/ */
int lshapesDrawRectangleGradientH( lua_State *L ) { int lshapesDrawRectangleGradientH( lua_State *L ) {
Rectangle rect = uluaGetRectangleIndex( L, 1 ); Rectangle rect = uluaGetRectangle( L, 1 );
Color color1 = uluaGetColorIndex( L, 2 ); Color color1 = uluaGetColor( L, 2 );
Color color2 = uluaGetColorIndex( L, 3 ); Color color2 = uluaGetColor( L, 3 );
DrawRectangleGradientH( rect.x, rect.y, rect.width, rect.height, color1, color2 ); DrawRectangleGradientH( rect.x, rect.y, rect.width, rect.height, color1, color2 );
@@ -348,11 +348,11 @@ int lshapesDrawRectangleGradientH( lua_State *L ) {
Draw a gradient-filled rectangle with custom vertex colors Draw a gradient-filled rectangle with custom vertex colors
*/ */
int lshapesDrawRectangleGradientEx( lua_State *L ) { int lshapesDrawRectangleGradientEx( lua_State *L ) {
Rectangle rect = uluaGetRectangleIndex( L, 1 ); Rectangle rect = uluaGetRectangle( L, 1 );
Color color1 = uluaGetColorIndex( L, 2 ); Color color1 = uluaGetColor( L, 2 );
Color color2 = uluaGetColorIndex( L, 3 ); Color color2 = uluaGetColor( L, 3 );
Color color3 = uluaGetColorIndex( L, 4 ); Color color3 = uluaGetColor( L, 4 );
Color color4 = uluaGetColorIndex( L, 5 ); Color color4 = uluaGetColor( L, 5 );
DrawRectangleGradientEx( rect, color1, color2, color3, color4 ); DrawRectangleGradientEx( rect, color1, color2, color3, color4 );
@@ -365,8 +365,8 @@ int lshapesDrawRectangleGradientEx( lua_State *L ) {
Draw rectangle outline Draw rectangle outline
*/ */
int lshapesDrawRectangleLines( lua_State *L ) { int lshapesDrawRectangleLines( lua_State *L ) {
Rectangle rect = uluaGetRectangleIndex( L, 1 ); Rectangle rect = uluaGetRectangle( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
DrawRectangleLines( rect.x, rect.y, rect.width, rect.height, color ); DrawRectangleLines( rect.x, rect.y, rect.width, rect.height, color );
@@ -379,9 +379,9 @@ int lshapesDrawRectangleLines( lua_State *L ) {
Draw rectangle outline with extended parameters Draw rectangle outline with extended parameters
*/ */
int lshapesDrawRectangleLinesEx( lua_State *L ) { int lshapesDrawRectangleLinesEx( lua_State *L ) {
Rectangle rect = uluaGetRectangleIndex( L, 1 ); Rectangle rect = uluaGetRectangle( L, 1 );
int lineThick = luaL_checkinteger( L, 2 ); int lineThick = luaL_checkinteger( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
DrawRectangleLinesEx( rect, lineThick, color ); DrawRectangleLinesEx( rect, lineThick, color );
@@ -394,10 +394,10 @@ int lshapesDrawRectangleLinesEx( lua_State *L ) {
Draw rectangle with rounded edges Draw rectangle with rounded edges
*/ */
int lshapesDrawRectangleRounded( lua_State *L ) { int lshapesDrawRectangleRounded( lua_State *L ) {
Rectangle rect = uluaGetRectangleIndex( L, 1 ); Rectangle rect = uluaGetRectangle( L, 1 );
float roundness = luaL_checknumber( L, 2 ); float roundness = luaL_checknumber( L, 2 );
int segments = luaL_checkinteger( L, 3 ); int segments = luaL_checkinteger( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
DrawRectangleRounded( rect, roundness, segments, color ); DrawRectangleRounded( rect, roundness, segments, color );
@@ -410,11 +410,11 @@ int lshapesDrawRectangleRounded( lua_State *L ) {
Draw rectangle with rounded edges outline Draw rectangle with rounded edges outline
*/ */
int lshapesDrawRectangleRoundedLines( lua_State *L ) { int lshapesDrawRectangleRoundedLines( lua_State *L ) {
Rectangle rect = uluaGetRectangleIndex( L, 1 ); Rectangle rect = uluaGetRectangle( L, 1 );
float roundness = luaL_checknumber( L, 2 ); float roundness = luaL_checknumber( L, 2 );
int segments = luaL_checkinteger( L, 3 ); int segments = luaL_checkinteger( L, 3 );
int lineThick = luaL_checkinteger( L, 4 ); int lineThick = luaL_checkinteger( L, 4 );
Color color = uluaGetColorIndex( L, 5 ); Color color = uluaGetColor( L, 5 );
DrawRectangleRoundedLines( rect, roundness, segments, lineThick, color ); DrawRectangleRoundedLines( rect, roundness, segments, lineThick, color );
@@ -427,10 +427,10 @@ int lshapesDrawRectangleRoundedLines( lua_State *L ) {
Draw a color-filled triangle (Vertex in counter-clockwise order!) Draw a color-filled triangle (Vertex in counter-clockwise order!)
*/ */
int lshapesDrawTriangle( lua_State *L ) { int lshapesDrawTriangle( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
Vector2 v3 = uluaGetVector2Index( L, 3 ); Vector2 v3 = uluaGetVector2( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
DrawTriangle( v1, v2, v3, color ); DrawTriangle( v1, v2, v3, color );
@@ -443,10 +443,10 @@ int lshapesDrawTriangle( lua_State *L ) {
Draw triangle outline (Vertex in counter-clockwise order!) Draw triangle outline (Vertex in counter-clockwise order!)
