Organized core functions.

This commit is contained in:
jussi
2023-11-09 21:24:58 +02:00
parent ef75e2530d
commit e056446750
8 changed files with 2021 additions and 2020 deletions

1244
API.md

File diff suppressed because it is too large Load Diff

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@@ -1208,7 +1208,7 @@ RL.EVENT_MOUSE_CURSOR_POS=8
RL.EVENT_MOUSE_SCROLL=9
---GLFW event cursor enter/leave
RL.EVENT_CURSOR_ENTER=10
-- Core - Window
-- Core - Window-related functions
---Check if window has been initialized successfully
---- Success return bool
@@ -1376,72 +1376,7 @@ function RL.SetClipboardText( text ) end
---@return any text
function RL.GetClipboardText() end
-- Core - Timing
---Set target FPS (maximum)
---@param fps integer
---@return any RL.SetTargetFPS
function RL.SetTargetFPS( fps ) end
---Get current FPS
---- Success return int
---@return any FPS
function RL.GetFPS() end
---Get time in seconds for last frame drawn (Delta time)
---- Success return float
---@return any delta
function RL.GetFrameTime() end
---Get elapsed time in seconds since InitWindow()
---- Success return float
---@return any time
function RL.GetTime() end
-- Core - Misc
---Takes a screenshot of current screen (filename extension defines format)
---@param fileName string
---@return any RL.TakeScreenshot
function RL.TakeScreenshot( fileName ) end
---Setup init configuration flags (view FLAGS)
---@param flags integer
---@return any RL.SetConfigFlags
function RL.SetConfigFlags( flags ) end
---Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
---@param logLevel integer
---@param text string
---@return any RL.TraceLog
function RL.TraceLog( logLevel, text ) end
---Set the current threshold (minimum) log level
---@param logLevel integer
---@return any RL.SetTraceLogLevel
function RL.SetTraceLogLevel( logLevel ) end
---Set the log level for bad function calls and invalid data formats.
---@param logLevel integer
---@return any RL.SetLogLevelInvalid
function RL.SetLogLevelInvalid( logLevel ) end
---Get the log level for bad function calls and invalid data formats.
---- Success return int
---@return any logLevel
function RL.GetLogLevelInvalid() end
---Open URL with default system browser (If available)
---@param url string
---@return any RL.OpenURL
function RL.OpenURL( url ) end
---Check if Lua garbage collection is set to unload object data
---- Success return bool
---@return any enabled
function RL.IsGCUnloadEnabled() end
-- Core - Cursor
-- Core - Cursor-related functions
---Shows cursor
---@return any RL.ShowCursor
@@ -1469,7 +1404,7 @@ function RL.DisableCursor() end
---@return any onSreen
function RL.IsCursorOnScreen() end
-- Core - Drawing
-- Core - Drawing-related functions
---Set background color (framebuffer clear color)
---@param color table
@@ -1484,6 +1419,42 @@ function RL.BeginDrawing() end
---@return any RL.EndDrawing
function RL.EndDrawing() end
---Begin 2D mode with custom camera (2D)
---@param camera any
---@return any RL.BeginMode2D
function RL.BeginMode2D( camera ) end
---Ends 2D mode with custom camera
---@return any RL.EndMode2D
function RL.EndMode2D() end
---Begin 3D mode with custom camera (3D)
---@param camera any
---@return any RL.BeginMode3D
function RL.BeginMode3D( camera ) end
---Ends 3D mode and returns to default 2D orthographic mode
---@return any RL.EndMode3D
function RL.EndMode3D() end
---Begin drawing to render texture
---@param target any
---@return any RL.BeginTextureMode
function RL.BeginTextureMode( target ) end
---Ends drawing to render texture
---@return any RL.EndTextureMode
function RL.EndTextureMode() end
---Begin custom shader drawing
---@param shader any
---@return any RL.BeginShaderMode
function RL.BeginShaderMode( shader ) end
---End custom shader drawing (use default shader)
---@return any RL.EndShaderMode
function RL.EndShaderMode() end
---Begin blending mode (BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED...)
---@param mode integer
---@return any RL.BeginBlendMode
@@ -1502,7 +1473,7 @@ function RL.BeginScissorMode( rectange ) end
---@return any RL.EndScissorMode
function RL.EndScissorMode() end
-- Core - Shader
-- Core - Shader management functions
---Load shader from files and bind default locations.
---NOTE: Set nil if no shader
@@ -1528,15 +1499,6 @@ function RL.LoadShaderFromMemory( vsCode, fsCode ) end
---@return any isReady
function RL.IsShaderReady( shader ) end
---Begin custom shader drawing
---@param shader any
---@return any RL.BeginShaderMode
function RL.BeginShaderMode( shader ) end
---End custom shader drawing (use default shader)
---@return any RL.EndShaderMode
function RL.EndShaderMode() end
---Get shader uniform location
---- Success return int
---@param shader any
@@ -1603,242 +1565,122 @@ function RL.SetShaderValueV( shader, locIndex, values, uniformType, count ) end
---@return any RL.UnloadShader
function RL.UnloadShader( shader ) end
-- Core - Input-related Keyboard
-- Core - Screen-space-related functions
---Detect if a key has been pressed once
---- Success return bool
---@param key integer
---@return any pressed
function RL.IsKeyPressed( key ) end
---Get a ray trace from mouse position
---- Success return Ray
---@param mousePosition table
---@param camera any
---@return any ray
function RL.GetMouseRay( mousePosition, camera ) end
---Detect if a key is being pressed
---- Success return bool
---@param key integer
---@return any pressed
function RL.IsKeyDown( key ) end
---Get camera transform matrix (view matrix)
---- Success return Matrix
---@param camera any
---@return any matrix
function RL.GetCameraMatrix( camera ) end
---Detect if a key has been released once
---- Success return bool
---@param key integer
---@return any released
function RL.IsKeyReleased( key ) end
---Get camera 2d transform matrix
---- Success return Matrix
---@param camera any
---@return any matrix
function RL.GetCameraMatrix2D( camera ) end
---Check if a key is NOT being pressed
---- Success return bool
---@param key integer
---@return any released
function RL.IsKeyUp( key ) end
---Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
---- Success return int
---@return any keycode
function RL.GetKeyPressed() end
---Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
---- Success return int
---@return any unicode
function RL.GetCharPressed() end
---Set a custom key to exit program (default is ESC)
---@param key integer
---@return any RL.SetExitKey
function RL.SetExitKey( key ) end
---This function returns the name of the specified printable key, encoded as UTF-8.
---This is typically the character that key would produce without any modifier keys,
---intended for displaying key bindings to the user. For dead keys, it is typically
---the diacritic it would add to a character.
---Do not use this function for text input. You will break text input for many
---languages even if it happens to work for yours.
---If the key is KEY_UNKNOWN, the scancode is used to identify the key,
---otherwise the scancode is ignored. If you specify a non-printable key,
---or KEY_UNKNOWN and a scancode that maps to a non-printable key,
---this function returns nil but does not emit an error.
---- Success return string or nil
---@param key integer
---@param scancode integer
---@return any keyName
function RL.GetKeyName( key, scancode ) end
---This function returns the platform-specific scancode of the specified key.
---If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.
---- Success return int
---@param key integer
---@return any scancode
function RL.GetKeyScancode( key ) end
-- Core - Input-related Gamepad
---Detect if a gamepad is available
---- Success return bool
---@param gamepad integer
---@return any available
function RL.IsGamepadAvailable( gamepad ) end
---Detect if a gamepad button has been pressed once
---- Success return bool
---@param gamepad integer
---@param button integer
---@return any pressed
function RL.IsGamepadButtonPressed( gamepad, button ) end
---Detect if a gamepad button is being pressed
---- Success return bool
---@param gamepad integer
---@param button integer
---@return any pressed
function RL.IsGamepadButtonDown( gamepad, button ) end
---Detect if a gamepad button has been released once
---- Success return bool
---@param gamepad integer
