RL.load and RL.unload functions for memory leak debugging. SoundAlias garbage collection.
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@@ -55,6 +55,8 @@ void luaCallInit();
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void luaCallUpdate();
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void luaCallDraw();
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void luaCallExit();
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void luaCallLoad( const char* type, void* object );
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void luaCallUnload( const char* type, void* object );
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void luaRegister();
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void platformDefineGlobals();
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void luaPlatformRegister();
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@@ -119,6 +121,7 @@ REILUAPI void uluaPushFont( lua_State* L, Font font );
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REILUAPI void uluaPushGlyphInfo( lua_State* L, GlyphInfo glyph );
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REILUAPI void uluaPushWave( lua_State* L, Wave wave );
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REILUAPI void uluaPushSound( lua_State* L, Sound sound );
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REILUAPI void uluaPushSoundAlias( lua_State* L, Sound alias );
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REILUAPI void uluaPushMusic( lua_State* L, Music music );
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REILUAPI void uluaPushLight( lua_State* L, Light light );
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REILUAPI void uluaPushMaterial( lua_State* L, Material material );
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@@ -128,6 +131,24 @@ REILUAPI void uluaPushModelAnimation( lua_State* L, ModelAnimation modelAnimatio
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REILUAPI void uluaPushRLRenderBatch( lua_State* L, rlRenderBatch renderBatch );
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REILUAPI void uluaPushAutomationEvent( lua_State* L, AutomationEvent event );
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REILUAPI void uluaPushAutomationEventList( lua_State* L, AutomationEventList eventList );
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/* Unload objects. */
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void uluaUnloadBuffer( Buffer* buffer );
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void uluaUnloadImage( Image* image );
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void uluaUnloadTexture( Texture* texture );
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void uluaUnloadRenderTexture( RenderTexture* renderTexture );
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void uluaUnloadShader( Shader* shader );
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void uluaUnloadFont( Font* font );
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void uluaUnloadGlyphInfo( GlyphInfo* glyph );
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void uluaUnloadWave( Wave* wave );
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void uluaUnloadSound( Sound* sound );
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void uluaUnloadSoundAlias( Sound* sound );
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void uluaUnloadMusic( Music* music );
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void uluaUnloadMaterial( Material* material, bool freeAll );
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void uluaUnloadMesh( Mesh* mesh );
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void uluaUnloadModel( Model* model );
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void uluaUnloadModelAnimation( ModelAnimation* modelAnimation );
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void uluaUnloadRLRenderBatch( rlRenderBatch* renderBatch );
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void uluaUnloadAutomationEventList( AutomationEventList* eventList );
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/* Utils. */
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REILUAPI int uluaGetTableLen( lua_State* L, int index );
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REILUAPI bool uluaIsNil( lua_State* L, int index );
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