New object types for Wave, Sound, Music and Light.
This commit is contained in:
834
src/audio.c
834
src/audio.c
File diff suppressed because it is too large
Load Diff
2
src/gl.c
2
src/gl.c
@@ -15,7 +15,7 @@ Copy a block of pixels from one framebuffer object to another.
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Use -1 RenderTexture for window framebuffer.
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*/
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int lglBlitFramebuffer( lua_State *L ) {
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// TOCO Currently doesn't support setting window render target because of luaL_checkudata.
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// TODO Currently doesn't support setting window render target because of luaL_checkudata.
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RenderTexture *srcTex = luaL_checkudata( L, 1, "RenderTexture" );
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RenderTexture *dstTex = luaL_checkudata( L, 2, "RenderTexture" );
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Rectangle srcRect = uluaGetRectangleIndex( L, 3 );
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233
src/lights.c
233
src/lights.c
@@ -7,45 +7,6 @@
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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static void checkLightRealloc( int i ) {
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if ( i == state->lightCount ) {
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state->lightCount++;
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}
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if ( state->lightCount == state->lightAlloc ) {
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state->lightAlloc += ALLOC_PAGE_SIZE;
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state->lights = realloc( state->lights, state->lightAlloc * sizeof( Light* ) );
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for ( i = state->lightCount; i < state->lightAlloc; i++ ) {
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state->lights[i] = NULL;
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}
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}
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}
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bool validLight( size_t id ) {
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if ( id < 0 || state->lightCount < id || state->lights[ id ] == NULL ) {
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TraceLog( state->logLevelInvalid, "%s %d", "Invalid light", id );
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return false;
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}
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else {
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return true;
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}
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}
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static int newLight() {
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int i = 0;
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for ( i = 0; i < state->lightCount; i++ ) {
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if ( state->lights[i] == NULL ) {
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break;
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}
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}
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state->lights[i] = malloc( sizeof( Light ) );
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checkLightRealloc( i );
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return i;
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}
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/*
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## Lights - Basics
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*/
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@@ -55,8 +16,7 @@ static int newLight() {
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Create a light and get shader locations
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- Failure return -1
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- Success return int
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- Success return Light
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*/
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int llightsCreateLight( lua_State *L ) {
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int type = luaL_checkinteger( L, 1 );
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@@ -65,9 +25,7 @@ int llightsCreateLight( lua_State *L ) {
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Color color = uluaGetColorIndex( L, 4 );
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Shader *shader = luaL_checkudata( L, 5, "Shader" );
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int i = newLight();
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*state->lights[i] = CreateLight( type, position, target, color, *shader );
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lua_pushinteger( L, i );
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uluaPushLight( L, CreateLight( type, position, target, color, *shader ) );
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return 1;
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}
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@@ -79,150 +37,81 @@ Send light properties to shader
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*/
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int llightsUpdateLightValues( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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size_t lightId = lua_tointeger( L, 2 );
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Light *light = luaL_checkudata( L, 2, "Light" );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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UpdateLightValues( *shader, *state->lights[ lightId ] );
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UpdateLightValues( *shader, *light );
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return 0;
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}
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/*
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> success = RL.SetLightType( Light light, int type )
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> RL.SetLightType( Light light, int type )
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Set light type
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- Failure return false
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- Success return true
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*/
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int llightsSetLightType( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetLightType( Light light, int type )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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int type = lua_tointeger( L, 2 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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int type = luaL_checkinteger( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->lights[ lightId ]->type = type;
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lua_pushboolean( L, true );