---@param button integer
---@return any released
function RL.IsGamepadButtonReleased( gamepad, button ) end
---Return gamepad axis count for a gamepad
---- Success return int
---@param gamepad integer
---@return any count
function RL.GetGamepadAxisCount( gamepad ) end
---Return axis movement value for a gamepad axis
---- Success return float
---@param gamepad integer
---@param axis integer
---@return any value
function RL.GetGamepadAxisMovement( gamepad, axis ) end
---Return gamepad internal name id
---- Success return string
---@param gamepad integer
---@return any name
function RL.GetGamepadName( gamepad ) end
-- Core - Input-related Mouse
---Detect if a mouse button has been pressed once
---- Success return bool
---@param button integer
---@return any pressed
function RL.IsMouseButtonPressed( button ) end
---Detect if a mouse button is being pressed
---- Success return bool
---@param button integer
---@return any pressed
function RL.IsMouseButtonDown( button ) end
---Detect if a mouse button has been released once
---- Success return bool
---@param button integer
---@return any released
function RL.IsMouseButtonReleased( button ) end
---Check if a mouse button is NOT being pressed
---- Success return bool
---@param button integer
---@return any released
function RL.IsMouseButtonUp( button ) end
---Returns mouse position
---Get the screen space position for a 3d world space position
---- Success return Vector2
---@return any position
function RL.GetMousePosition() end
---Get mouse delta between frames
---- Success return Vector2
---@return any position
function RL.GetMouseDelta() end
---Set mouse position XY
---@param position table
---@return any RL.SetMousePosition
function RL.SetMousePosition( position ) end
---Set mouse offset
---@param offset table
---@return any RL.SetMouseOffset
function RL.SetMouseOffset( offset ) end
---Set mouse scaling
---@param scale table
---@return any RL.SetMouseScale
function RL.SetMouseScale( scale ) end
---Returns mouse wheel movement Y
---- Success return float
---@return any movement
function RL.GetMouseWheelMove() end
---Set mouse cursor
---@param cursor integer
---@return any RL.SetMouseCursor
function RL.SetMouseCursor( cursor ) end
-- Core - Input-related Touch
---Get touch position XY for a touch point index (relative to screen size)
---- Success return Vector2
---@param index integer
---@param camera any
---@return any position
function RL.GetTouchPosition( index ) end
function RL.GetWorldToScreen( position, camera ) end
---Get touch point identifier for given index
---Get size position for a 3d world space position
---- Success return Vector2
---@param position table
---@param camera any
---@param size table
---@return any position
function RL.GetWorldToScreenEx( position, camera, size ) end
---Get the screen space position for a 2d camera world space position
---- Success return Vector2
---@param position table
---@param camera any
---@return any position
function RL.GetWorldToScreen2D( position, camera ) end
---Get the world space position for a 2d camera screen space position
---- Success return Vector2
---@param position table
---@param camera any
---@return any position
function RL.GetScreenToWorld2D( position, camera ) end
-- Core - Timing-related functions
---Set target FPS (maximum)
---@param fps integer
---@return any RL.SetTargetFPS
function RL.SetTargetFPS( fps ) end
---Get current FPS
---- Success return int
---@param index integer
---@return any id
function RL.GetTouchPointId( index ) end
---@return any FPS
function RL.GetFPS() end
---Get touch point identifier for given index
---- Success return int
---@return any count
function RL.GetTouchPointCount() end
---Get time in seconds for last frame drawn (Delta time)
---- Success return float
---@return any delta
function RL.GetFrameTime() end
-- Core - Input-related Gestures
---Enable a set of gestures using flags
---@param int any
---@return any RL.SetGesturesEnabled
function RL.SetGesturesEnabled( int ) end
---Check if a gesture have been detected
---- Success return bool
---@param gesture integer
---@return any detected
function RL.IsGestureDetected( gesture ) end
---Get latest detected gesture
---- Success return int
---@return any gesture
function RL.GetGestureDetected() end
---Get gesture hold time in milliseconds
---Get elapsed time in seconds since InitWindow()
---- Success return float
---@return any time
function RL.GetGestureHoldDuration() end
function RL.GetTime() end
---Get gesture drag vector
---- Success return Vector2
---@return any vector
function RL.GetGestureDragVector() end
-- Core - Misc
---Get gesture drag angle
---- Success return float
---@return any angle
function RL.GetGestureDragAngle() end
---Takes a screenshot of current screen (filename extension defines format)
---@param fileName string
---@return any RL.TakeScreenshot
function RL.TakeScreenshot( fileName ) end
---Get gesture pinch delta
---- Success return Vector2
---@return any vector
function RL.GetGesturePinchVector() end
---Setup init configuration flags (view FLAGS)
---@param flags integer
---@return any RL.SetConfigFlags
function RL.SetConfigFlags( flags ) end
---Get gesture pinch angle
---- Success return float
---@return any angle
function RL.GetGesturePinchAngle() end
---Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
---@param logLevel integer
---@param text string
---@return any RL.TraceLog
function RL.TraceLog( logLevel, text ) end
-- Core - File
---Set the current threshold (minimum) log level
---@param logLevel integer
---@return any RL.SetTraceLogLevel
function RL.SetTraceLogLevel( logLevel ) end
---Set the log level for bad function calls and invalid data formats.
---@param logLevel integer
---@return any RL.SetLogLevelInvalid
function RL.SetLogLevelInvalid( logLevel ) end
---Get the log level for bad function calls and invalid data formats.
---- Success return int
---@return any logLevel
function RL.GetLogLevelInvalid() end
---Open URL with default system browser (If available)
---@param url string
---@return any RL.OpenURL
function RL.OpenURL( url ) end
---Check if Lua garbage collection is set to unload object data
---- Success return bool
---@return any enabled
function RL.IsGCUnloadEnabled() end
-- Core - Files management functions
---Return game directory (where main.lua is located)
---- Success return string
@@ -1975,22 +1817,248 @@ function RL.EncodeDataBase64( data ) end
---@return any outputSize
function RL.DecodeDataBase64( data ) end
-- Core - Camera2D
-- Core - Input-related functions: keyboard
---Detect if a key has been pressed once
---- Success return bool
---@param key integer
---@return any pressed
function RL.IsKeyPressed( key ) end
---Detect if a key is being pressed
---- Success return bool
---@param key integer
---@return any pressed
function RL.IsKeyDown( key ) end
---Detect if a key has been released once
---- Success return bool
---@param key integer
---@return any released
function RL.IsKeyReleased( key ) end
---Check if a key is NOT being pressed
---- Success return bool
---@param key integer
---@return any released
function RL.IsKeyUp( key ) end
---Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
---- Success return int
---@return any keycode
function RL.GetKeyPressed() end
---Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
---- Success return int
---@return any unicode
function RL.GetCharPressed() end
---Set a custom key to exit program (default is ESC)
---@param key integer
---@return any RL.SetExitKey
function RL.SetExitKey( key ) end
---This function returns the name of the specified printable key, encoded as UTF-8.
---This is typically the character that key would produce without any modifier keys,
---intended for displaying key bindings to the user. For dead keys, it is typically
---the diacritic it would add to a character.
---Do not use this function for text input. You will break text input for many
---languages even if it happens to work for yours.
---If the key is KEY_UNKNOWN, the scancode is used to identify the key,
---otherwise the scancode is ignored. If you specify a non-printable key,
---or KEY_UNKNOWN and a scancode that maps to a non-printable key,
---this function returns nil but does not emit an error.