*/ */
int lshapesDrawTriangleLines( lua_State *L ) { int lshapesDrawTriangleLines( lua_State *L ) {
Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v2 = uluaGetVector2( L, 2 );
Vector2 v3 = uluaGetVector2Index( L, 3 ); Vector2 v3 = uluaGetVector2( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
DrawTriangleLines( v1, v2, v3, color ); DrawTriangleLines( v1, v2, v3, color );
@@ -459,8 +459,8 @@ int lshapesDrawTriangleLines( lua_State *L ) {
Draw a triangle fan defined by points (first vertex is the center) Draw a triangle fan defined by points (first vertex is the center)
*/ */
int lshapesDrawTriangleFan( lua_State *L ) { int lshapesDrawTriangleFan( lua_State *L ) {
int pointsCount = uluaGetTableLenIndex( L, 1 ); int pointsCount = uluaGetTableLen( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
Vector2 points[ pointsCount ]; Vector2 points[ pointsCount ];
@@ -469,7 +469,7 @@ int lshapesDrawTriangleFan( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
points[i] = uluaGetVector2( L ); points[i] = uluaGetVector2( L, lua_gettop( L ) );
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }
@@ -484,8 +484,8 @@ int lshapesDrawTriangleFan( lua_State *L ) {
Draw a triangle strip defined by points Draw a triangle strip defined by points
*/ */
int lshapesDrawTriangleStrip( lua_State *L ) { int lshapesDrawTriangleStrip( lua_State *L ) {
int pointsCount = uluaGetTableLenIndex( L, 1 ); int pointsCount = uluaGetTableLen( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
Vector2 points[ pointsCount ]; Vector2 points[ pointsCount ];
@@ -494,7 +494,7 @@ int lshapesDrawTriangleStrip( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
points[i] = uluaGetVector2( L ); points[i] = uluaGetVector2( L, lua_gettop( L ) );
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }
@@ -509,11 +509,11 @@ int lshapesDrawTriangleStrip( lua_State *L ) {
Draw a regular polygon (Vector version) Draw a regular polygon (Vector version)
*/ */
int lshapesDrawPoly( lua_State *L ) { int lshapesDrawPoly( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
int sides = luaL_checkinteger( L, 2 ); int sides = luaL_checkinteger( L, 2 );
float radius = luaL_checknumber( L, 3 ); float radius = luaL_checknumber( L, 3 );
float rotation = luaL_checknumber( L, 4 ); float rotation = luaL_checknumber( L, 4 );
Color color = uluaGetColorIndex( L, 5 ); Color color = uluaGetColor( L, 5 );
DrawPoly( center, sides, radius, rotation, color ); DrawPoly( center, sides, radius, rotation, color );
@@ -526,11 +526,11 @@ int lshapesDrawPoly( lua_State *L ) {
Draw a polygon outline of n sides Draw a polygon outline of n sides
*/ */
int lshapesDrawPolyLines( lua_State *L ) { int lshapesDrawPolyLines( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
int sides = luaL_checkinteger( L, 2 ); int sides = luaL_checkinteger( L, 2 );
float radius = luaL_checknumber( L, 3 ); float radius = luaL_checknumber( L, 3 );
float rotation = luaL_checknumber( L, 4 ); float rotation = luaL_checknumber( L, 4 );
Color color = uluaGetColorIndex( L, 5 ); Color color = uluaGetColor( L, 5 );
DrawPolyLines( center, sides, radius, rotation, color ); DrawPolyLines( center, sides, radius, rotation, color );
@@ -543,12 +543,12 @@ int lshapesDrawPolyLines( lua_State *L ) {
Draw a polygon outline of n sides with extended parameters Draw a polygon outline of n sides with extended parameters
*/ */
int lshapesDrawPolyLinesEx( lua_State *L ) { int lshapesDrawPolyLinesEx( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
int sides = luaL_checkinteger( L, 2 ); int sides = luaL_checkinteger( L, 2 );
float radius = luaL_checknumber( L, 3 ); float radius = luaL_checknumber( L, 3 );
float rotation = luaL_checknumber( L, 4 ); float rotation = luaL_checknumber( L, 4 );
float lineThick = luaL_checknumber( L, 5 ); float lineThick = luaL_checknumber( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawPolyLinesEx( center, sides, radius, rotation, lineThick, color ); DrawPolyLinesEx( center, sides, radius, rotation, lineThick, color );
@@ -567,8 +567,8 @@ Check collision between two rectangles
- Success return bool - Success return bool
*/ */
int lshapesCheckCollisionRecs( lua_State *L ) { int lshapesCheckCollisionRecs( lua_State *L ) {
Rectangle rect1 = uluaGetRectangleIndex( L, 1 ); Rectangle rect1 = uluaGetRectangle( L, 1 );
Rectangle rect2 = uluaGetRectangleIndex( L, 2 ); Rectangle rect2 = uluaGetRectangle( L, 2 );
lua_pushboolean( L, CheckCollisionRecs( rect1, rect2 ) ); lua_pushboolean( L, CheckCollisionRecs( rect1, rect2 ) );
@@ -583,9 +583,9 @@ Check collision between two circles
- Success return bool - Success return bool
*/ */
int lshapesCheckCollisionCircles( lua_State *L ) { int lshapesCheckCollisionCircles( lua_State *L ) {
Vector2 center1 = uluaGetVector2Index( L, 1 ); Vector2 center1 = uluaGetVector2( L, 1 );
float radius1 = luaL_checknumber( L, 2 ); float radius1 = luaL_checknumber( L, 2 );
Vector2 center2 = uluaGetVector2Index( L, 3 ); Vector2 center2 = uluaGetVector2( L, 3 );
float radius2 = luaL_checknumber( L, 4 ); float radius2 = luaL_checknumber( L, 4 );
lua_pushboolean( L, CheckCollisionCircles( center1, radius1, center2, radius2 ) ); lua_pushboolean( L, CheckCollisionCircles( center1, radius1, center2, radius2 ) );
@@ -601,9 +601,9 @@ Check collision between circle and rectangle
- Success return bool - Success return bool
*/ */
int lshapesCheckCollisionCircleRec( lua_State *L ) { int lshapesCheckCollisionCircleRec( lua_State *L ) {
Vector2 center = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 ); float radius = luaL_checknumber( L, 2 );
