Rune lib and __concat for variable libs.
This commit is contained in:
4
API.md
4
API.md
@@ -6660,11 +6660,11 @@ Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failu
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---
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> string, utf8Size = RL.CodepointToUTF8( int codepoint )
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> string = RL.CodepointToUTF8( int codepoint )
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Encode one codepoint into UTF-8 byte array
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- Success return string, int
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- Success return string
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---
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@@ -3993,10 +3993,9 @@ function RL.GetCodepointNext( text ) end
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function RL.GetCodepointPrevious( text ) end
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---Encode one codepoint into UTF-8 byte array
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---- Success return string, int
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---- Success return string
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---@param codepoint integer
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---@return any string
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---@return any utf8Size
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---@return any string
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function RL.CodepointToUTF8( codepoint ) end
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-- Text - Text strings management functions (no UTF-8 strings, only byte chars)
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@@ -34,6 +34,7 @@ KEY CHANGES:
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- CHANGE: Raygui lib refactoring.
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- ADDED: Raygui lib extensions property list.
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- ADDED: Text codepoints management functions.
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- ADDED: Rune, UTF8 lib.
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DETAILED CHANGES:
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- REMOVED: DrawLineBezierQuad, DrawLineBezierCubic.
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@@ -66,6 +67,7 @@ DETAILED CHANGES:
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- ADDED: LoadBufferFromString, LoadWaveFromMemory and LoadMusicStreamFromMemory.
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- CHANGE: GetGlyphInfo and GetGlyphInfoByIndex return glyphInfo as lightuserdata.
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- ADDED: TextInsert and TextSplit.
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- ADDED: __concat for variable wrapper libraries.
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------------------------------------------------------------------------
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Release: ReiLua version 0.6.0 Using Raylib 4.5
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1
devnotes
1
devnotes
@@ -23,7 +23,6 @@ Backlog {
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}
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Bugs {
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* Test if Rectangle:fit works with negative position.
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}
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Needs Testing {
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@@ -103,21 +103,21 @@ function RL.init()
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createShadowMesh()
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-- addLight( Vector2:new( 230, 480 ), Color:new( RL.ORANGE ), 512 )
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-- addLight( Vector2:new( 600, 200 ), Color:new( RL.RED ), 512 )
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-- addLight( Vector2:new( 384, 520 ), Color:new( RL.GREEN ), 400 )
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-- addLight( Vector2:new( 880, 750 ), Color:new( RL.BLUE ), 300 )
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-- addLight( Vector2:new( 800, 500 ), Color:new( RL.PURPLE ), 512 )
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-- addLight( Vector2:new( 200, 760 ), Color:new( RL.WHITE ), 400 )
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addLight( Vector2:new( 230, 480 ), Color:new( RL.ORANGE ), 512 )
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addLight( Vector2:new( 600, 200 ), Color:new( RL.RED ), 512 )
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addLight( Vector2:new( 384, 520 ), Color:new( RL.GREEN ), 400 )
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addLight( Vector2:new( 880, 750 ), Color:new( RL.BLUE ), 300 )
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addLight( Vector2:new( 800, 500 ), Color:new( RL.PURPLE ), 512 )
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addLight( Vector2:new( 200, 760 ), Color:new( RL.WHITE ), 400 )
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-- Stress test
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for i = 1, 300 do
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addLight( Vector2:new( math.random( 20, RESOLUTION.x - 20 ), math.random( 20, RESOLUTION.y - 20 ) ),
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Color:new( { math.random( 40, 255 ), math.random( 40, 255 ), math.random( 40, 255 ), 255 } ),
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128
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)
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end
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-- for i = 1, 300 do
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-- addLight( Vector2:new( math.random( 20, RESOLUTION.x - 20 ), math.random( 20, RESOLUTION.y - 20 ) ),
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-- Color:new( { math.random( 40, 255 ), math.random( 40, 255 ), math.random( 40, 255 ), 255 } ),
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-- 128
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-- )
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-- end
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-- Camera for shadow rendering.
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camera = RL.CreateCamera3D()
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@@ -41,6 +41,9 @@ Color.meta = {
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and math.floor( c1.b ) == math.floor( c2.b )
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and math.floor( c1.a ) == math.floor( c2.a )
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end,
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__concat = function( a, b )
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return tostring( a )..tostring( b )
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end,
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}
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function Color:new( r, g, b, a )
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@@ -41,7 +41,10 @@ Matrix.meta = {
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end,
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__mul = function( m1, m2 )
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return Matrix:new( RL.MatrixMultiply( m1, m2 ) )
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end
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end,
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__concat = function( a, b )
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return tostring( a )..tostring( b )
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end,
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}
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function Matrix:new( m )
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@@ -33,6 +33,9 @@ Quaternion.meta = {
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__eq = function( q1, q2 )
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return RL.QuaternionEquals( q1, q2 ) == 1
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end,
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__concat = function( a, b )
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return tostring( a )..tostring( b )
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end,
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}
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function Quaternion:new( x, y, z, w )
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@@ -38,6 +38,9 @@ Rectangle.meta = {
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__eq = function( r1, r2 )
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return RL.Vector2Equals( { r1.x, r1.y }, { r2.x, r2.y } ) and RL.Vector2Equals( { r1.width, r1.height }, { r2.width, r2.height } )
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end,
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__concat = function( a, b )
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return tostring( a )..tostring( b )
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end,
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}
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function Rectangle:new( x, y, width, height )
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97
examples/resources/lib/rune.lua
Normal file
97
examples/resources/lib/rune.lua
Normal file
@@ -0,0 +1,97 @@
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-- For luaJit compatibility.