---- Success return string or nil
---@param key integer
---@param scancode integer
---@return any keyName
function RL.GetKeyName( key, scancode ) end
---This function returns the platform-specific scancode of the specified key.
---If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.
---- Success return int
---@param key integer
---@return any scancode
function RL.GetKeyScancode( key ) end
-- Core - Input-related functions: gamepads
---Detect if a gamepad is available
---- Success return bool
---@param gamepad integer
---@return any available
function RL.IsGamepadAvailable( gamepad ) end
---Detect if a gamepad button has been pressed once
---- Success return bool
---@param gamepad integer
---@param button integer
---@return any pressed
function RL.IsGamepadButtonPressed( gamepad, button ) end
---Detect if a gamepad button is being pressed
---- Success return bool
---@param gamepad integer
---@param button integer
---@return any pressed
function RL.IsGamepadButtonDown( gamepad, button ) end
---Detect if a gamepad button has been released once
---- Success return bool
---@param gamepad integer
---@param button integer
---@return any released
function RL.IsGamepadButtonReleased( gamepad, button ) end
---Return gamepad axis count for a gamepad
---- Success return int
---@param gamepad integer
---@return any count
function RL.GetGamepadAxisCount( gamepad ) end
---Return axis movement value for a gamepad axis
---- Success return float
---@param gamepad integer
---@param axis integer
---@return any value
function RL.GetGamepadAxisMovement( gamepad, axis ) end
---Return gamepad internal name id
---- Success return string
---@param gamepad integer
---@return any name
function RL.GetGamepadName( gamepad ) end
-- Core - Input-related functions: mouse
---Detect if a mouse button has been pressed once
---- Success return bool
---@param button integer
---@return any pressed
function RL.IsMouseButtonPressed( button ) end
---Detect if a mouse button is being pressed
---- Success return bool
---@param button integer
---@return any pressed
function RL.IsMouseButtonDown( button ) end
---Detect if a mouse button has been released once
---- Success return bool
---@param button integer
---@return any released
function RL.IsMouseButtonReleased( button ) end
---Check if a mouse button is NOT being pressed
---- Success return bool
---@param button integer
---@return any released
function RL.IsMouseButtonUp( button ) end
---Returns mouse position
---- Success return Vector2
---@return any position
function RL.GetMousePosition() end
---Get mouse delta between frames
---- Success return Vector2
---@return any position
function RL.GetMouseDelta() end
---Set mouse position XY
---@param position table
---@return any RL.SetMousePosition
function RL.SetMousePosition( position ) end
---Set mouse offset
---@param offset table
---@return any RL.SetMouseOffset
function RL.SetMouseOffset( offset ) end
---Set mouse scaling
---@param scale table
---@return any RL.SetMouseScale
function RL.SetMouseScale( scale ) end
---Returns mouse wheel movement Y
---- Success return float
---@return any movement
function RL.GetMouseWheelMove() end
---Set mouse cursor
---@param cursor integer
---@return any RL.SetMouseCursor
function RL.SetMouseCursor( cursor ) end
-- Core - Input-related functions: touch
---Get touch position XY for a touch point index (relative to screen size)
---- Success return Vector2
---@param index integer
---@return any position
function RL.GetTouchPosition( index ) end
---Get touch point identifier for given index
---- Success return int
---@param index integer
---@return any id
function RL.GetTouchPointId( index ) end
---Get touch point identifier for given index
---- Success return int
---@return any count
function RL.GetTouchPointCount() end
-- Core - Input-related functions: gestures
---Enable a set of gestures using flags
---@param int any
---@return any RL.SetGesturesEnabled
function RL.SetGesturesEnabled( int ) end
---Check if a gesture have been detected
---- Success return bool
---@param gesture integer
---@return any detected
function RL.IsGestureDetected( gesture ) end
---Get latest detected gesture
---- Success return int
---@return any gesture
function RL.GetGestureDetected() end
---Get gesture hold time in milliseconds
---- Success return float
---@return any time
function RL.GetGestureHoldDuration() end
---Get gesture drag vector
---- Success return Vector2
---@return any vector
function RL.GetGestureDragVector() end
---Get gesture drag angle
---- Success return float
---@return any angle
function RL.GetGestureDragAngle() end
---Get gesture pinch delta
---- Success return Vector2
---@return any vector
function RL.GetGesturePinchVector() end
---Get gesture pinch angle
---- Success return float
---@return any angle
function RL.GetGesturePinchAngle() end
-- Core - Camera2D System functions
---Return camera2D set to default configuration
---- Success return Camera2D
---@return any camera2D
function RL.CreateCamera2D() end
---Begin 2D mode with custom camera (2D)
---@param camera any
---@return any RL.BeginMode2D
function RL.BeginMode2D( camera ) end
---Ends 2D mode with custom camera
---@return any RL.EndMode2D
function RL.EndMode2D() end
---Set camera target (rotation and zoom origin)
---@param camera any
---@param target table
@@ -2039,22 +2107,13 @@ function RL.GetCamera2DRotation( camera ) end
---@return any zoom
function RL.GetCamera2DZoom( camera ) end
-- Core - Camera3D
-- Core - Camera3D System functions
---Return camera3D id set to default configuration
---- Success return int
---@return any camera
function RL.CreateCamera3D() end
---Begin 3D mode with custom camera (3D)
---@param camera any
---@return any RL.BeginMode3D
function RL.BeginMode3D( camera ) end
---Ends 3D mode and returns to default 2D orthographic mode
---@return any RL.EndMode3D
function RL.EndMode3D() end
---Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes)
---@param camera any
---@param position table
@@ -2218,57 +2277,7 @@ function RL.UpdateCamera3D( camera, mode ) end
---@return any RL.UpdateCamera3DPro
function RL.UpdateCamera3DPro( camera, movement, rotation, zoom ) end
-- Core - Screen-space
---Get a ray trace from mouse position
---- Success return Ray
---@param mousePosition table
---@param camera any
---@return any ray
function RL.GetMouseRay( mousePosition, camera ) end
---Get camera transform matrix (view matrix)
---- Success return Matrix
---@param camera any
---@return any matrix
function RL.GetCameraMatrix( camera ) end
---Get camera 2d transform matrix
---- Success return Matrix
---@param camera any
---@return any matrix
function RL.GetCameraMatrix2D( camera ) end
---Get the screen space position for a 3d world space position
---- Success return Vector2
---@param position table
---@param camera any
---@return any position
function RL.GetWorldToScreen( position, camera ) end
---Get size position for a 3d world space position
---- Success return Vector2
---@param position table
---@param camera any
---@param size table
---@return any position
function RL.GetWorldToScreenEx( position, camera, size ) end
---Get the screen space position for a 2d camera world space position
---- Success return Vector2
---@param position table
---@param camera any
---@return any position
function RL.GetWorldToScreen2D( position, camera ) end
---Get the world space position for a 2d camera screen space position
---- Success return Vector2
---@param position table
---@param camera any
---@return any position
function RL.GetScreenToWorld2D( position, camera ) end
-- Core - Buffer
-- Core - Buffer management functions
---Load Buffer. Type should be one of the Buffer types
---- Success return Buffer
@@ -3167,15 +3176,6 @@ function RL.DrawTexturePro( texture, source, dest, origin, rotation, tint ) end
---@return any RL.DrawTextureNPatch
function RL.DrawTextureNPatch( texture, nPatchInfo, dest, origin, rotation, tint ) end
---Begin drawing to render texture
---@param target any
---@return any RL.BeginTextureMode
function RL.BeginTextureMode( target ) end
---Ends drawing to render texture
---@return any RL.EndTextureMode
function RL.EndTextureMode() end
-- Textures - Texture Configuration
---Generate GPU mipmaps for a texture

