Compress/decompress and Encode/Decode DataBase64.
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@@ -1,5 +1,8 @@
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#pragma once
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#include "lua_core.h"
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void unloadBuffer( Buffer *buffer );
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/* Window. */
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int lcoreIsWindowReady( lua_State *L );
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int lcoreIsWindowFullscreen( lua_State *L );
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@@ -46,8 +49,6 @@ int lcoreSetTraceLogLevel( lua_State *L );
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int lcoreSetLogLevelInvalid( lua_State *L );
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int lcoreGetLogLevelInvalid( lua_State *L );
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int lcoreOpenURL( lua_State *L );
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int lcoreLoadBuffer( lua_State *L );
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int lcoreUnloadBuffer( lua_State *L );
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int lcoreIsGCUnloadEnabled( lua_State *L );
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/* Cursor. */
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int lcoreShowCursor( lua_State *L );
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@@ -98,6 +99,11 @@ int lcoreIsPathFile( lua_State *L );
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int lcoreIsFileDropped( lua_State *L );
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int lcoreLoadDroppedFiles( lua_State *L );
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int lcoreGetFileModTime( lua_State *L );
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/* Compression/Encoding functionality. */
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int lcoreCompressData( lua_State *L );
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int lcoreDecompressData( lua_State *L );
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int lcoreEncodeDataBase64( lua_State *L );
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int lcoreDecodeDataBase64( lua_State *L );
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/* Camera2D. */
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int lcoreCreateCamera2D( lua_State *L );
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int lcoreBeginMode2D( lua_State *L );
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@@ -189,3 +195,9 @@ int lcoreGetWorldToScreen( lua_State *L );
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int lcoreGetWorldToScreenEx( lua_State *L );
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int lcoreGetWorldToScreen2D( lua_State *L );
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int lcoreGetScreenToWorld2D( lua_State *L );
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/* Buffer. */
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int lcoreLoadBuffer( lua_State *L );
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int lcoreUnloadBuffer( lua_State *L );
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int lcoreGetBufferData( lua_State *L );
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int lcoreGetBufferType( lua_State *L );
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int lcoreGetBufferSize( lua_State *L );
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@@ -18,14 +18,17 @@ enum BufferType {
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BUFFER_UNSIGNED_CHAR,
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BUFFER_UNSIGNED_SHORT,
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BUFFER_UNSIGNED_INT,
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BUFFER_CHAR,
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BUFFER_SHORT,
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BUFFER_INT,
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BUFFER_FLOAT,
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BUFFER_DOUBLE
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};
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typedef struct {
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int type;
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size_t size;
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void *data;
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int x;
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int y;
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} Buffer;
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bool luaInit( int argn, const char **argc );
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@@ -1,6 +1,7 @@
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#pragma once
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/* Internals. */
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void unloadMaterial( Material *material );
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/* Deleted from raylib. Need for freeing models. */
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void UnloadModelKeepMeshes( Model model );
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void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint );
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