Rectangle rec = uluaGetRectangleIndex( L, 3 ); Rectangle rec = uluaGetRectangle( L, 3 );
lua_pushboolean( L, CheckCollisionCircleRec( center, radius, rec ) ); lua_pushboolean( L, CheckCollisionCircleRec( center, radius, rec ) );
@@ -618,8 +618,8 @@ Check if point is inside rectangle
- Success return bool - Success return bool
*/ */
int lshapesCheckCollisionPointRec( lua_State *L ) { int lshapesCheckCollisionPointRec( lua_State *L ) {
Vector2 point = uluaGetVector2Index( L, 1 ); Vector2 point = uluaGetVector2( L, 1 );
Rectangle rec = uluaGetRectangleIndex( L, 2 ); Rectangle rec = uluaGetRectangle( L, 2 );
lua_pushboolean( L, CheckCollisionPointRec( point, rec ) ); lua_pushboolean( L, CheckCollisionPointRec( point, rec ) );
@@ -634,8 +634,8 @@ Check if point is inside circle
- Success return bool - Success return bool
*/ */
int lshapesCheckCollisionPointCircle( lua_State *L ) { int lshapesCheckCollisionPointCircle( lua_State *L ) {
Vector2 point = uluaGetVector2Index( L, 1 ); Vector2 point = uluaGetVector2( L, 1 );
Vector2 center = uluaGetVector2Index( L, 2 ); Vector2 center = uluaGetVector2( L, 2 );
float radius = luaL_checknumber( L, 3 ); float radius = luaL_checknumber( L, 3 );
lua_pushboolean( L, CheckCollisionPointCircle( point, center, radius ) ); lua_pushboolean( L, CheckCollisionPointCircle( point, center, radius ) );
@@ -651,10 +651,10 @@ Check if point is inside a triangle
- Success return bool - Success return bool
*/ */
int lshapesCheckCollisionPointTriangle( lua_State *L ) { int lshapesCheckCollisionPointTriangle( lua_State *L ) {
Vector2 point = uluaGetVector2Index( L, 1 ); Vector2 point = uluaGetVector2( L, 1 );
Vector2 p1 = uluaGetVector2Index( L, 2 ); Vector2 p1 = uluaGetVector2( L, 2 );
Vector2 p2 = uluaGetVector2Index( L, 3 ); Vector2 p2 = uluaGetVector2( L, 3 );
Vector2 p3 = uluaGetVector2Index( L, 4 ); Vector2 p3 = uluaGetVector2( L, 4 );
lua_pushboolean( L, CheckCollisionPointTriangle( point, p1, p2, p3 ) ); lua_pushboolean( L, CheckCollisionPointTriangle( point, p1, p2, p3 ) );
@@ -669,8 +669,8 @@ Check if point is within a polygon described by array of vertices
- Success return bool - Success return bool
*/ */
int lshapesCheckCollisionPointPoly( lua_State *L ) { int lshapesCheckCollisionPointPoly( lua_State *L ) {
Vector2 point = uluaGetVector2Index( L, 1 ); Vector2 point = uluaGetVector2( L, 1 );
int pointCount = uluaGetTableLenIndex( L, 2 ); int pointCount = uluaGetTableLen( L, 2 );
Vector2 points[ pointCount ]; Vector2 points[ pointCount ];
/* t = points index. */ /* t = points index. */
@@ -678,7 +678,7 @@ int lshapesCheckCollisionPointPoly( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
points[i] = uluaGetVector2( L ); points[i] = uluaGetVector2( L, lua_gettop( L ) );
i++; i++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }
@@ -695,10 +695,10 @@ Check the collision between two lines defined by two points each, returns collis
- Success return bool, Vector2 - Success return bool, Vector2
*/ */
int lshapesCheckCollisionLines( lua_State *L ) { int lshapesCheckCollisionLines( lua_State *L ) {
Vector2 startPos1 = uluaGetVector2Index( L, 1 ); Vector2 startPos1 = uluaGetVector2( L, 1 );
Vector2 endPos1 = uluaGetVector2Index( L, 2 ); Vector2 endPos1 = uluaGetVector2( L, 2 );
Vector2 startPos2 = uluaGetVector2Index( L, 3 ); Vector2 startPos2 = uluaGetVector2( L, 3 );
Vector2 endPos2 = uluaGetVector2Index( L, 4 ); Vector2 endPos2 = uluaGetVector2( L, 4 );
Vector2 colPoint = { 0, 0 }; Vector2 colPoint = { 0, 0 };
@@ -716,9 +716,9 @@ Check if point belongs to line created between two points [p1] and [p2] with def
- Success return bool - Success return bool
*/ */
int lshapesCheckCollisionPointLine( lua_State *L ) { int lshapesCheckCollisionPointLine( lua_State *L ) {
Vector2 point = uluaGetVector2Index( L, 1 ); Vector2 point = uluaGetVector2( L, 1 );
Vector2 p1 = uluaGetVector2Index( L, 2 ); Vector2 p1 = uluaGetVector2( L, 2 );
Vector2 p2 = uluaGetVector2Index( L, 3 ); Vector2 p2 = uluaGetVector2( L, 3 );
int threshold = luaL_checkinteger( L, 4 ); int threshold = luaL_checkinteger( L, 4 );
lua_pushboolean( L, CheckCollisionPointLine( point, p1, p2, threshold ) ); lua_pushboolean( L, CheckCollisionPointLine( point, p1, p2, threshold ) );
@@ -734,8 +734,8 @@ Get collision rectangle for two rectangles collision
- Success return Rectangle - Success return Rectangle
*/ */
int lshapesGetCollisionRec( lua_State *L ) { int lshapesGetCollisionRec( lua_State *L ) {
Rectangle rec1 = uluaGetRectangleIndex( L, 1 ); Rectangle rec1 = uluaGetRectangle( L, 1 );
Rectangle rec2 = uluaGetRectangleIndex( L, 2 ); Rectangle rec2 = uluaGetRectangle( L, 2 );
uluaPushRectangle( L, GetCollisionRec( rec1, rec2 ) ); uluaPushRectangle( L, GetCollisionRec( rec1, rec2 ) );

View File

@@ -52,7 +52,7 @@ int ltextLoadFontEx( lua_State *L ) {
if ( FileExists( luaL_checkstring( L, 1 ) ) ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) {
if ( lua_istable( L, 3 ) ) { if ( lua_istable( L, 3 ) ) {
int glyphCount = uluaGetTableLenIndex( L, 3 ); int glyphCount = uluaGetTableLen( L, 3 );
int fontChars[ glyphCount ]; int fontChars[ glyphCount ];
int t = lua_gettop( L ); int t = lua_gettop( L );
@@ -88,7 +88,7 @@ Load font from Image ( XNA style)
*/ */
int ltextLoadFontFromImage( lua_State *L ) { int ltextLoadFontFromImage( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Color key = uluaGetColorIndex( L, 2 ); Color key = uluaGetColor( L, 2 );
int firstChar = luaL_checkinteger( L, 3 ); int firstChar = luaL_checkinteger( L, 3 );
uluaPushFont( L, LoadFontFromImage( *image, key, firstChar ) ); uluaPushFont( L, LoadFontFromImage( *image, key, firstChar ) );