View File

@@ -47,6 +47,7 @@ DETAILED CHANGES:
- ADDED: GetModelBoundingBox.
- ADDED: DrawModelWires and DrawModelWiresEx.
- ADDED: LoadMaterials.
- CHANGED: Organized core functions.
------------------------------------------------------------------------
Release: ReiLua version 0.5.0 Using Raylib 4.5

View File

@@ -3,7 +3,7 @@
#include "lua_core.h"
void unloadBuffer( Buffer *buffer );
/* Window. */
/* Window-related functions. */
int lcoreIsWindowReady( lua_State *L );
int lcoreIsWindowFullscreen( lua_State *L );
int lcoreIsWindowHidden( lua_State *L );
@@ -36,41 +36,33 @@ int lcoreGetMonitorName( lua_State *L );
int lcoreCloseWindow( lua_State *L );
int lcoreSetClipboardText( lua_State *L );
int lcoreGetClipboardText( lua_State *L );
/* Timing. */
int lcoreSetTargetFPS( lua_State *L );
int lcoreGetFPS( lua_State *L );
int lcoreGetFrameTime( lua_State *L );
int lcoreGetTime( lua_State *L );
/* Misc. */
int lcoreTakeScreenshot( lua_State *L );
int lcoreSetConfigFlags( lua_State *L );
int lcoreTraceLog( lua_State *L );
int lcoreSetTraceLogLevel( lua_State *L );
int lcoreSetLogLevelInvalid( lua_State *L );
int lcoreGetLogLevelInvalid( lua_State *L );
int lcoreOpenURL( lua_State *L );
int lcoreIsGCUnloadEnabled( lua_State *L );
/* Cursor. */
/* Cursor-related functions. */
int lcoreShowCursor( lua_State *L );
int lcoreHideCursor( lua_State *L );
int lcoreIsCursorHidden( lua_State *L );
int lcoreEnableCursor( lua_State *L );
int lcoreDisableCursor( lua_State *L );
int lcoreIsCursorOnScreen( lua_State *L );
/* Drawing. */
/* Drawing-related functions. */
int lcoreClearBackground( lua_State *L );
int lcoreBeginDrawing( lua_State *L );
int lcoreEndDrawing( lua_State *L );
int lcoreBeginMode2D( lua_State *L );
int lcoreEndMode2D( lua_State *L );
int lcoreBeginMode3D( lua_State *L );
int lcoreEndMode3D( lua_State *L );
int lcoreBeginTextureMode( lua_State *L );
int lcoreEndTextureMode( lua_State *L );
int lcoreBeginShaderMode( lua_State *L );
int lcoreEndShaderMode( lua_State *L );
int lcoreBeginBlendMode( lua_State *L );
int lcoreEndBlendMode( lua_State *L );
int lcoreBeginScissorMode( lua_State *L );
int lcoreEndScissorMode( lua_State *L );
/* Shader. */
/* Shader management functions. */
int lcoreLoadShader( lua_State *L );
int lcoreLoadShaderFromMemory( lua_State *L );
int lcoreIsShaderReady( lua_State *L );
int lcoreBeginShaderMode( lua_State *L );
int lcoreEndShaderMode( lua_State *L );
int lcoreGetShaderLocation( lua_State *L );
int lcoreGetShaderLocationAttrib( lua_State *L );
int lcoreSetShaderLocationIndex( lua_State *L );
@@ -80,7 +72,29 @@ int lcoreSetShaderValueTexture( lua_State *L );
int lcoreSetShaderValue( lua_State *L );
int lcoreSetShaderValueV( lua_State *L );
int lcoreUnloadShader( lua_State *L );
/* File. */
/* Screen-space-related functions. */
int lcoreGetMouseRay( lua_State *L );
int lcoreGetCameraMatrix( lua_State *L );
int lcoreGetCameraMatrix2D( lua_State *L );
int lcoreGetWorldToScreen( lua_State *L );
int lcoreGetWorldToScreenEx( lua_State *L );
int lcoreGetWorldToScreen2D( lua_State *L );
int lcoreGetScreenToWorld2D( lua_State *L );
/* Timing-related functions. */
int lcoreSetTargetFPS( lua_State *L );
int lcoreGetFPS( lua_State *L );
int lcoreGetFrameTime( lua_State *L );
int lcoreGetTime( lua_State *L );
/* Misc. functions */
int lcoreTakeScreenshot( lua_State *L );
int lcoreSetConfigFlags( lua_State *L );
int lcoreTraceLog( lua_State *L );
int lcoreSetTraceLogLevel( lua_State *L );
int lcoreSetLogLevelInvalid( lua_State *L );
int lcoreGetLogLevelInvalid( lua_State *L );
int lcoreOpenURL( lua_State *L );
int lcoreIsGCUnloadEnabled( lua_State *L );
/* Files management functions. */
int lcoreGetBasePath( lua_State *L );
int lcoreFileExists( lua_State *L );
int lcoreDirectoryExists( lua_State *L );
@@ -104,10 +118,51 @@ int lcoreCompressData( lua_State *L );
int lcoreDecompressData( lua_State *L );
int lcoreEncodeDataBase64( lua_State *L );
int lcoreDecodeDataBase64( lua_State *L );
/* Camera2D. */
/* Input-related functions: keyboard. */
int lcoreIsKeyPressed( lua_State *L );
int lcoreIsKeyDown( lua_State *L );
int lcoreIsKeyReleased( lua_State *L );
int lcoreIsKeyUp( lua_State *L );
int lcoreGetKeyPressed( lua_State *L );
int lcoreGetCharPressed( lua_State *L );
int lcoreSetExitKey( lua_State *L );
int lcoreGetKeyName( lua_State *L );
int lcoreGetKeyScancode( lua_State *L );
/* Input-related functions: gamepads. */
int lcoreIsGamepadAvailable( lua_State *L );
int lcoreIsGamepadButtonPressed( lua_State *L );
int lcoreIsGamepadButtonDown( lua_State *L );
