Rune lib and __concat for variable libs.

This commit is contained in:
jussi
2024-01-30 13:36:23 +02:00
parent 143453af9e
commit d21512d88c
14 changed files with 145 additions and 27 deletions

4
API.md
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@@ -6660,11 +6660,11 @@ Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failu
--- ---
> string, utf8Size = RL.CodepointToUTF8( int codepoint ) > string = RL.CodepointToUTF8( int codepoint )
Encode one codepoint into UTF-8 byte array Encode one codepoint into UTF-8 byte array
- Success return string, int - Success return string
--- ---

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@@ -3993,10 +3993,9 @@ function RL.GetCodepointNext( text ) end
function RL.GetCodepointPrevious( text ) end function RL.GetCodepointPrevious( text ) end
---Encode one codepoint into UTF-8 byte array ---Encode one codepoint into UTF-8 byte array
---- Success return string, int ---- Success return string
---@param codepoint integer ---@param codepoint integer
---@return any string ---@return any string
---@return any utf8Size
function RL.CodepointToUTF8( codepoint ) end function RL.CodepointToUTF8( codepoint ) end
-- Text - Text strings management functions (no UTF-8 strings, only byte chars) -- Text - Text strings management functions (no UTF-8 strings, only byte chars)

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@@ -34,6 +34,7 @@ KEY CHANGES:
- CHANGE: Raygui lib refactoring. - CHANGE: Raygui lib refactoring.
- ADDED: Raygui lib extensions property list. - ADDED: Raygui lib extensions property list.
- ADDED: Text codepoints management functions. - ADDED: Text codepoints management functions.
- ADDED: Rune, UTF8 lib.
DETAILED CHANGES: DETAILED CHANGES:
- REMOVED: DrawLineBezierQuad, DrawLineBezierCubic. - REMOVED: DrawLineBezierQuad, DrawLineBezierCubic.
@@ -66,6 +67,7 @@ DETAILED CHANGES:
- ADDED: LoadBufferFromString, LoadWaveFromMemory and LoadMusicStreamFromMemory. - ADDED: LoadBufferFromString, LoadWaveFromMemory and LoadMusicStreamFromMemory.
- CHANGE: GetGlyphInfo and GetGlyphInfoByIndex return glyphInfo as lightuserdata. - CHANGE: GetGlyphInfo and GetGlyphInfoByIndex return glyphInfo as lightuserdata.
- ADDED: TextInsert and TextSplit. - ADDED: TextInsert and TextSplit.
- ADDED: __concat for variable wrapper libraries.
------------------------------------------------------------------------ ------------------------------------------------------------------------
Release: ReiLua version 0.6.0 Using Raylib 4.5 Release: ReiLua version 0.6.0 Using Raylib 4.5

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@@ -23,7 +23,6 @@ Backlog {
} }
Bugs { Bugs {
* Test if Rectangle:fit works with negative position.
} }
Needs Testing { Needs Testing {

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@@ -103,21 +103,21 @@ function RL.init()
createShadowMesh() createShadowMesh()
-- addLight( Vector2:new( 230, 480 ), Color:new( RL.ORANGE ), 512 ) addLight( Vector2:new( 230, 480 ), Color:new( RL.ORANGE ), 512 )
-- addLight( Vector2:new( 600, 200 ), Color:new( RL.RED ), 512 ) addLight( Vector2:new( 600, 200 ), Color:new( RL.RED ), 512 )
-- addLight( Vector2:new( 384, 520 ), Color:new( RL.GREEN ), 400 ) addLight( Vector2:new( 384, 520 ), Color:new( RL.GREEN ), 400 )
-- addLight( Vector2:new( 880, 750 ), Color:new( RL.BLUE ), 300 ) addLight( Vector2:new( 880, 750 ), Color:new( RL.BLUE ), 300 )
-- addLight( Vector2:new( 800, 500 ), Color:new( RL.PURPLE ), 512 ) addLight( Vector2:new( 800, 500 ), Color:new( RL.PURPLE ), 512 )
-- addLight( Vector2:new( 200, 760 ), Color:new( RL.WHITE ), 400 ) addLight( Vector2:new( 200, 760 ), Color:new( RL.WHITE ), 400 )
-- Stress test -- Stress test
for i = 1, 300 do -- for i = 1, 300 do
addLight( Vector2:new( math.random( 20, RESOLUTION.x - 20 ), math.random( 20, RESOLUTION.y - 20 ) ), -- addLight( Vector2:new( math.random( 20, RESOLUTION.x - 20 ), math.random( 20, RESOLUTION.y - 20 ) ),
Color:new( { math.random( 40, 255 ), math.random( 40, 255 ), math.random( 40, 255 ), 255 } ), -- Color:new( { math.random( 40, 255 ), math.random( 40, 255 ), math.random( 40, 255 ), 255 } ),
128 -- 128
) -- )
end -- end
-- Camera for shadow rendering. -- Camera for shadow rendering.
camera = RL.CreateCamera3D() camera = RL.CreateCamera3D()

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@@ -41,6 +41,9 @@ Color.meta = {
and math.floor( c1.b ) == math.floor( c2.b ) and math.floor( c1.b ) == math.floor( c2.b )
and math.floor( c1.a ) == math.floor( c2.a ) and math.floor( c1.a ) == math.floor( c2.a )
end, end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
} }
function Color:new( r, g, b, a ) function Color:new( r, g, b, a )

