Files
reilua-enhanced/doc_parser.lua
2023-05-06 23:40:27 +03:00

320 lines
9.8 KiB
Lua

--Create api.md and ReiLua_API.lua files from c sources.
-- Export each module as separate .md file.
local separate = false
if arg ~= nil and arg[1] ~= nil and arg[1] == "-s" then
separate = true
end
local function split( str, sep )
if sep == nil then
sep = "%s"
end
local t = {}
for str in string.gmatch( str, "([^"..sep.."]+)" ) do
table.insert( t, str )
end
return t
end
local function getParamType( param )
if param == "Color" or param == "Vector2" or param == "Vector3" or param == "Vector4"
or param == "Quaternion" or param == "Matrix" or param == "Rectangle" then
return "table"
elseif param == "float" then
return "number"
elseif param == "int" then
return "integer"
elseif param == "string" then
return "string"
elseif param == "bool" then
return "boolean"
else
return "any"
end
end
local function parseFunction( line )
local splitted = split( line, "(" )
local parString = splitted[2]:sub(2)
parString = parString:sub( 1, #parString - 2 )
local parameters = split( parString, "," )
local str = ""
local parStr = ""
for i, par in ipairs( parameters ) do
local sepPar = split( par, " " )
parStr = parStr..sepPar[2]
str = str.."---@param "..sepPar[2].." "
str = str..getParamType( sepPar[1] ).."\n"
if i < #parameters then
parStr = parStr..", "
end
end
local returnsAndFuncName = split( splitted[1], "=" )
for i, ret in ipairs( split( returnsAndFuncName[1]:sub(3), "," ) ) do
if ret:sub( 1, 1 ) == " " then
ret = ret:sub(2)
end
str = str.."---@return any "..ret.."\n"
end
str = str.."function "..returnsAndFuncName[ #returnsAndFuncName ]:sub(2)
if parStr ~= "" then
str = str.."( "..parStr.." )"
else
str = str.."()"
end
return str.." end\n"
end
local apiFile = io.open( "../API.md", "w" )
local luaApiFile = io.open( "../ReiLua_API.lua", "w" )
-- Header
apiFile:write( "# ReiLua API\n" )
-- Usage.
apiFile:write( "\n## Usage\n" )
apiFile:write( "\nApplication needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where \"main.lua\" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.process', 'RL.draw', 'RL.log' and 'RL.exit'.\n" )
local FUNC_DESC = {
init = "This function will be called first when 'main.lua' is found",
process = "This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'",
draw = "This function will be called every frame after process and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.",
log = "This function can be used for custom log message handling.",
exit = "This function will be called on program close. Cleanup could be done here.",
}
apiFile:write( "\n---\n> function RL.init()\n\n"..FUNC_DESC.init.."\n\n---\n" )
apiFile:write( "\n> function RL.process( delta )\n\n"..FUNC_DESC.process.."\n\n---\n" )
apiFile:write( "\n> function RL.draw()\n\n"..FUNC_DESC.draw.."\n\n---\n" )
apiFile:write( "\n> function RL.log( logLevel, message )\n\n"..FUNC_DESC.log.."\n\n---\n" )
apiFile:write( "\n> function RL.exit()\n\n"..FUNC_DESC.exit.."\n\n---\n" )
luaApiFile:write( "-- Put this file into your project folder to provide annotations when using Lua language server.\n\n" )
luaApiFile:write( "RL={}\n\n" )
luaApiFile:write( "-- Functions.\n\n" )
luaApiFile:write(
"---"..FUNC_DESC.init.."\nfunction RL.init() end\n" )
luaApiFile:write(
"---"..FUNC_DESC.process.."\n---@param delta number\nfunction RL.process( delta ) end\n" )
luaApiFile:write(
"---"..FUNC_DESC.draw.."\nfunction RL.draw() end\n" )
luaApiFile:write(
"---"..FUNC_DESC.log.."\n---@param logLevel integer\n---@param message string\nfunction RL.log( logLevel, message ) end\n" )
luaApiFile:write(
"---"..FUNC_DESC.exit.."\nfunction RL.exit() end\n" )
-- Globals.
local srcFile = io.open( "../src/lua_core.c", "r" )
local writing = false
local globalVariableCount = 0
repeat
line = srcFile:read( "*l" )
local lineSplit = split( line, " " )
if line == "/*DOC_END*/" then
writing = false
break
end
if writing then
if lineSplit[1] == "\t/*" then
apiFile:write( "\n## Globals - "..lineSplit[2].."\n" )
luaApiFile:write( "\n-- Globals - "..lineSplit[2].."\n\n" )
else
-- Remove comma from the end.
local globalName = lineSplit[2]:sub( 1, -2 )
apiFile:write( "\n"..globalName.."\n" )
local value = RL[ globalName ]
globalName = "RL."..globalName
globalVariableCount = globalVariableCount + 1
if value == nil then
luaApiFile:write( globalName.."=nil\n" )
elseif type( value ) == "table" then
-- All tables are colors.
luaApiFile:write( globalName.."={"
..math.tointeger( value[1] )..","..math.tointeger( value[2] )..","
..math.tointeger( value[3] )..","..math.tointeger( value[4] ).."}\n" )
else
luaApiFile:write( globalName.."="..value.."\n" )
end
end
end
if line == "/*DOC_START*/" then
writing = true
end
until line == nil
srcFile:close()
-- Types.