int lcoreIsGamepadButtonReleased( lua_State *L );
int lcoreGetGamepadAxisCount( lua_State *L );
int lcoreGetGamepadAxisMovement( lua_State *L );
int lcoreGetGamepadName( lua_State *L );
/* Input-related functions: mouse. */
int lcoreIsMouseButtonPressed( lua_State *L );
int lcoreIsMouseButtonDown( lua_State *L );
int lcoreIsMouseButtonReleased( lua_State *L );
int lcoreIsMouseButtonUp( lua_State *L );
int lcoreGetMousePosition( lua_State *L );
int lcoreGetMouseDelta( lua_State *L );
int lcoreSetMousePosition( lua_State *L );
int lcoreSetMouseOffset( lua_State *L );
int lcoreSetMouseScale( lua_State *L );
int lcoreGetMouseWheelMove( lua_State *L );
int lcoreSetMouseCursor( lua_State *L );
/* Input-related functions: touch. */
int lcoreGetTouchPosition( lua_State *L );
int lcoreGetTouchPointId( lua_State *L );
int lcoreGetTouchPointCount( lua_State *L );
/* Input-related functions: gestures. */
int lcoreSetGesturesEnabled( lua_State *L );
int lcoreIsGestureDetected( lua_State *L );
int lcoreGetGestureDetected( lua_State *L );
int lcoreGetGestureHoldDuration( lua_State *L );
int lcoreGetGestureDragVector( lua_State *L );
int lcoreGetGestureDragAngle( lua_State *L );
int lcoreGetGesturePinchVector( lua_State *L );
int lcoreGetGesturePinchAngle( lua_State *L );
/* Camera2D System functions. */
int lcoreCreateCamera2D( lua_State *L );
int lcoreBeginMode2D( lua_State *L );
int lcoreEndMode2D( lua_State *L );
int lcoreSetCamera2DTarget( lua_State *L );
int lcoreSetCamera2DOffset( lua_State *L );
int lcoreSetCamera2DRotation( lua_State *L );
@@ -116,10 +171,8 @@ int lcoreGetCamera2DTarget( lua_State *L );
int lcoreGetCamera2DOffset( lua_State *L );
int lcoreGetCamera2DRotation( lua_State *L );
int lcoreGetCamera2DZoom( lua_State *L );
/* Camera3D. */
/* Camera3D System functions. */
int lcoreCreateCamera3D( lua_State *L );
int lcoreBeginMode3D( lua_State *L );
int lcoreEndMode3D( lua_State *L );
int lcoreSetCamera3DPosition( lua_State *L );
int lcoreSetCamera3DTarget( lua_State *L );
int lcoreSetCamera3DUp( lua_State *L );
@@ -144,58 +197,7 @@ int lcoreGetCamera3DViewMatrix( lua_State *L );
int lcoreGetCamera3DProjectionMatrix( lua_State *L );
int lcoreUpdateCamera3D( lua_State *L );
int lcoreUpdateCamera3DPro( lua_State *L );
/* Input-related Keyboard. */
int lcoreIsKeyPressed( lua_State *L );
int lcoreIsKeyDown( lua_State *L );
int lcoreIsKeyReleased( lua_State *L );
int lcoreIsKeyUp( lua_State *L );
int lcoreGetKeyPressed( lua_State *L );
int lcoreGetCharPressed( lua_State *L );
int lcoreSetExitKey( lua_State *L );
int lcoreGetKeyName( lua_State *L );
int lcoreGetKeyScancode( lua_State *L );
/* Input-related Gamepad. */
int lcoreIsGamepadAvailable( lua_State *L );
int lcoreIsGamepadButtonPressed( lua_State *L );
int lcoreIsGamepadButtonDown( lua_State *L );
int lcoreIsGamepadButtonReleased( lua_State *L );
int lcoreGetGamepadAxisCount( lua_State *L );
int lcoreGetGamepadAxisMovement( lua_State *L );
int lcoreGetGamepadName( lua_State *L );
/* Input-related Mouse. */
int lcoreIsMouseButtonPressed( lua_State *L );
int lcoreIsMouseButtonDown( lua_State *L );
int lcoreIsMouseButtonReleased( lua_State *L );
int lcoreIsMouseButtonUp( lua_State *L );
int lcoreGetMousePosition( lua_State *L );
int lcoreGetMouseDelta( lua_State *L );
int lcoreSetMousePosition( lua_State *L );
int lcoreSetMouseOffset( lua_State *L );
int lcoreSetMouseScale( lua_State *L );
int lcoreGetMouseWheelMove( lua_State *L );
int lcoreSetMouseCursor( lua_State *L );
/* Input-related Touch */
int lcoreGetTouchPosition( lua_State *L );
int lcoreGetTouchPointId( lua_State *L );
int lcoreGetTouchPointCount( lua_State *L );
/* Input-related Gestures. */
int lcoreSetGesturesEnabled( lua_State *L );
int lcoreIsGestureDetected( lua_State *L );
int lcoreGetGestureDetected( lua_State *L );
int lcoreGetGestureHoldDuration( lua_State *L );
int lcoreGetGestureDragVector( lua_State *L );
int lcoreGetGestureDragAngle( lua_State *L );
int lcoreGetGesturePinchVector( lua_State *L );
int lcoreGetGesturePinchAngle( lua_State *L );
/* Screen-space. */
int lcoreGetMouseRay( lua_State *L );
int lcoreGetCameraMatrix( lua_State *L );
int lcoreGetCameraMatrix2D( lua_State *L );
int lcoreGetWorldToScreen( lua_State *L );
int lcoreGetWorldToScreenEx( lua_State *L );
int lcoreGetWorldToScreen2D( lua_State *L );
int lcoreGetScreenToWorld2D( lua_State *L );
/* Buffer. */
/* Buffer management functions. */
int lcoreLoadBuffer( lua_State *L );
int lcoreUnloadBuffer( lua_State *L );
int lcoreGetBufferData( lua_State *L );