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light->type = type;
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return 1;
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return 0;
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}
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/*
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> success = RL.SetLightPosition( Light light, Vector3 position )
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> RL.SetLightPosition( Light light, Vector3 position )
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Set light position
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- Failure return false
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- Success return true
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*/
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int llightsSetLightPosition( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetLightPosition( Light light, Vecto3 position )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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Vector3 position = uluaGetVector3Index( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->lights[ lightId ]->position = position;
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lua_pushboolean( L, true );
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light->position = position;
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return 1;
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return 0;
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}
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/*
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> success = RL.SetLightTarget( Light light, Vector3 target )
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> RL.SetLightTarget( Light light, Vector3 target )
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Set light target
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- Failure return false
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- Success return true
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*/
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int llightsSetLightTarget( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetLightTarget( Light light, Vecto3 target )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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Vector3 target = uluaGetVector3Index( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->lights[ lightId ]->target = target;
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lua_pushboolean( L, true );
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light->target = target;
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return 1;
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return 0;
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}
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/*
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> success = RL.SetLightColor( Light light, Color color )
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> RL.SetLightColor( Light light, Color color )
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Set light color
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- Failure return false
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- Success return true
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*/
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int llightsSetLightColor( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetLightColor( Light light, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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Color color = uluaGetColorIndex( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->lights[ lightId ]->color = color;
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lua_pushboolean( L, true );
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light->color = color;
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return 1;
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return 0;
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}
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/*
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> success = RL.SetLightEnabled( Light light, bool enabled )
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> RL.SetLightEnabled( Light light, bool enabled )
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Set light enabled
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- Failure return false
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- Success return true
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*/
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int llightsSetLightEnabled( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isboolean( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetLightEnabled( Light light, bool enabled )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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bool enabled = lua_toboolean( L, 2 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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bool enabled = uluaGetBoolean( L, 2 );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->lights[ lightId ]->enabled = enabled;
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lua_pushboolean( L, true );
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light->enabled = enabled;
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return 1;
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return 0;
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}
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/*
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@@ -230,22 +119,12 @@ int llightsSetLightEnabled( lua_State *L ) {
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Get light type
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- Failure return false
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- Success return int
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*/
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int llightsGetLightType( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetLightType( Light light )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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lua_pushinteger( L, state->lights[ lightId ]->type );
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lua_pushinteger( L, light->type );
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return 1;
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}
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@@ -255,22 +134,12 @@ int llightsGetLightType( lua_State *L ) {
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Get light position
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- Failure return false
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- Success return Vector3
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*/
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int llightsGetLightPosition( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetLightPosition( Light light )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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uluaPushVector3( L, state->lights[ lightId ]->position );