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@@ -41,7 +41,10 @@ Matrix.meta = {
end, end,
__mul = function( m1, m2 ) __mul = function( m1, m2 )
return Matrix:new( RL.MatrixMultiply( m1, m2 ) ) return Matrix:new( RL.MatrixMultiply( m1, m2 ) )
end end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
} }
function Matrix:new( m ) function Matrix:new( m )

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@@ -33,6 +33,9 @@ Quaternion.meta = {
__eq = function( q1, q2 ) __eq = function( q1, q2 )
return RL.QuaternionEquals( q1, q2 ) == 1 return RL.QuaternionEquals( q1, q2 ) == 1
end, end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
} }
function Quaternion:new( x, y, z, w ) function Quaternion:new( x, y, z, w )

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@@ -38,6 +38,9 @@ Rectangle.meta = {
__eq = function( r1, r2 ) __eq = function( r1, r2 )
return RL.Vector2Equals( { r1.x, r1.y }, { r2.x, r2.y } ) and RL.Vector2Equals( { r1.width, r1.height }, { r2.width, r2.height } ) return RL.Vector2Equals( { r1.x, r1.y }, { r2.x, r2.y } ) and RL.Vector2Equals( { r1.width, r1.height }, { r2.width, r2.height } )
end, end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
} }
function Rectangle:new( x, y, width, height ) function Rectangle:new( x, y, width, height )

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@@ -0,0 +1,97 @@
-- For luaJit compatibility.
if table.unpack == nil then
table.unpack = unpack
end
local Rune = {}
Rune.meta = {
__index = Rune,
__tostring = function( r )
return r.string
end,
__len = function( r )
return RL.GetCodepointCount( r.string )
end,
__eq = function( r1, r2 )
return r1.string == r2.string
end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
}
function Rune:new( string )
if type( string ) == "table" then
string = RL.LoadUTF8( string )
elseif type( string ) == "nil" then
string = ""
end
local object = setmetatable( {}, Rune.meta )
object.string = string
return object
end
function Rune:set( string )
if type( string ) == "table" then
string = RL.LoadUTF8( string )
elseif type( string ) == "nil" then
string = ""
end
self.string = string
end
function Rune:clone()
return Rune:new( self.string )
end
function Rune:len()
return RL.GetCodepointCount( self.string )
end
function Rune:getCodepoints()
return RL.LoadCodepoints( self.string )
end
function Rune:getCodepoint( index )
local codepoint = RL.GetCodepoint( self:sub( index, index ) )
return codepoint
end
function Rune:getCodepointSize( index )
local _, codepointSize = RL.GetCodepoint( self:sub( index, index ) )
return codepointSize
end
function Rune:insert( pos, string )
local codepoints = self:getCodepoints()
for i, codepoint in ipairs( RL.LoadCodepoints( string ) ) do
table.insert( codepoints, pos + i - 1, codepoint )
end
self.string = RL.LoadUTF8( codepoints )
end
function Rune:sub( i, j )
local codepoints = self:getCodepoints()
return RL.LoadUTF8( { table.unpack( codepoints, i, j ) } )
end
function Rune:gsub( pattern, repl )
return string.gsub( self.string, pattern, repl )
end
function Rune:split( delimiter )
local splits = {}
for str in string.gmatch( self.string, "([^"..delimiter.."]+)" ) do
table.insert( splits, str )
end
return splits
end
return Rune

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@@ -83,14 +83,14 @@ function utillib.tableLen( t )
return count return count
end end
function utillib.split( str, sep ) function utillib.split( string, sep )
if sep == nil then if sep == nil then
sep = "%s" sep = "%s"
end end
local t = {} local t = {}
for str in string.gmatch( str, "([^"..sep.."]+)" ) do for str in string.gmatch( string, "([^"..sep.."]+)" ) do
table.insert( t, str ) table.insert( t, str )
end end

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@@ -36,6 +36,9 @@ Vector2.meta = {
__eq = function( v1, v2 ) __eq = function( v1, v2 )
return RL.Vector2Equals( v1, v2 ) == 1 return RL.Vector2Equals( v1, v2 ) == 1
end, end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
} }
function Vector2:new( x, y ) function Vector2:new( x, y )

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@@ -38,6 +38,9 @@ Vector3.meta = {
__eq = function( v1, v2 ) __eq = function( v1, v2 )
return RL.Vector3Equals( v1, v2 ) == 1 return RL.Vector3Equals( v1, v2 ) == 1
end, end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
} }
function Vector3:new( x, y, z ) function Vector3:new( x, y, z )

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@@ -1120,20 +1120,23 @@ int ltextGetCodepointPrevious( lua_State *L ) {
} }
/* /*
> string, utf8Size = RL.CodepointToUTF8( int codepoint ) > string = RL.CodepointToUTF8( int codepoint )
Encode one codepoint into UTF-8 byte array Encode one codepoint into UTF-8 byte array
- Success return string, int - Success return string
*/ */
int ltextCodepointToUTF8( lua_State *L ) { int ltextCodepointToUTF8( lua_State *L ) {
int codepoint = luaL_checkinteger( L, 1 ); int codepoint = luaL_checkinteger( L, 1 );
int utf8Size = 0; int utf8Size = 0;
lua_pushstring( L, CodepointToUTF8( codepoint, &utf8Size ) ); char text[5] = { '\0' };
lua_pushinteger( L, utf8Size ); const char* utf8 = CodepointToUTF8( codepoint, &utf8Size );
memcpy( text, utf8, utf8Size );
return 2; lua_pushstring( L, text );
return 1;
} }
/* /*