View File

@@ -81,8 +81,6 @@ int ltexturesDrawTexture( lua_State *L );
int ltexturesDrawTextureRec( lua_State *L );
int ltexturesDrawTexturePro( lua_State *L );
int ltexturesDrawTextureNPatch( lua_State *L );
int ltexturesBeginTextureMode( lua_State *L );
int ltexturesEndTextureMode( lua_State *L );
/* Texture Configuration. */
int ltexturesGenTextureMipmaps( lua_State *L );
int ltexturesSetTextureFilter( lua_State *L );

1696
src/core.c

File diff suppressed because it is too large Load Diff

View File

@@ -1500,7 +1500,7 @@ void luaRegister() {
lua_getglobal( L, "RL" );
/* Core. */
/* Window. */
/* Window-related functions. */
assingGlobalFunction( "IsWindowReady", lcoreIsWindowReady );
assingGlobalFunction( "IsWindowFullscreen", lcoreIsWindowFullscreen );
assingGlobalFunction( "IsWindowHidden", lcoreIsWindowHidden );
@@ -1533,41 +1533,33 @@ void luaRegister() {
assingGlobalFunction( "CloseWindow", lcoreCloseWindow );
assingGlobalFunction( "SetClipboardText", lcoreSetClipboardText );
assingGlobalFunction( "GetClipboardText", lcoreGetClipboardText );
/* Timing. */
assingGlobalFunction( "SetTargetFPS", lcoreSetTargetFPS );
assingGlobalFunction( "GetFPS", lcoreGetFPS );
assingGlobalFunction( "GetFrameTime", lcoreGetFrameTime );
assingGlobalFunction( "GetTime", lcoreGetTime );
/* Misc. */
assingGlobalFunction( "TakeScreenshot", lcoreTakeScreenshot );
assingGlobalFunction( "SetConfigFlags", lcoreSetConfigFlags );
assingGlobalFunction( "TraceLog", lcoreTraceLog );
assingGlobalFunction( "SetTraceLogLevel", lcoreSetTraceLogLevel );
assingGlobalFunction( "SetLogLevelInvalid", lcoreSetLogLevelInvalid );
assingGlobalFunction( "GetLogLevelInvalid", lcoreGetLogLevelInvalid );
assingGlobalFunction( "OpenURL", lcoreOpenURL );
assingGlobalFunction( "IsGCUnloadEnabled", lcoreIsGCUnloadEnabled );
/* Cursor. */
/* Cursor-related functions. */
assingGlobalFunction( "ShowCursor", lcoreShowCursor );
assingGlobalFunction( "HideCursor", lcoreHideCursor );
assingGlobalFunction( "IsCursorHidden", lcoreIsCursorHidden );
assingGlobalFunction( "EnableCursor", lcoreEnableCursor );
assingGlobalFunction( "DisableCursor", lcoreDisableCursor );
assingGlobalFunction( "IsCursorOnScreen", lcoreIsCursorOnScreen );
/* Drawing. */
/* Drawing-related functions. */
assingGlobalFunction( "ClearBackground", lcoreClearBackground );
assingGlobalFunction( "BeginDrawing", lcoreBeginDrawing );
assingGlobalFunction( "EndDrawing", lcoreEndDrawing );
assingGlobalFunction( "BeginMode2D", lcoreBeginMode2D );
assingGlobalFunction( "EndMode2D", lcoreEndMode2D );
assingGlobalFunction( "BeginMode3D", lcoreBeginMode3D );
assingGlobalFunction( "EndMode3D", lcoreEndMode3D );
assingGlobalFunction( "BeginTextureMode", lcoreBeginTextureMode );
assingGlobalFunction( "EndTextureMode", lcoreEndTextureMode );
assingGlobalFunction( "BeginShaderMode", lcoreBeginShaderMode );
assingGlobalFunction( "EndShaderMode", lcoreEndShaderMode );
assingGlobalFunction( "BeginBlendMode", lcoreBeginBlendMode );
assingGlobalFunction( "EndBlendMode", lcoreEndBlendMode );
assingGlobalFunction( "BeginScissorMode", lcoreBeginScissorMode );
assingGlobalFunction( "EndScissorMode", lcoreEndScissorMode );
/* Shader. */
/* Shader management functions. */
assingGlobalFunction( "LoadShader", lcoreLoadShader );
assingGlobalFunction( "LoadShaderFromMemory", lcoreLoadShaderFromMemory );
assingGlobalFunction( "IsShaderReady", lcoreIsShaderReady );
assingGlobalFunction( "BeginShaderMode", lcoreBeginShaderMode );
assingGlobalFunction( "EndShaderMode", lcoreEndShaderMode );
assingGlobalFunction( "GetShaderLocation", lcoreGetShaderLocation );
assingGlobalFunction( "GetShaderLocationAttrib", lcoreGetShaderLocationAttrib );
assingGlobalFunction( "SetShaderLocationIndex", lcoreSetShaderLocationIndex );
@@ -1577,7 +1569,29 @@ void luaRegister() {
assingGlobalFunction( "SetShaderValue", lcoreSetShaderValue );
assingGlobalFunction( "SetShaderValueV", lcoreSetShaderValueV );
assingGlobalFunction( "UnloadShader", lcoreUnloadShader );
/* File. */
/* Screen-space-related functions. */
assingGlobalFunction( "GetMouseRay", lcoreGetMouseRay );
assingGlobalFunction( "GetCameraMatrix", lcoreGetCameraMatrix );
assingGlobalFunction( "GetCameraMatrix2D", lcoreGetCameraMatrix2D );
assingGlobalFunction( "GetWorldToScreen", lcoreGetWorldToScreen );
assingGlobalFunction( "GetWorldToScreenEx", lcoreGetWorldToScreenEx );
assingGlobalFunction( "GetWorldToScreen2D", lcoreGetWorldToScreen2D );
assingGlobalFunction( "GetScreenToWorld2D", lcoreGetScreenToWorld2D );
/* Timing-related functions. */
assingGlobalFunction( "SetTargetFPS", lcoreSetTargetFPS );
assingGlobalFunction( "GetFPS", lcoreGetFPS );
assingGlobalFunction( "GetFrameTime", lcoreGetFrameTime );
assingGlobalFunction( "GetTime", lcoreGetTime );
/* Misc. functions. */