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if table.unpack == nil then
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table.unpack = unpack
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end
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local Rune = {}
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Rune.meta = {
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__index = Rune,
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__tostring = function( r )
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return r.string
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end,
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__len = function( r )
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return RL.GetCodepointCount( r.string )
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end,
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__eq = function( r1, r2 )
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return r1.string == r2.string
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end,
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__concat = function( a, b )
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return tostring( a )..tostring( b )
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end,
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}
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function Rune:new( string )
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if type( string ) == "table" then
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string = RL.LoadUTF8( string )
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elseif type( string ) == "nil" then
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string = ""
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end
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local object = setmetatable( {}, Rune.meta )
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object.string = string
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return object
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end
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function Rune:set( string )
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if type( string ) == "table" then
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string = RL.LoadUTF8( string )
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elseif type( string ) == "nil" then
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string = ""
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end
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self.string = string
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end
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function Rune:clone()
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return Rune:new( self.string )
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end
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function Rune:len()
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return RL.GetCodepointCount( self.string )
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end
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function Rune:getCodepoints()
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return RL.LoadCodepoints( self.string )
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end
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function Rune:getCodepoint( index )
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local codepoint = RL.GetCodepoint( self:sub( index, index ) )
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return codepoint
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end
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function Rune:getCodepointSize( index )
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local _, codepointSize = RL.GetCodepoint( self:sub( index, index ) )
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return codepointSize
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end
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function Rune:insert( pos, string )
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local codepoints = self:getCodepoints()
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for i, codepoint in ipairs( RL.LoadCodepoints( string ) ) do
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table.insert( codepoints, pos + i - 1, codepoint )
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end
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self.string = RL.LoadUTF8( codepoints )
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end
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function Rune:sub( i, j )
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local codepoints = self:getCodepoints()
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return RL.LoadUTF8( { table.unpack( codepoints, i, j ) } )
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end
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function Rune:gsub( pattern, repl )
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return string.gsub( self.string, pattern, repl )
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end
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function Rune:split( delimiter )
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local splits = {}
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for str in string.gmatch( self.string, "([^"..delimiter.."]+)" ) do
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table.insert( splits, str )
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end
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return splits
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end
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return Rune
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@@ -83,14 +83,14 @@ function utillib.tableLen( t )
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return count
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end
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function utillib.split( str, sep )
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function utillib.split( string, sep )
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if sep == nil then
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sep = "%s"
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end
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local t = {}
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for str in string.gmatch( str, "([^"..sep.."]+)" ) do
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for str in string.gmatch( string, "([^"..sep.."]+)" ) do
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table.insert( t, str )
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end
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@@ -36,6 +36,9 @@ Vector2.meta = {
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__eq = function( v1, v2 )
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return RL.Vector2Equals( v1, v2 ) == 1
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end,
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__concat = function( a, b )
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return tostring( a )..tostring( b )
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end,
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}
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function Vector2:new( x, y )
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@@ -38,6 +38,9 @@ Vector3.meta = {
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__eq = function( v1, v2 )
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return RL.Vector3Equals( v1, v2 ) == 1
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end,
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__concat = function( a, b )
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return tostring( a )..tostring( b )
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end,
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}
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function Vector3:new( x, y, z )
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15
src/text.c
15
src/text.c
@@ -1120,20 +1120,23 @@ int ltextGetCodepointPrevious( lua_State *L ) {
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}
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/*
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> string, utf8Size = RL.CodepointToUTF8( int codepoint )
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> string = RL.CodepointToUTF8( int codepoint )
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Encode one codepoint into UTF-8 byte array
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- Success return string, int
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- Success return string
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*/
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int ltextCodepointToUTF8( lua_State *L ) {
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int codepoint = luaL_checkinteger( L, 1 );
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int utf8Size = 0;
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lua_pushstring( L, CodepointToUTF8( codepoint, &utf8Size ) );
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lua_pushinteger( L, utf8Size );
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char text[5] = { '\0' };
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const char* utf8 = CodepointToUTF8( codepoint, &utf8Size );
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memcpy( text, utf8, utf8Size );
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return 2;
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lua_pushstring( L, text );
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return 1;
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}
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/*
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@@ -1155,7 +1158,7 @@ int ltextTextInsert( lua_State *L ) {
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// char* result = TextInsert( text, insert, position ); // Bug in the raylib implementation.
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int textLen = TextLength( text );
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int insertLen = TextLength( insert );
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int insertLen = TextLength( insert );
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char* result = RL_MALLOC( textLen + insertLen + 1 );
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memcpy( result, text, position );
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