@@ -134,7 +134,7 @@ int ltextUnloadFont( lua_State *L ) {
Draw current FPS Draw current FPS
*/ */
int ltextDrawFPS( lua_State *L ) { int ltextDrawFPS( lua_State *L ) {
Vector2 pos = uluaGetVector2Index( L, 1 ); Vector2 pos = uluaGetVector2( L, 1 );
DrawFPS( pos.x, pos.y ); DrawFPS( pos.x, pos.y );
@@ -147,9 +147,9 @@ int ltextDrawFPS( lua_State *L ) {
Draw text (using default font) Draw text (using default font)
*/ */
int ltextDrawText( lua_State *L ) { int ltextDrawText( lua_State *L ) {
Vector2 position = uluaGetVector2Index( L, 2 ); Vector2 position = uluaGetVector2( L, 2 );
float fontSize = luaL_checknumber( L, 3 ); float fontSize = luaL_checknumber( L, 3 );
Color tint = uluaGetColorIndex( L, 4 ); Color tint = uluaGetColor( L, 4 );
DrawText( luaL_checkstring( L, 1 ), position.x, position.y, fontSize, tint ); DrawText( luaL_checkstring( L, 1 ), position.x, position.y, fontSize, tint );
@@ -163,10 +163,10 @@ Draw text using font and additional parameters
*/ */
int ltextDrawTextEx( lua_State *L ) { int ltextDrawTextEx( lua_State *L ) {
Font *font = uluaGetFont( L, 1 ); Font *font = uluaGetFont( L, 1 );
Vector2 position = uluaGetVector2Index( L, 3 ); Vector2 position = uluaGetVector2( L, 3 );
float fontSize = luaL_checknumber( L, 4 ); float fontSize = luaL_checknumber( L, 4 );
float spacing = luaL_checknumber( L, 5 ); float spacing = luaL_checknumber( L, 5 );
Color tint = uluaGetColorIndex( L, 6 ); Color tint = uluaGetColor( L, 6 );
DrawTextEx( *font, luaL_checkstring( L, 2 ), position, fontSize, spacing, tint ); DrawTextEx( *font, luaL_checkstring( L, 2 ), position, fontSize, spacing, tint );
@@ -180,12 +180,12 @@ Draw text using Font and pro parameters (rotation)
*/ */
int ltextDrawTextPro( lua_State *L ) { int ltextDrawTextPro( lua_State *L ) {
Font *font = uluaGetFont( L, 1 ); Font *font = uluaGetFont( L, 1 );
Vector2 position = uluaGetVector2Index( L, 3 ); Vector2 position = uluaGetVector2( L, 3 );
Vector2 origin = uluaGetVector2Index( L, 4 ); Vector2 origin = uluaGetVector2( L, 4 );
float rotation = luaL_checknumber( L, 5 ); float rotation = luaL_checknumber( L, 5 );
float fontSize = luaL_checknumber( L, 6 ); float fontSize = luaL_checknumber( L, 6 );
float spacing = luaL_checknumber( L, 7 ); float spacing = luaL_checknumber( L, 7 );
Color tint = uluaGetColorIndex( L, 8 ); Color tint = uluaGetColor( L, 8 );
DrawTextPro( *font, luaL_checkstring( L, 2 ), position, origin, rotation, fontSize, spacing, tint ); DrawTextPro( *font, luaL_checkstring( L, 2 ), position, origin, rotation, fontSize, spacing, tint );
@@ -200,9 +200,9 @@ Draw one character (codepoint)
int ltextDrawTextCodepoint( lua_State *L ) { int ltextDrawTextCodepoint( lua_State *L ) {
Font *font = uluaGetFont( L, 1 ); Font *font = uluaGetFont( L, 1 );
int codepoint = luaL_checkinteger( L, 2 ); int codepoint = luaL_checkinteger( L, 2 );
Vector2 position = uluaGetVector2Index( L, 3 ); Vector2 position = uluaGetVector2( L, 3 );
float fontSize = luaL_checknumber( L, 4 ); float fontSize = luaL_checknumber( L, 4 );
Color tint = uluaGetColorIndex( L, 5 ); Color tint = uluaGetColor( L, 5 );
DrawTextCodepoint( *font, codepoint, position, fontSize, tint ); DrawTextCodepoint( *font, codepoint, position, fontSize, tint );
@@ -216,12 +216,12 @@ Draw multiple character (codepoint)
*/ */
int ltextDrawTextCodepoints( lua_State *L ) { int ltextDrawTextCodepoints( lua_State *L ) {
Font *font = uluaGetFont( L, 1 ); Font *font = uluaGetFont( L, 1 );
Vector2 position = uluaGetVector2Index( L, 3 ); Vector2 position = uluaGetVector2( L, 3 );
float fontSize = luaL_checknumber( L, 4 ); float fontSize = luaL_checknumber( L, 4 );
float spacing = luaL_checknumber( L, 5 ); float spacing = luaL_checknumber( L, 5 );
Color tint = uluaGetColorIndex( L, 6 ); Color tint = uluaGetColor( L, 6 );
int count = uluaGetTableLenIndex( L, 2 ); int count = uluaGetTableLen( L, 2 );
int codepoints[ count ]; int codepoints[ count ];
int t = 2; int t = 2;

View File

@@ -122,8 +122,8 @@ Generate image: plain color
- Success return Image - Success return Image
*/ */
int ltexturesGenImageColor( lua_State *L ) { int ltexturesGenImageColor( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
uluaPushImage( L, GenImageColor( size.x, size.y, color ) ); uluaPushImage( L, GenImageColor( size.x, size.y, color ) );
@@ -138,9 +138,9 @@ Generate image: vertical gradient
- Success return Image - Success return Image
*/ */
int ltexturesGenImageGradientV( lua_State *L ) { int ltexturesGenImageGradientV( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
Color top = uluaGetColorIndex( L, 2 ); Color top = uluaGetColor( L, 2 );
Color bottom = uluaGetColorIndex( L, 3 ); Color bottom = uluaGetColor( L, 3 );
uluaPushImage( L, GenImageGradientV( (int)size.x, (int)size.y, top, bottom ) ); uluaPushImage( L, GenImageGradientV( (int)size.x, (int)size.y, top, bottom ) );
@@ -155,9 +155,9 @@ Generate image: horizontal gradient
- Success return Image - Success return Image
*/ */
int ltexturesGenImageGradientH( lua_State *L ) { int ltexturesGenImageGradientH( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
Color left = uluaGetColorIndex( L, 2 ); Color left = uluaGetColor( L, 2 );
Color right = uluaGetColorIndex( L, 3 ); Color right = uluaGetColor( L, 3 );
uluaPushImage( L, GenImageGradientH( (int)size.x, (int)size.y, left, right ) ); uluaPushImage( L, GenImageGradientH( (int)size.x, (int)size.y, left, right ) );
@@ -172,10 +172,10 @@ Generate image: radial gradient
- Success return Image - Success return Image
*/ */