assingGlobalFunction( "TakeScreenshot", lcoreTakeScreenshot );
assingGlobalFunction( "SetConfigFlags", lcoreSetConfigFlags );
assingGlobalFunction( "TraceLog", lcoreTraceLog );
assingGlobalFunction( "SetTraceLogLevel", lcoreSetTraceLogLevel );
assingGlobalFunction( "SetLogLevelInvalid", lcoreSetLogLevelInvalid );
assingGlobalFunction( "GetLogLevelInvalid", lcoreGetLogLevelInvalid );
assingGlobalFunction( "OpenURL", lcoreOpenURL );
assingGlobalFunction( "IsGCUnloadEnabled", lcoreIsGCUnloadEnabled );
/* Files management functions. */
assingGlobalFunction( "GetBasePath", lcoreGetBasePath );
assingGlobalFunction( "FileExists", lcoreFileExists );
assingGlobalFunction( "DirectoryExists", lcoreDirectoryExists );
@@ -1601,10 +1615,51 @@ void luaRegister() {
assingGlobalFunction( "DecompressData", lcoreDecompressData );
assingGlobalFunction( "EncodeDataBase64", lcoreEncodeDataBase64 );
assingGlobalFunction( "DecodeDataBase64", lcoreDecodeDataBase64 );
/* Camera2D. */
/* Input-related functions: keyboard. */
assingGlobalFunction( "IsKeyPressed", lcoreIsKeyPressed );
assingGlobalFunction( "IsKeyDown", lcoreIsKeyDown );
assingGlobalFunction( "IsKeyReleased", lcoreIsKeyReleased );
assingGlobalFunction( "IsKeyUp", lcoreIsKeyUp );
assingGlobalFunction( "GetKeyPressed", lcoreGetKeyPressed );
assingGlobalFunction( "GetCharPressed", lcoreGetCharPressed );
assingGlobalFunction( "SetExitKey", lcoreSetExitKey );
assingGlobalFunction( "GetKeyName", lcoreGetKeyName );
assingGlobalFunction( "GetKeyScancode", lcoreGetKeyScancode );
/* Input-related functions: gamepads. */
assingGlobalFunction( "IsGamepadAvailable", lcoreIsGamepadAvailable );
assingGlobalFunction( "IsGamepadButtonPressed", lcoreIsGamepadButtonPressed );
assingGlobalFunction( "IsGamepadButtonDown", lcoreIsGamepadButtonDown );
assingGlobalFunction( "IsGamepadButtonReleased", lcoreIsGamepadButtonReleased );
assingGlobalFunction( "GetGamepadAxisCount", lcoreGetGamepadAxisCount );
assingGlobalFunction( "GetGamepadAxisMovement", lcoreGetGamepadAxisMovement );
assingGlobalFunction( "GetGamepadName", lcoreGetGamepadName );
/* Input-related functions: mouse. */
assingGlobalFunction( "IsMouseButtonPressed", lcoreIsMouseButtonPressed );
assingGlobalFunction( "IsMouseButtonDown", lcoreIsMouseButtonDown );
assingGlobalFunction( "IsMouseButtonReleased", lcoreIsMouseButtonReleased );
assingGlobalFunction( "IsMouseButtonUp", lcoreIsMouseButtonUp );
assingGlobalFunction( "GetMousePosition", lcoreGetMousePosition );
assingGlobalFunction( "GetMouseDelta", lcoreGetMouseDelta );
assingGlobalFunction( "SetMousePosition", lcoreSetMousePosition );
assingGlobalFunction( "SetMouseOffset", lcoreSetMouseOffset );
assingGlobalFunction( "SetMouseScale", lcoreSetMouseScale );
assingGlobalFunction( "GetMouseWheelMove", lcoreGetMouseWheelMove );
assingGlobalFunction( "SetMouseCursor", lcoreSetMouseCursor );
/* Input-related functions: touch */
assingGlobalFunction( "GetTouchPosition", lcoreGetTouchPosition );
assingGlobalFunction( "GetTouchPointId", lcoreGetTouchPointId );
assingGlobalFunction( "GetTouchPointCount", lcoreGetTouchPointCount );
/* Input-related functions: gestures. */
assingGlobalFunction( "SetGesturesEnabled", lcoreSetGesturesEnabled );
assingGlobalFunction( "IsGestureDetected", lcoreIsGestureDetected );
assingGlobalFunction( "GetGestureDetected", lcoreGetGestureDetected );
assingGlobalFunction( "GetGestureHoldDuration", lcoreGetGestureHoldDuration );
assingGlobalFunction( "GetGestureDragVector", lcoreGetGestureDragVector );
assingGlobalFunction( "GetGestureDragAngle", lcoreGetGestureDragAngle );
assingGlobalFunction( "GetGesturePinchVector", lcoreGetGesturePinchVector );
assingGlobalFunction( "GetGesturePinchAngle", lcoreGetGesturePinchAngle );
/* Camera2D System functions. */
assingGlobalFunction( "CreateCamera2D", lcoreCreateCamera2D );
assingGlobalFunction( "BeginMode2D", lcoreBeginMode2D );
assingGlobalFunction( "EndMode2D", lcoreEndMode2D );
assingGlobalFunction( "SetCamera2DTarget", lcoreSetCamera2DTarget );
assingGlobalFunction( "SetCamera2DOffset", lcoreSetCamera2DOffset );
assingGlobalFunction( "SetCamera2DRotation", lcoreSetCamera2DRotation );
@@ -1613,10 +1668,8 @@ void luaRegister() {
assingGlobalFunction( "GetCamera2DOffset", lcoreGetCamera2DOffset );
assingGlobalFunction( "GetCamera2DRotation", lcoreGetCamera2DRotation );
assingGlobalFunction( "GetCamera2DZoom", lcoreGetCamera2DZoom );
/* Camera3D. */
/* Camera3D System functions. */
assingGlobalFunction( "CreateCamera3D", lcoreCreateCamera3D );
assingGlobalFunction( "BeginMode3D", lcoreBeginMode3D );
assingGlobalFunction( "EndMode3D", lcoreEndMode3D );
assingGlobalFunction( "SetCamera3DPosition", lcoreSetCamera3DPosition );
assingGlobalFunction( "SetCamera3DTarget", lcoreSetCamera3DTarget );