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uluaPushVector3( L, light->position );
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return 1;
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}
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@@ -280,22 +149,12 @@ int llightsGetLightPosition( lua_State *L ) {
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Get light target
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- Failure return false
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- Success return Vector3
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*/
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int llightsGetLightTarget( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetLightTarget( Light light )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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uluaPushVector3( L, state->lights[ lightId ]->target );
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uluaPushVector3( L, light->target );
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return 1;
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}
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@@ -305,22 +164,12 @@ int llightsGetLightTarget( lua_State *L ) {
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Get light color
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- Failure return false
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- Success return Color
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*/
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int llightsGetLightColor( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetLightColor( Light light )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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if ( !validLight( lightId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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uluaPushColor( L, state->lights[ lightId ]->color );
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uluaPushColor( L, light->color );
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return 1;
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}
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@@ -330,22 +179,12 @@ int llightsGetLightColor( lua_State *L ) {
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Get light enabled
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- Failure return nil
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- Success return boolean
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*/
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int llightsIsLightEnabled( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.IsLightEnabled( Light light )" );
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lua_pushnil( L );
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return 1;
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}
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size_t lightId = lua_tointeger( L, 1 );
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Light *light = luaL_checkudata( L, 1, "Light" );
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if ( !validLight( lightId ) ) {
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lua_pushnil( L );
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return 1;
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}
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lua_pushboolean( L, state->lights[ lightId ]->enabled );
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lua_pushboolean( L, light->enabled );
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return 1;
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}
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@@ -140,6 +140,69 @@ static void defineFont() {
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lua_setfield( L, -2, "__gc" );
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}
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/* Wave. */
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static int gcWave( lua_State *L ) {
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Wave *wave = luaL_checkudata ( L, 1, "Wave" );
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printf( "gcWave\n" );
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UnloadWave( *wave );
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}
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|
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static void defineWave() {
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lua_State *L = state->luaState;
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luaL_newmetatable( L, "Wave" );
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lua_pushvalue( L, -1 );
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lua_setfield( L, -2, "__index" );
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lua_pushcfunction( L, gcWave );
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lua_setfield( L, -2, "__gc" );
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}
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|
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/* Sound. */
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static int gcSound( lua_State *L ) {
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Sound *sound = luaL_checkudata ( L, 1, "Sound" );
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printf( "gcSound\n" );
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|
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UnloadSound( *sound );
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}
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|
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static void defineSound() {
|
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lua_State *L = state->luaState;
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|
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luaL_newmetatable( L, "Sound" );
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lua_pushvalue( L, -1 );
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lua_setfield( L, -2, "__index" );
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lua_pushcfunction( L, gcSound );
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lua_setfield( L, -2, "__gc" );
|
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}
|
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|
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/* Music. */
|
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static int gcMusic( lua_State *L ) {
|
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Music *music = luaL_checkudata ( L, 1, "Music" );
|
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printf( "gcMusic\n" );
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|
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UnloadMusicStream( *music );
|
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}
|
||||
|
||||
static void defineMusic() {
|
||||
lua_State *L = state->luaState;
|
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|
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luaL_newmetatable( L, "Music" );
|
||||
lua_pushvalue( L, -1 );
|
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lua_setfield( L, -2, "__index" );
|
||||
lua_pushcfunction( L, gcMusic );
|