int ltexturesGenImageGradientRadial( lua_State *L ) { int ltexturesGenImageGradientRadial( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
float density = luaL_checknumber( L, 2 ); float density = luaL_checknumber( L, 2 );
Color inner = uluaGetColorIndex( L, 3 ); Color inner = uluaGetColor( L, 3 );
Color outer = uluaGetColorIndex( L, 4 ); Color outer = uluaGetColor( L, 4 );
uluaPushImage( L, GenImageGradientRadial( (int)size.x, (int)size.y, density, inner, outer ) ); uluaPushImage( L, GenImageGradientRadial( (int)size.x, (int)size.y, density, inner, outer ) );
@@ -190,10 +190,10 @@ Generate image: checked
- Success return Image - Success return Image
*/ */
int ltexturesGenImageChecked( lua_State *L ) { int ltexturesGenImageChecked( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
Vector2 checks = uluaGetVector2Index( L, 2 ); Vector2 checks = uluaGetVector2( L, 2 );
Color col1 = uluaGetColorIndex( L, 3 ); Color col1 = uluaGetColor( L, 3 );
Color col2 = uluaGetColorIndex( L, 4 ); Color col2 = uluaGetColor( L, 4 );
uluaPushImage( L, GenImageChecked( (int)size.x, (int)size.y, (int)checks.x, (int)checks.y, col1, col2 ) ); uluaPushImage( L, GenImageChecked( (int)size.x, (int)size.y, (int)checks.x, (int)checks.y, col1, col2 ) );
@@ -208,7 +208,7 @@ Generate image: white noise
- Success return Image - Success return Image
*/ */
int ltexturesGenImageWhiteNoise( lua_State *L ) { int ltexturesGenImageWhiteNoise( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
float factor = luaL_checknumber( L, 2 ); float factor = luaL_checknumber( L, 2 );
uluaPushImage( L, GenImageWhiteNoise( (int)size.x, (int)size.y, factor ) ); uluaPushImage( L, GenImageWhiteNoise( (int)size.x, (int)size.y, factor ) );
@@ -224,8 +224,8 @@ Generate image: perlin noise
- Success return Image - Success return Image
*/ */
int ltexturesGenImagePerlinNoise( lua_State *L ) { int ltexturesGenImagePerlinNoise( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
Vector2 offset = uluaGetVector2Index( L, 2 ); Vector2 offset = uluaGetVector2( L, 2 );
float factor = luaL_checknumber( L, 3 ); float factor = luaL_checknumber( L, 3 );
uluaPushImage( L, GenImagePerlinNoise( (int)size.x, (int)size.y, (int)offset.x, (int)offset.y, factor ) ); uluaPushImage( L, GenImagePerlinNoise( (int)size.x, (int)size.y, (int)offset.x, (int)offset.y, factor ) );
@@ -241,7 +241,7 @@ Generate image: cellular algorithm. Bigger tileSize means bigger cells
- Success return Image - Success return Image
*/ */
int ltexturesGenImageCellular( lua_State *L ) { int ltexturesGenImageCellular( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
int tileSize = luaL_checkinteger( L, 2 ); int tileSize = luaL_checkinteger( L, 2 );
uluaPushImage( L, GenImageCellular( (int)size.x, (int)size.y, tileSize ) ); uluaPushImage( L, GenImageCellular( (int)size.x, (int)size.y, tileSize ) );
@@ -257,7 +257,7 @@ Generate image: grayscale image from text data
- Success return Image - Success return Image
*/ */
int ltexturesGenImageText( lua_State *L ) { int ltexturesGenImageText( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
uluaPushImage( L, GenImageText( (int)size.x, (int)size.y, luaL_checkstring( L, 2 ) ) ); uluaPushImage( L, GenImageText( (int)size.x, (int)size.y, luaL_checkstring( L, 2 ) ) );
@@ -292,7 +292,7 @@ Create an image from another image piece
*/ */
int ltexturesImageFromImage( lua_State *L ) { int ltexturesImageFromImage( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Rectangle rec = uluaGetRectangleIndex( L, 2 ); Rectangle rec = uluaGetRectangle( L, 2 );
uluaPushImage( L, ImageFromImage( *image, rec ) ); uluaPushImage( L, ImageFromImage( *image, rec ) );
@@ -310,7 +310,7 @@ int ltexturesImageText( lua_State *L ) {
Font *font = uluaGetFont( L, 1 ); Font *font = uluaGetFont( L, 1 );
float fontSize = lua_tonumber( L, 3 ); float fontSize = lua_tonumber( L, 3 );
float spacing = lua_tonumber( L, 4 ); float spacing = lua_tonumber( L, 4 );
Color tint = uluaGetColorIndex( L, 5 ); Color tint = uluaGetColor( L, 5 );
uluaPushImage( L, ImageTextEx( *font, luaL_checkstring( L, 2 ), fontSize, spacing, tint ) ); uluaPushImage( L, ImageTextEx( *font, luaL_checkstring( L, 2 ), fontSize, spacing, tint ) );
@@ -338,7 +338,7 @@ Convert image to POT (power-of-two)
*/ */
int ltexturesImageToPOT( lua_State *L ) { int ltexturesImageToPOT( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Color fill = uluaGetColorIndex( L, 2 ); Color fill = uluaGetColor( L, 2 );
ImageToPOT( image, fill ); ImageToPOT( image, fill );
@@ -352,7 +352,7 @@ Crop an image to a defined rectangle
*/ */
int ltexturesImageCrop( lua_State *L ) { int ltexturesImageCrop( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Rectangle crop = uluaGetRectangleIndex( L, 2 ); Rectangle crop = uluaGetRectangle( L, 2 );
ImageCrop( image, crop ); ImageCrop( image, crop );
@@ -380,7 +380,7 @@ Clear alpha channel to desired color
*/ */
int ltexturesImageAlphaClear( lua_State *L ) { int ltexturesImageAlphaClear( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
float threshold = lua_tonumber( L, 3 ); float threshold = lua_tonumber( L, 3 );
ImageAlphaClear( image, color, threshold ); ImageAlphaClear( image, color, threshold );
@@ -436,7 +436,7 @@ Resize image (Bicubic scaling algorithm)
*/ */
int ltexturesImageResize( lua_State *L ) { int ltexturesImageResize( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Vector2 size = uluaGetVector2Index( L, 2 ); Vector2 size = uluaGetVector2( L, 2 );
ImageResize( image, (int)size.x, (int)size.y ); ImageResize( image, (int)size.x, (int)size.y );
@@ -450,7 +450,7 @@ Resize image (Nearest-Neighbor scaling algorithm)