assingGlobalFunction( "SetCamera3DUp", lcoreSetCamera3DUp );
@@ -1641,58 +1694,7 @@ void luaRegister() {
assingGlobalFunction( "GetCamera3DProjectionMatrix", lcoreGetCamera3DProjectionMatrix );
assingGlobalFunction( "UpdateCamera3D", lcoreUpdateCamera3D );
assingGlobalFunction( "UpdateCamera3DPro", lcoreUpdateCamera3DPro );
/* Input-related Keyboard. */
assingGlobalFunction( "IsKeyPressed", lcoreIsKeyPressed );
assingGlobalFunction( "IsKeyDown", lcoreIsKeyDown );
assingGlobalFunction( "IsKeyReleased", lcoreIsKeyReleased );
assingGlobalFunction( "IsKeyUp", lcoreIsKeyUp );
assingGlobalFunction( "GetKeyPressed", lcoreGetKeyPressed );
assingGlobalFunction( "GetCharPressed", lcoreGetCharPressed );
assingGlobalFunction( "SetExitKey", lcoreSetExitKey );
assingGlobalFunction( "GetKeyName", lcoreGetKeyName );
assingGlobalFunction( "GetKeyScancode", lcoreGetKeyScancode );
/* Input-related Gamepad. */
assingGlobalFunction( "IsGamepadAvailable", lcoreIsGamepadAvailable );
assingGlobalFunction( "IsGamepadButtonPressed", lcoreIsGamepadButtonPressed );
assingGlobalFunction( "IsGamepadButtonDown", lcoreIsGamepadButtonDown );
assingGlobalFunction( "IsGamepadButtonReleased", lcoreIsGamepadButtonReleased );
assingGlobalFunction( "GetGamepadAxisCount", lcoreGetGamepadAxisCount );
assingGlobalFunction( "GetGamepadAxisMovement", lcoreGetGamepadAxisMovement );
assingGlobalFunction( "GetGamepadName", lcoreGetGamepadName );
/* Input-related Mouse. */
assingGlobalFunction( "IsMouseButtonPressed", lcoreIsMouseButtonPressed );
assingGlobalFunction( "IsMouseButtonDown", lcoreIsMouseButtonDown );
assingGlobalFunction( "IsMouseButtonReleased", lcoreIsMouseButtonReleased );
assingGlobalFunction( "IsMouseButtonUp", lcoreIsMouseButtonUp );
assingGlobalFunction( "GetMousePosition", lcoreGetMousePosition );
assingGlobalFunction( "GetMouseDelta", lcoreGetMouseDelta );
assingGlobalFunction( "SetMousePosition", lcoreSetMousePosition );
assingGlobalFunction( "SetMouseOffset", lcoreSetMouseOffset );
assingGlobalFunction( "SetMouseScale", lcoreSetMouseScale );
assingGlobalFunction( "GetMouseWheelMove", lcoreGetMouseWheelMove );
assingGlobalFunction( "SetMouseCursor", lcoreSetMouseCursor );
/* Input-related Touch */
assingGlobalFunction( "GetTouchPosition", lcoreGetTouchPosition );
assingGlobalFunction( "GetTouchPointId", lcoreGetTouchPointId );
assingGlobalFunction( "GetTouchPointCount", lcoreGetTouchPointCount );
/* Input-related Gestures. */
assingGlobalFunction( "SetGesturesEnabled", lcoreSetGesturesEnabled );
assingGlobalFunction( "IsGestureDetected", lcoreIsGestureDetected );
assingGlobalFunction( "GetGestureDetected", lcoreGetGestureDetected );
assingGlobalFunction( "GetGestureHoldDuration", lcoreGetGestureHoldDuration );
assingGlobalFunction( "GetGestureDragVector", lcoreGetGestureDragVector );
assingGlobalFunction( "GetGestureDragAngle", lcoreGetGestureDragAngle );
assingGlobalFunction( "GetGesturePinchVector", lcoreGetGesturePinchVector );
assingGlobalFunction( "GetGesturePinchAngle", lcoreGetGesturePinchAngle );
/* Screen-space. */
assingGlobalFunction( "GetMouseRay", lcoreGetMouseRay );
assingGlobalFunction( "GetCameraMatrix", lcoreGetCameraMatrix );
assingGlobalFunction( "GetCameraMatrix2D", lcoreGetCameraMatrix2D );
assingGlobalFunction( "GetWorldToScreen", lcoreGetWorldToScreen );
assingGlobalFunction( "GetWorldToScreenEx", lcoreGetWorldToScreenEx );
assingGlobalFunction( "GetWorldToScreen2D", lcoreGetWorldToScreen2D );
assingGlobalFunction( "GetScreenToWorld2D", lcoreGetScreenToWorld2D );
/* Buffer. */
/* Buffer management functions. */
assingGlobalFunction( "LoadBuffer", lcoreLoadBuffer );
assingGlobalFunction( "UnloadBuffer", lcoreUnloadBuffer );
assingGlobalFunction( "GetBufferData", lcoreGetBufferData );
@@ -1829,8 +1831,6 @@ void luaRegister() {
assingGlobalFunction( "DrawTextureRec", ltexturesDrawTextureRec );
assingGlobalFunction( "DrawTexturePro", ltexturesDrawTexturePro );
assingGlobalFunction( "DrawTextureNPatch", ltexturesDrawTextureNPatch );
assingGlobalFunction( "BeginTextureMode", ltexturesBeginTextureMode );
assingGlobalFunction( "EndTextureMode", ltexturesEndTextureMode );
/* Texture Configuration. */
assingGlobalFunction( "GenTextureMipmaps", ltexturesGenTextureMipmaps );
assingGlobalFunction( "SetTextureFilter", ltexturesSetTextureFilter );

View File

@@ -1258,30 +1258,6 @@ int ltexturesDrawTextureNPatch( lua_State *L ) {
return 0;
}
/*
> RL.BeginTextureMode( RenderTexture target )
Begin drawing to render texture
*/
int ltexturesBeginTextureMode( lua_State *L ) {
RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 );
BeginTextureMode( *renderTexture );
return 0;
}
/*
> RL.EndTextureMode()
Ends drawing to render texture
*/
int ltexturesEndTextureMode( lua_State *L ) {
EndTextureMode();
return 0;
}
/*
## Textures - Texture Configuration
*/