||||
lua_setfield( L, -2, "__gc" );
|
||||
}
|
||||
|
||||
/* Music. */
|
||||
static void defineLight() {
|
||||
lua_State *L = state->luaState;
|
||||
|
||||
luaL_newmetatable( L, "Light" );
|
||||
lua_pushvalue( L, -1 );
|
||||
lua_setfield( L, -2, "__index" );
|
||||
}
|
||||
|
||||
/* Assing globals. */
|
||||
|
||||
static void assignGlobalInt( int value, const char *name ) {
|
||||
@@ -1162,6 +1225,10 @@ bool luaInit( int argn, const char **argc ) {
|
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defineCamera3D();
|
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defineShader();
|
||||
defineFont();
|
||||
defineWave();
|
||||
defineSound();
|
||||
defineMusic();
|
||||
defineLight();
|
||||
/* Define globals. */
|
||||
defineGlobals();
|
||||
|
||||
@@ -1777,8 +1844,6 @@ void luaRegister() {
|
||||
assingGlobalFunction( "LoadSound", laudioLoadSound );
|
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assingGlobalFunction( "LoadWave", laudioLoadWave );
|
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assingGlobalFunction( "LoadSoundFromWave", laudioLoadSoundFromWave );
|
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assingGlobalFunction( "UnloadSound", laudioUnloadSound );
|
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assingGlobalFunction( "UnloadWave", laudioUnloadWave );
|
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assingGlobalFunction( "ExportWave", laudioExportWave );
|
||||
assingGlobalFunction( "ExportWaveAsCode", laudioExportWaveAsCode );
|
||||
/* Wave/Sound management */
|
||||
@@ -2899,6 +2964,30 @@ void uluaPushFont( lua_State *L, Font font ) {
|
||||
luaL_setmetatable( L, "Font" );
|
||||
}
|
||||
|
||||
void uluaPushWave( lua_State *L, Wave wave ) {
|
||||
Wave *waveP = lua_newuserdata( L, sizeof( Wave ) );
|
||||
*waveP = wave;
|
||||
luaL_setmetatable( L, "Wave" );
|
||||
}
|
||||
|
||||
void uluaPushSound( lua_State *L, Sound sound ) {
|
||||
Sound *soundP = lua_newuserdata( L, sizeof( Sound ) );
|
||||
*soundP = sound;
|
||||
luaL_setmetatable( L, "Sound" );
|
||||
}
|
||||
|
||||
void uluaPushMusic( lua_State *L, Music music ) {
|
||||
Music *musicP = lua_newuserdata( L, sizeof( Music ) );
|
||||
*musicP = music;
|
||||
luaL_setmetatable( L, "Music" );
|
||||
}
|
||||
|
||||
void uluaPushLight( lua_State *L, Light light ) {
|
||||
Light *lightP = lua_newuserdata( L, sizeof( Light ) );
|
||||
*lightP = light;
|
||||
luaL_setmetatable( L, "Light" );
|
||||
}
|
||||
|
||||
int uluaGetTableLen( lua_State *L ) {
|
||||
return uluaGetTableLenIndex( L, lua_gettop( L ) );
|
||||
}
|
||||
|
||||
48
src/state.c
48
src/state.c
@@ -17,18 +17,6 @@ bool stateInit( int argn, const char **argc, const char *exePath ) {
|
||||
state->resolution = (Vector2){ 800, 600 };
|
||||
state->luaState = NULL;
|
||||
state->logLevelInvalid = LOG_ERROR;
|
||||
/* Waves. */
|
||||
state->waveAlloc = ALLOC_PAGE_SIZE;
|
||||
state->waveCount = 0;
|
||||
state->waves = malloc( state->waveAlloc * sizeof( Wave* ) );
|
||||
/* Sounds. */
|
||||
state->soundAlloc = ALLOC_PAGE_SIZE;
|
||||
state->soundCount = 0;
|
||||
state->sounds = malloc( state->soundAlloc * sizeof( Sound* ) );
|
||||
/* Musics. */
|
||||
state->musicAlloc = ALLOC_PAGE_SIZE;
|
||||
state->musicCount = 0;
|
||||
state->musics = malloc( state->musicAlloc * sizeof( Music* ) );
|
||||
/* Meshes. */
|
||||
state->meshAlloc = ALLOC_PAGE_SIZE;
|
||||
state->meshCount = 0;
|
||||
@@ -45,18 +33,11 @@ bool stateInit( int argn, const char **argc, const char *exePath ) {
|
||||
state->animationAlloc = ALLOC_PAGE_SIZE;
|
||||
state->animationCount = 0;
|
||||
state->animations = malloc( state->animationAlloc * sizeof( ModelAnimations* ) );
|
||||
/* Lights. */
|
||||
state->lightAlloc = ALLOC_PAGE_SIZE;
|
||||
state->lightCount = 0;
|
||||
state->lights = malloc( state->lightAlloc * sizeof( Light* ) );
|
||||
|
||||
for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) {
|
||||
state->waves[i] = NULL;
|
||||
state->sounds[i] = NULL;
|
||||
state->meshes[i] = NULL;
|
||||
state->models[i] = NULL;
|
||||
state->animations[i] = NULL;
|
||||
state->lights[i] = NULL;
|
||||
|
||||
/* The ones we want to save the first. */
|
||||
if ( 0 < i ) {
|
||||
@@ -86,24 +67,6 @@ void stateInitInterpret( int argn, const char **argc ) {
|
||||
}
|
||||
|
||||
void stateFree() {
|
||||
for ( int i = 0; i < state->waveCount; ++i ) {
|
||||
if ( state->waves[i] != NULL ) {
|
||||
UnloadWave( *state->waves[i] );
|
||||
free( state->waves[i] );
|
||||
}
|
||||
}
|
||||
for ( int i = 0; i < state->soundCount; ++i ) {
|
||||
if ( state->sounds[i] != NULL ) {
|
||||
UnloadSound( *state->sounds[i] );
|
||||
free( state->sounds[i] );
|
||||
}
|
||||
}
|
||||
for ( int i = 0; i < state->musicCount; ++i ) {
|
||||
if ( state->musics[i] != NULL ) {
|
||||
UnloadMusicStream( *state->musics[i] );
|
||||
free( state->musics[i] );
|
||||
}
|
||||
}
|
||||
for ( int i = 0; i < state->modelCount; ++i ) {
|
||||
if ( state->models[i] != NULL ) {
|
||||
//TODO Test if UnloadModel causes segfaults on exit.
|
||||
@@ -134,13 +97,6 @@ void stateFree() {
|
||||
}
|
||||
}
|
||||
|
||||
#if !defined( PLATFORM_RPI ) || !defined( PLATFORM_DRM )
|
||||
for ( int i = 0; i < state->lightCount; ++i ) {
|
||||
if ( state->lights[i] != NULL ) {
|
||||
free( state->lights[i] );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if ( IsAudioDeviceReady() ) {
|
||||
CloseAudioDevice();
|
||||
}
|
||||
@@ -151,14 +107,10 @@ void stateFree() {
|
||||
if ( state->hasWindow ) {
|
||||
CloseWindow();
|
||||
}
|
||||
free( state->waves );
|
||||
free( state->sounds );
|
||||
free( state->musics );
|
||||
free( state->meshes );
|
||||
free( state->materials );
|
||||
free( state->models );
|
||||
free( state->animations );
|
||||
free( state->lights );
|
||||
free( state->exePath );
|
||||
free( state );
|
||||
}
|
||||
|
||||
@@ -33,7 +33,7 @@ int ltextLoadFont( lua_State *L ) {
|
||||
|
||||
return 1;
|
||||
}
|
||||
TraceLog( state->logLevelInvalid, "Invalid file path '%s'", lua_tostring( L, 1 ) );
|
||||
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
|
||||
lua_pushnil( L );
|
||||
|
||||
return 1;
|
||||
@@ -73,7 +73,7 @@ int ltextLoadFontEx( lua_State *L ) {
|
||||
|
||||
return 1;
|
||||
}
|
||||
TraceLog( state->logLevelInvalid, "Invalid file path '%s'", lua_tostring( L, 1 ) );
|
||||
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
|
||||
lua_pushnil( L );
|
||||
|
||||
return 1;
|
||||
@@ -82,7 +82,7 @@ int ltextLoadFontEx( lua_State *L ) {
|
||||
/*
|
||||
> font = RL.LoadFontFromImage( Image image, Color key, int firstChar )
|
||||
|
||||
Load font from Image ( XNA style )
|
||||
Load font from Image ( XNA style)
|
||||
|
||||
- Success return Font
|
||||
*/
|
||||
|
||||
@@ -21,7 +21,7 @@ int ltexturesLoadImage( lua_State *L ) {
|
||||
|
||||
return 1;
|
||||
}
|
||||
TraceLog( state->logLevelInvalid, "Invalid file path '%s'", lua_tostring( L, 1 ) );
|
||||
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
|
||||
lua_pushnil( L );
|
||||
|
||||
return 1;
|
||||
@@ -929,7 +929,7 @@ int ltexturesLoadTexture( lua_State *L ) {
|
||||
|
||||
return 1;
|
||||
}
|
||||
TraceLog( state->logLevelInvalid, "Invalid file path '%s'", lua_tostring( L, 1 ) );
|
||||
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
|
||||
lua_pushnil( L );
|
||||
|
||||
return 1;
|
||||
|
||||
Reference in New Issue
Block a user