*/ */
int ltexturesImageResizeNN( lua_State *L ) { int ltexturesImageResizeNN( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Vector2 size = uluaGetVector2Index( L, 2 ); Vector2 size = uluaGetVector2( L, 2 );
ImageResizeNN( image, (int)size.x, (int)size.y ); ImageResizeNN( image, (int)size.x, (int)size.y );
@@ -464,9 +464,9 @@ Resize canvas and fill with color
*/ */
int ltexturesImageResizeCanvas( lua_State *L ) { int ltexturesImageResizeCanvas( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Vector2 size = uluaGetVector2Index( L, 2 ); Vector2 size = uluaGetVector2( L, 2 );
Vector2 offset = uluaGetVector2Index( L, 3 ); Vector2 offset = uluaGetVector2( L, 3 );
Color fill = uluaGetColorIndex( L, 4 ); Color fill = uluaGetColor( L, 4 );
ImageResizeCanvas( image, (int)size.x, (int)size.y, (int)offset.x, (int)offset.y, fill ); ImageResizeCanvas( image, (int)size.x, (int)size.y, (int)offset.x, (int)offset.y, fill );
@@ -493,7 +493,7 @@ Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
*/ */
int ltexturesImageDither( lua_State *L ) { int ltexturesImageDither( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Color bpp = uluaGetColorIndex( L, 2 ); Color bpp = uluaGetColor( L, 2 );
ImageDither( image, bpp.r, bpp.g, bpp.b, bpp.a ); ImageDither( image, bpp.r, bpp.g, bpp.b, bpp.a );
@@ -559,7 +559,7 @@ Modify image color: tint
*/ */
int ltexturesImageColorTint( lua_State *L ) { int ltexturesImageColorTint( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
ImageColorTint( image, color ); ImageColorTint( image, color );
@@ -627,8 +627,8 @@ Modify image color: replace color
*/ */
int ltexturesImageColorReplace( lua_State *L ) { int ltexturesImageColorReplace( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
Color replace = uluaGetColorIndex( L, 3 ); Color replace = uluaGetColor( L, 3 );
ImageColorReplace( image, color, replace ); ImageColorReplace( image, color, replace );
@@ -709,7 +709,7 @@ Get image pixel color at (x, y) position
*/ */
int ltexturesGetImageColor( lua_State *L ) { int ltexturesGetImageColor( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Vector2 pixelPos = uluaGetVector2Index( L, 2 ); Vector2 pixelPos = uluaGetVector2( L, 2 );
uluaPushColor( L, GetImageColor( *image, pixelPos.x, pixelPos.y ) ); uluaPushColor( L, GetImageColor( *image, pixelPos.x, pixelPos.y ) );
@@ -727,7 +727,7 @@ Clear image background with given color
*/ */
int ltexturesImageClearBackground( lua_State *L ) { int ltexturesImageClearBackground( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Color color = uluaGetColorIndex( L, 2 ); Color color = uluaGetColor( L, 2 );
ImageClearBackground( image, color ); ImageClearBackground( image, color );
@@ -741,8 +741,8 @@ Draw pixel within an image
*/ */
int ltexturesImageDrawPixel( lua_State *L ) { int ltexturesImageDrawPixel( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Vector2 position = uluaGetVector2Index( L, 2 ); Vector2 position = uluaGetVector2( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
ImageDrawPixelV( image, position, color ); ImageDrawPixelV( image, position, color );
@@ -756,9 +756,9 @@ Draw line within an image
*/ */
int ltexturesImageDrawLine( lua_State *L ) { int ltexturesImageDrawLine( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Vector2 start = uluaGetVector2Index( L, 2 ); Vector2 start = uluaGetVector2( L, 2 );
Vector2 end = uluaGetVector2Index( L, 3 ); Vector2 end = uluaGetVector2( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
ImageDrawLineV( image, start, end, color ); ImageDrawLineV( image, start, end, color );
@@ -772,9 +772,9 @@ Draw circle within an image
*/ */
int ltexturesImageDrawCircle( lua_State *L ) { int ltexturesImageDrawCircle( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Vector2 center = uluaGetVector2Index( L, 2 ); Vector2 center = uluaGetVector2( L, 2 );
int radius = luaL_checkinteger( L, 3 ); int radius = luaL_checkinteger( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
ImageDrawCircleV( image, center, radius, color ); ImageDrawCircleV( image, center, radius, color );
@@ -788,9 +788,9 @@ Draw circle outline within an image
*/ */
int ltexturesImageDrawCircleLines( lua_State *L ) { int ltexturesImageDrawCircleLines( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Vector2 center = uluaGetVector2Index( L, 2 ); Vector2 center = uluaGetVector2( L, 2 );
int radius = luaL_checkinteger( L, 3 ); int radius = luaL_checkinteger( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
ImageDrawCircleLinesV( image, center, radius, color ); ImageDrawCircleLinesV( image, center, radius, color );
@@ -804,8 +804,8 @@ Draw rectangle within an image
*/ */
int ltexturesImageDrawRectangle( lua_State *L ) { int ltexturesImageDrawRectangle( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Rectangle rec = uluaGetRectangleIndex( L, 2 ); Rectangle rec = uluaGetRectangle( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
ImageDrawRectangleRec( image, rec, color ); ImageDrawRectangleRec( image, rec, color );
@@ -819,9 +819,9 @@ Draw rectangle lines within an image
*/ */
int ltexturesImageDrawRectangleLines( lua_State *L ) { int ltexturesImageDrawRectangleLines( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Rectangle rec = uluaGetRectangleIndex( L, 2 ); Rectangle rec = uluaGetRectangle( L, 2 );
int thick = luaL_checkinteger( L, 3 ); int thick = luaL_checkinteger( L, 3 );
Color color = uluaGetColorIndex( L, 4 ); Color color = uluaGetColor( L, 4 );
ImageDrawRectangleLines( image, rec, thick, color ); ImageDrawRectangleLines( image, rec, thick, color );