apiFile:write( "\n## Types\n\
Raylib structs in Lua\n\n---\n" )
apiFile:write( "\n> Vector2 = { 1.0, 1.0 } or { x = 1.0, y = 1.0 }\n\
Vector2 type\n\n---\n" )
apiFile:write( "\n> Vector3 = { 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0 }\n\
Vector3 type\n\n---\n" )
apiFile:write( "\n> Vector4 = { 1.0, 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0, w = 1.0 }\n\
Vector4 type\n\n---\n" )
apiFile:write( "\n> Quaternion = { 1.0, 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0, w = 1.0 }\n\
Quaternion type\n\n---\n" )
apiFile:write( "\n> Matrix = { { 1.0, 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0, 0.0 }, { 0.0, 0.0, 1.0, 0.0 }, { 0.0, 0.0, 0.0, 1.0 } }\n\
OpenGL style 4x4. Identity matrix example\n\n---\n" )
apiFile:write( "\n> Color = { 255, 255, 255, 255 } or { r = 255, g = 255, b = 255, a = 255 }\n\
{ r, g, b ,a }. Color type, RGBA (32bit)\n\n---\n" )
apiFile:write( "\n> Rectangle = { 0.0, 0.0, 1.0, 1.0 } or { x = 0.0, y = 0.0, width = 1.0, height = 1.0 }\n\
{ x, y, width ,height }. Rectangle type\n\n---\n" )
apiFile:write( "\n> Image = ImageId\n\
int id. Image type (multiple pixel formats supported). NOTE: Data stored in CPU memory (RAM)\n\n---\n" )
apiFile:write( "\n> Texture = TextureId\n\
int id. Texture type (multiple internal formats supported). NOTE: Data stored in GPU memory (VRAM)\n\n---\n" )
apiFile:write( "\n> RenderTexture = RenderTextureId\n\
int id. RenderTexture type, for texture rendering\n\n---\n" )
apiFile:write( "\n> Font = FontId\n\
int id. Font type, includes texture and chars data\n\n---\n" )
apiFile:write( "\n> Camera = CameraId\n\
int id. Defines 3d camera position/orientation\n\n---\n" )
apiFile:write( "\n> Mesh = MeshId\n\
int id. Vertex data defining a mesh\n\
```\
mesh{} = {\
vertices = { Vector3, ... },\
texcoords = { Vector2, ... },\
texcoords2 = { Vector2, ... },\
normals = { Vector3, ... },\
tangents = { Vector4, ... },\
colors = { Color, ... },\
indices = { int, ... },\
}\
```\n\n---\n" )
apiFile:write( "\n> Material = MaterialId\n\
int id. Material type\n\
```\
material{} = {\
shader = Shader,\
maps = {\
{\
MATERIAL_MAP_ALBEDO,\
{\
texture = Texture,\
color = WHITE,\
value = 1.0,\
},\
},\
...\
},\
params = { 1.0, 2.0, 3.0, 4.0 },\
}\
```\n\n---\n" )
apiFile:write( "\n> Model = ModelId\n\
int id. Basic 3d Model type\n\n---\n" )
apiFile:write( "\n> Ray = { { 0.0, 0.0, 0.0 }, { 1.0, 0.0, 0.0 } } or { position = { 0.0, 0.0, 0.0 }, direction = { 1.0, 0.0, 0.0 } }\n\
{ position, direction }. Ray type (useful for raycast)\n\n---\n" )
apiFile:write( "\n> RayCollision = { hit = true, distance = 1.0, point = { 0.0, 0.0, 0.0 }, normal = { 0.0, 0.0, 1.0 } }\n\
Raycast hit information. NOTE: Data in named keys\n\n---\n" )
apiFile:write( "\n> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } } or { min = { 0.0, 0.0, 0.0 }, max = { 1.0, 1.0, 1.0 } }\n\
{ min, max }. Accepts Vector3. Bounding box type for 3d mesh\n\n---\n" )
apiFile:write( "\n> Sound = SoundId\n\
int id. Basic Sound source and buffer\n\n---\n" )
apiFile:write( "\n> NPatchInfo = { { 0, 0, 24, 24 }, 8, 8, 8, 8, NPATCH_NINE_PATCH } or { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH }\n\
{ Rectangle source, int left, int top, int right, int bottom, int layout }.\
{ Texture source rectangle, Left border offset, Top border offset, Right border offset, Bottom border offset, Layout of the n-patch: 3x3, 1x3 or 3x1 }\n\n---\n" )
apiFile:write( "\n> ModelAnimations = ModelAnimationsId\n\
int id. ModelAnimations\n\n---\n" )
if separate then
apiFile:close()
end
-- Functions.
local sourceFiles = {
"core",
"shapes",
"textures",
"text",
"models",
"audio",
"rmath",
"rgui",
"lights",
"rlgl",
"gl",
"easings",
}
local functionCount = 0
for _, src in ipairs( sourceFiles ) do
srcFile = io.open( "../src/"..src..".c", "r" )
local line = ""
local funcStr = ""
local p = false
if separate then
apiFile = io.open( src..".md", "w" )
end
repeat
line = srcFile:read( "*l" )
if line == "*/" then
p = false
apiFile:write( "\n---\n" )
luaApiFile:write( funcStr.."\n" )
funcStr = ""
end
if p then
apiFile:write( line.."\n" )
if line:sub( 1, 2 ) == "##" then
luaApiFile:write( "-- "..line:sub( 4 ).."\n" )
elseif line:sub( 1, 1 ) == ">" then
funcStr = parseFunction( line )
functionCount = functionCount + 1
elseif line:sub( 1, 1 ) ~= "" then
luaApiFile:write( "---"..line.."\n" )
end
end
if line == "/*" then
p = true
apiFile:write( "\n" )
end
until line == nil
srcFile:close()
if separate then
apiFile:close()
end
end
if not separate then
apiFile:close()
end
print( "Parsed:\n"..globalVariableCount.." Global variables\n"..functionCount.." Functions" )