@@ -836,9 +836,9 @@ Draw a source image within a destination image (Tint applied to source)
int ltexturesImageDraw( lua_State *L ) { int ltexturesImageDraw( lua_State *L ) {
Image *imageDstId = uluaGetImage( L, 1 ); Image *imageDstId = uluaGetImage( L, 1 );
Image *imageSrcId = uluaGetImage( L, 2 ); Image *imageSrcId = uluaGetImage( L, 2 );
Rectangle srcRec = uluaGetRectangleIndex( L, 3 ); Rectangle srcRec = uluaGetRectangle( L, 3 );
Rectangle dstRec = uluaGetRectangleIndex( L, 4 ); Rectangle dstRec = uluaGetRectangle( L, 4 );
Color tint = uluaGetColorIndex( L, 5 ); Color tint = uluaGetColor( L, 5 );
ImageDraw( imageDstId, *imageSrcId, srcRec, dstRec, tint ); ImageDraw( imageDstId, *imageSrcId, srcRec, dstRec, tint );
@@ -853,10 +853,10 @@ Draw text (Custom sprite font) within an image (Destination)
int ltexturesImageDrawTextEx( lua_State *L ) { int ltexturesImageDrawTextEx( lua_State *L ) {
Image *image = uluaGetImage( L, 1 ); Image *image = uluaGetImage( L, 1 );
Font *font = uluaGetFont( L, 2 ); Font *font = uluaGetFont( L, 2 );
Vector2 position = uluaGetVector2Index( L, 4 ); Vector2 position = uluaGetVector2( L, 4 );
float fontSize = luaL_checknumber( L, 5 ); float fontSize = luaL_checknumber( L, 5 );
float spacing = luaL_checknumber( L, 6 ); float spacing = luaL_checknumber( L, 6 );
Color tint = uluaGetColorIndex( L, 7 ); Color tint = uluaGetColor( L, 7 );
ImageDrawTextEx( image, *font, luaL_checkstring( L, 3 ), position, fontSize, spacing, tint ); ImageDrawTextEx( image, *font, luaL_checkstring( L, 3 ), position, fontSize, spacing, tint );
@@ -1013,7 +1013,7 @@ Load texture for rendering (framebuffer)
- Success return RenderTexture - Success return RenderTexture
*/ */
int ltexturesLoadRenderTexture( lua_State *L ) { int ltexturesLoadRenderTexture( lua_State *L ) {
Vector2 size = uluaGetVector2Index( L, 1 ); Vector2 size = uluaGetVector2( L, 1 );
uluaPushRenderTexture( L, LoadRenderTexture( (int)size.x, (int)size.y ) ); uluaPushRenderTexture( L, LoadRenderTexture( (int)size.x, (int)size.y ) );
@@ -1118,7 +1118,7 @@ NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 25
*/ */
int ltexturesUpdateTexture( lua_State *L ) { int ltexturesUpdateTexture( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 ); Texture *texture = uluaGetTexture( L, 1 );
size_t len = uluaGetTableLenIndex( L, 2 ); size_t len = uluaGetTableLen( L, 2 );
unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) ); unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) );
@@ -1127,7 +1127,7 @@ int ltexturesUpdateTexture( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
size_t colLen = uluaGetTableLen( L ); size_t colLen = uluaGetTableLen( L, lua_gettop( L ) );
int t2 = lua_gettop( L ); int t2 = lua_gettop( L );
int j = 0; int j = 0;
@@ -1156,8 +1156,8 @@ NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 25
*/ */
int ltexturesUpdateTextureRec( lua_State *L ) { int ltexturesUpdateTextureRec( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 ); Texture *texture = uluaGetTexture( L, 1 );
Rectangle rec = uluaGetRectangleIndex( L, 2 ); Rectangle rec = uluaGetRectangle( L, 2 );
size_t len = uluaGetTableLenIndex( L, 3 ); size_t len = uluaGetTableLen( L, 3 );
unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) ); unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) );
@@ -1166,7 +1166,7 @@ int ltexturesUpdateTextureRec( lua_State *L ) {
lua_pushnil( L ); lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) { while ( lua_next( L, t ) != 0 ) {
size_t colLen = uluaGetTableLen( L ); size_t colLen = uluaGetTableLen( L, lua_gettop( L ) );
int t2 = lua_gettop( L ); int t2 = lua_gettop( L );
int j = 0; int j = 0;
@@ -1200,8 +1200,8 @@ Draw a Texture2D
*/ */
int ltexturesDrawTexture( lua_State *L ) { int ltexturesDrawTexture( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 ); Texture *texture = uluaGetTexture( L, 1 );
Vector2 pos = uluaGetVector2Index( L, 2 ); Vector2 pos = uluaGetVector2( L, 2 );
Color color = uluaGetColorIndex( L, 3 ); Color color = uluaGetColor( L, 3 );
DrawTexture( *texture, pos.x, pos.y, color ); DrawTexture( *texture, pos.x, pos.y, color );
return 0; return 0;
@@ -1214,9 +1214,9 @@ Draw a part of a texture defined by a rectangle
*/ */
int ltexturesDrawTextureRec( lua_State *L ) { int ltexturesDrawTextureRec( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 ); Texture *texture = uluaGetTexture( L, 1 );
Rectangle srcRect = uluaGetRectangleIndex( L, 2 ); Rectangle srcRect = uluaGetRectangle( L, 2 );
Vector2 pos = uluaGetVector2Index( L, 3 ); Vector2 pos = uluaGetVector2( L, 3 );
Color tint = uluaGetColorIndex( L, 4 ); Color tint = uluaGetColor( L, 4 );
DrawTextureRec( *texture, srcRect, pos, tint ); DrawTextureRec( *texture, srcRect, pos, tint );
return 0; return 0;
@@ -1229,11 +1229,11 @@ Draw a part of a texture defined by a rectangle with "pro" parameters
*/ */
int ltexturesDrawTexturePro( lua_State *L ) { int ltexturesDrawTexturePro( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 ); Texture *texture = uluaGetTexture( L, 1 );
Rectangle srcRect = uluaGetRectangleIndex( L, 2 ); Rectangle srcRect = uluaGetRectangle( L, 2 );
Rectangle dstRect = uluaGetRectangleIndex( L, 3 ); Rectangle dstRect = uluaGetRectangle( L, 3 );
Vector2 origin = uluaGetVector2Index( L, 4 ); Vector2 origin = uluaGetVector2( L, 4 );
float rot = luaL_checknumber( L, 5 ); float rot = luaL_checknumber( L, 5 );
Color color = uluaGetColorIndex( L, 6 ); Color color = uluaGetColor( L, 6 );
DrawTexturePro( *texture, srcRect, dstRect, origin, rot, color ); DrawTexturePro( *texture, srcRect, dstRect, origin, rot, color );
@@ -1247,11 +1247,11 @@ Draws a texture (or part of it) that stretches or shrinks nicely
*/ */
int ltexturesDrawTextureNPatch( lua_State *L ) { int ltexturesDrawTextureNPatch( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 ); Texture *texture = uluaGetTexture( L, 1 );
NPatchInfo nPatchInfo = uluaGetNPatchInfoIndex( L, 2 ); NPatchInfo nPatchInfo = uluaGetNPatchInfo( L, 2 );
Rectangle dest = uluaGetRectangleIndex( L, 3 ); Rectangle dest = uluaGetRectangle( L, 3 );
Vector2 origin = uluaGetVector2Index( L, 4 ); Vector2 origin = uluaGetVector2( L, 4 );
float rotation = luaL_checknumber( L, 5 ); float rotation = luaL_checknumber( L, 5 );
Color tint = uluaGetColorIndex( L, 6 ); Color tint = uluaGetColor( L, 6 );
DrawTextureNPatch( *texture, nPatchInfo, dest, origin, rotation, tint ); DrawTextureNPatch( *texture, nPatchInfo, dest, origin, rotation, tint );
@@ -1448,7 +1448,7 @@ Returns color with alpha applied, alpha goes from 0.0f to 1.0f
- Success return Color - Success return Color
*/ */
int ltexturesFade( lua_State *L ) { int ltexturesFade( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
float alpha = luaL_checknumber( L, 2 ); float alpha = luaL_checknumber( L, 2 );
uluaPushColor( L, Fade( color, alpha ) ); uluaPushColor( L, Fade( color, alpha ) );
@@ -1464,7 +1464,7 @@ Returns hexadecimal value for a Color
- Success return int - Success return int
*/ */
int ltexturesColorToInt( lua_State *L ) { int ltexturesColorToInt( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
lua_pushinteger( L, ColorToInt( color ) ); lua_pushinteger( L, ColorToInt( color ) );
@@ -1479,7 +1479,7 @@ Returns Color normalized as float [0..1]
- Success return Vector4 - Success return Vector4
*/ */
int ltexturesColorNormalize( lua_State *L ) { int ltexturesColorNormalize( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
uluaPushVector4( L, ColorNormalize( color ) ); uluaPushVector4( L, ColorNormalize( color ) );
@@ -1494,7 +1494,7 @@ Color from normalized values [0..1]
- Success return Color - Success return Color
*/ */
int ltexturesColorFromNormalized( lua_State *L ) { int ltexturesColorFromNormalized( lua_State *L ) {
Vector4 normalized = uluaGetVector4Index( L, 1 ); Vector4 normalized = uluaGetVector4( L, 1 );
uluaPushColor( L, ColorFromNormalized( normalized ) ); uluaPushColor( L, ColorFromNormalized( normalized ) );
@@ -1509,7 +1509,7 @@ Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
- Success return Vector3 - Success return Vector3
*/ */
int ltexturesColorToHSV( lua_State *L ) { int ltexturesColorToHSV( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
uluaPushVector3( L, ColorToHSV( color ) ); uluaPushVector3( L, ColorToHSV( color ) );
@@ -1541,8 +1541,8 @@ Get color multiplied with another color
- Success return Color - Success return Color
*/ */
int ltexturesColorTint( lua_State *L ) { int ltexturesColorTint( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
Color tint = uluaGetColorIndex( L, 2 ); Color tint = uluaGetColor( L, 2 );
uluaPushColor( L, ColorTint( color, tint ) ); uluaPushColor( L, ColorTint( color, tint ) );
@@ -1557,7 +1557,7 @@ Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
- Success return Color - Success return Color
*/ */
int ltexturesColorBrightness( lua_State *L ) { int ltexturesColorBrightness( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
float factor = luaL_checknumber( L, 2 ); float factor = luaL_checknumber( L, 2 );
uluaPushColor( L, ColorBrightness( color, factor ) ); uluaPushColor( L, ColorBrightness( color, factor ) );
@@ -1573,7 +1573,7 @@ Get color with contrast correction, contrast values between -1.0f and 1.0f
- Success return Color - Success return Color
*/ */
int ltexturesColorContrast( lua_State *L ) { int ltexturesColorContrast( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
float contrast = luaL_checknumber( L, 2 ); float contrast = luaL_checknumber( L, 2 );
uluaPushColor( L, ColorContrast( color, contrast ) ); uluaPushColor( L, ColorContrast( color, contrast ) );
@@ -1589,7 +1589,7 @@ Returns color with alpha applied, alpha goes from 0.0f to 1.0f
- Success return Color - Success return Color
*/ */
int ltexturesColorAlpha( lua_State *L ) { int ltexturesColorAlpha( lua_State *L ) {
Color color = uluaGetColorIndex( L, 1 ); Color color = uluaGetColor( L, 1 );
float alpha = luaL_checknumber( L, 2 ); float alpha = luaL_checknumber( L, 2 );
uluaPushColor( L, ColorAlpha( color, alpha ) ); uluaPushColor( L, ColorAlpha( color, alpha ) );
@@ -1605,9 +1605,9 @@ Returns src alpha-blended into dst color with tint
- Success return Color - Success return Color
*/ */
int ltexturesColorAlphaBlend( lua_State *L ) { int ltexturesColorAlphaBlend( lua_State *L ) {
Color dst = uluaGetColorIndex( L, 1 ); Color dst = uluaGetColor( L, 1 );
Color src = uluaGetColorIndex( L, 2 ); Color src = uluaGetColor( L, 2 );
Color tint = uluaGetColorIndex( L, 3 ); Color tint = uluaGetColor( L, 3 );
uluaPushColor( L, ColorAlphaBlend( dst, src, tint ) ); uluaPushColor( L, ColorAlphaBlend( dst, src, tint ) );
@@ -1638,7 +1638,7 @@ Get pixel color from source texture
*/ */
int ltexturesGetPixelColor( lua_State *L ) { int ltexturesGetPixelColor( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 ); Texture *texture = uluaGetTexture( L, 1 );
Vector2 pos = uluaGetVector2Index( L, 2 ); Vector2 pos = uluaGetVector2( L, 2 );
Image srcImage = LoadImageFromTexture( *texture ); Image srcImage = LoadImageFromTexture( *texture );
uluaPushColor( L, GetImageColor( srcImage, pos.x, pos.y ) ); uluaPushColor( L, GetImageColor( srcImage, pos.x, pos.y ) );