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| author | jussi | 2024-02-18 19:46:50 +0200 |
|---|---|---|
| committer | jussi | 2024-02-18 19:46:50 +0200 |
| commit | 836c9d1d0005c32714c89b3adecbb232472b494a (patch) | |
| tree | 885fcafb39079e83fbc7f66b5b4b2b2dc77aa321 | |
| parent | 9b27daefc225752f3f24ea862e9c2be13f8addf6 (diff) | |
| download | reilua-enhanced-836c9d1d0005c32714c89b3adecbb232472b494a.tar.gz reilua-enhanced-836c9d1d0005c32714c89b3adecbb232472b494a.tar.bz2 reilua-enhanced-836c9d1d0005c32714c89b3adecbb232472b494a.zip | |
Pointer variable declaration style change.
| -rw-r--r-- | include/audio.h | 92 | ||||
| -rw-r--r-- | include/core.h | 416 | ||||
| -rw-r--r-- | include/lgl.h | 2 | ||||
| -rw-r--r-- | include/lights.h | 24 | ||||
| -rw-r--r-- | include/lrlgl.h | 278 | ||||
| -rw-r--r-- | include/lua_core.h | 140 | ||||
| -rw-r--r-- | include/models.h | 206 | ||||
| -rw-r--r-- | include/platforms/core_desktop_sdl.h | 2 | ||||
| -rw-r--r-- | include/reasings.h | 50 | ||||
| -rw-r--r-- | include/rgui.h | 114 | ||||
| -rw-r--r-- | include/rmath.h | 220 | ||||
| -rw-r--r-- | include/shapes.h | 110 | ||||
| -rw-r--r-- | include/state.h | 12 | ||||
| -rw-r--r-- | include/text.h | 98 | ||||
| -rw-r--r-- | include/textures.h | 216 | ||||
| -rw-r--r-- | src/audio.c | 162 | ||||
| -rw-r--r-- | src/core.c | 620 | ||||
| -rw-r--r-- | src/easings.c | 50 | ||||
| -rw-r--r-- | src/gl.c | 6 | ||||
| -rw-r--r-- | src/lights.c | 50 | ||||
| -rw-r--r-- | src/lua_core.c | 298 | ||||
| -rw-r--r-- | src/main.c | 4 | ||||
| -rw-r--r-- | src/models.c | 362 | ||||
| -rw-r--r-- | src/platforms/core_desktop.c | 50 | ||||
| -rw-r--r-- | src/platforms/core_desktop_sdl.c | 12 | ||||
| -rw-r--r-- | src/platforms/core_web.c | 2 | ||||
| -rw-r--r-- | src/rgui.c | 130 | ||||
| -rw-r--r-- | src/rlgl.c | 310 | ||||
| -rw-r--r-- | src/rmath.c | 220 | ||||
| -rw-r--r-- | src/shapes.c | 114 | ||||
| -rw-r--r-- | src/state.c | 6 | ||||
| -rw-r--r-- | src/text.c | 180 | ||||
| -rw-r--r-- | src/textures.c | 396 |
33 files changed, 2476 insertions, 2476 deletions
diff --git a/include/audio.h b/include/audio.h index 58afc7f..cee8f0b 100644 --- a/include/audio.h +++ b/include/audio.h @@ -1,52 +1,52 @@ #pragma once /* Audio device management functions. */ -int laudioInitAudioDevice( lua_State *L ); -int laudioCloseAudioDevice( lua_State *L ); -int laudioIsAudioDeviceReady( lua_State *L ); -int laudioSetMasterVolume( lua_State *L ); -int laudioGetMasterVolume( lua_State *L ); +int laudioInitAudioDevice( lua_State* L ); +int laudioCloseAudioDevice( lua_State* L ); +int laudioIsAudioDeviceReady( lua_State* L ); +int laudioSetMasterVolume( lua_State* L ); +int laudioGetMasterVolume( lua_State* L ); /* Wave/Sound loading/unloading functions. */ -int laudioLoadSound( lua_State *L ); -int laudioLoadWave( lua_State *L ); -int laudioLoadWaveFromMemory( lua_State *L ); -int laudioIsWaveReady( lua_State *L ); -int laudioLoadSoundFromWave( lua_State *L ); -int laudioLoadSoundAlias( lua_State *L ); -int laudioIsSoundReady( lua_State *L ); -int laudioUnloadWave( lua_State *L ); -int laudioUnloadSound( lua_State *L ); -int laudioUnloadSoundAlias( lua_State *L ); -int laudioExportWave( lua_State *L ); -int laudioExportWaveAsCode( lua_State *L ); +int laudioLoadSound( lua_State* L ); +int laudioLoadWave( lua_State* L ); +int laudioLoadWaveFromMemory( lua_State* L ); +int laudioIsWaveReady( lua_State* L ); +int laudioLoadSoundFromWave( lua_State* L ); +int laudioLoadSoundAlias( lua_State* L ); +int laudioIsSoundReady( lua_State* L ); +int laudioUnloadWave( lua_State* L ); +int laudioUnloadSound( lua_State* L ); +int laudioUnloadSoundAlias( lua_State* L ); +int laudioExportWave( lua_State* L ); +int laudioExportWaveAsCode( lua_State* L ); /* Wave/Sound management functions. */ -int laudioPlaySound( lua_State *L ); -int laudioStopSound( lua_State *L ); -int laudioPauseSound( lua_State *L ); -int laudioResumeSound( lua_State *L ); -int laudioIsSoundPlaying( lua_State *L ); -int laudioSetSoundVolume( lua_State *L ); -int laudioSetSoundPitch( lua_State *L ); -int laudioSetSoundPan( lua_State *L ); -int laudioWaveFormat( lua_State *L ); -int laudioWaveCopy( lua_State *L ); -int laudioWaveCrop( lua_State *L ); +int laudioPlaySound( lua_State* L ); +int laudioStopSound( lua_State* L ); +int laudioPauseSound( lua_State* L ); +int laudioResumeSound( lua_State* L ); +int laudioIsSoundPlaying( lua_State* L ); +int laudioSetSoundVolume( lua_State* L ); +int laudioSetSoundPitch( lua_State* L ); +int laudioSetSoundPan( lua_State* L ); +int laudioWaveFormat( lua_State* L ); +int laudioWaveCopy( lua_State* L ); +int laudioWaveCrop( lua_State* L ); /* Music management functions. */ -int laudioLoadMusicStream( lua_State *L ); -int laudioLoadMusicStreamFromMemory( lua_State *L ); -int laudioIsMusicReady( lua_State *L ); -int laudioUnloadMusicStream( lua_State *L ); -int laudioPlayMusicStream( lua_State *L ); -int laudioIsMusicStreamPlaying( lua_State *L ); -int laudioUpdateMusicStream( lua_State *L ); -int laudioStopMusicStream( lua_State *L ); -int laudioPauseMusicStream( lua_State *L ); -int laudioResumeMusicStream( lua_State *L ); -int laudioSeekMusicStream( lua_State *L ); -int laudioSetMusicVolume( lua_State *L ); -int laudioSetMusicPitch( lua_State *L ); -int laudioSetMusicPan( lua_State *L ); -int laudioSetMusicLooping( lua_State *L ); -int laudioGetMusicLooping( lua_State *L ); -int laudioGetMusicTimeLength( lua_State *L ); -int laudioGetMusicTimePlayed( lua_State *L ); +int laudioLoadMusicStream( lua_State* L ); +int laudioLoadMusicStreamFromMemory( lua_State* L ); +int laudioIsMusicReady( lua_State* L ); +int laudioUnloadMusicStream( lua_State* L ); +int laudioPlayMusicStream( lua_State* L ); +int laudioIsMusicStreamPlaying( lua_State* L ); +int laudioUpdateMusicStream( lua_State* L ); +int laudioStopMusicStream( lua_State* L ); +int laudioPauseMusicStream( lua_State* L ); +int laudioResumeMusicStream( lua_State* L ); +int laudioSeekMusicStream( lua_State* L ); +int laudioSetMusicVolume( lua_State* L ); +int laudioSetMusicPitch( lua_State* L ); +int laudioSetMusicPan( lua_State* L ); +int laudioSetMusicLooping( lua_State* L ); +int laudioGetMusicLooping( lua_State* L ); +int laudioGetMusicTimeLength( lua_State* L ); +int laudioGetMusicTimePlayed( lua_State* L ); diff --git a/include/core.h b/include/core.h index 8e163a8..ddbf442 100644 --- a/include/core.h +++ b/include/core.h @@ -4,229 +4,229 @@ void unloadBuffer( Buffer *buffer ); /* Window-related functions. */ -int lcoreCloseWindow( lua_State *L ); -int lcoreIsWindowReady( lua_State *L ); -int lcoreIsWindowFullscreen( lua_State *L ); -int lcoreIsWindowHidden( lua_State *L ); -int lcoreIsWindowMinimized( lua_State *L ); -int lcoreIsWindowMaximized( lua_State *L ); -int lcoreIsWindowFocused( lua_State *L ); -int lcoreIsWindowResized( lua_State *L ); -int lcoreIsWindowState( lua_State *L ); -int lcoreSetWindowState( lua_State *L ); -int lcoreClearWindowState( lua_State *L ); -int lcoreToggleFullscreen( lua_State *L ); -int lcoreToggleBorderlessWindowed( lua_State *L ); -int lcoreMaximizeWindow( lua_State *L ); -int lcoreMinimizeWindow( lua_State *L ); -int lcoreRestoreWindow( lua_State *L ); -int lcoreSetWindowIcon( lua_State *L ); -int lcoreSetWindowIcons( lua_State *L ); -int lcoreSetWindowTitle( lua_State *L ); -int lcoreSetWindowPosition( lua_State *L ); -int lcoreSetWindowMonitor( lua_State *L ); -int lcoreSetWindowMinSize( lua_State *L ); -int lcoreSetWindowMaxSize( lua_State *L ); -int lcoreSetWindowSize( lua_State *L ); -int lcoreSetWindowOpacity( lua_State *L ); -int lcoreSetWindowFocused( lua_State *L ); -int lcoreGetWindowHandle( lua_State *L ); -int lcoreGetScreenSize( lua_State *L ); -int lcoreGetRenderSize( lua_State *L ); -int lcoreGetMonitorCount( lua_State *L ); -int lcoreGetCurrentMonitor( lua_State *L ); -int lcoreGetMonitorPosition( lua_State *L ); -int lcoreGetMonitorSize( lua_State *L ); -int lcoreGetMonitorPhysicalSize( lua_State *L ); -int lcoreGetMonitorRefreshRate( lua_State *L ); -int lcoreGetWindowPosition( lua_State *L ); -int lcoreGetWindowScaleDPI( lua_State *L ); -int lcoreGetMonitorName( lua_State *L ); -int lcoreSetClipboardText( lua_State *L ); -int lcoreGetClipboardText( lua_State *L ); +int lcoreCloseWindow( lua_State* L ); +int lcoreIsWindowReady( lua_State* L ); +int lcoreIsWindowFullscreen( lua_State* L ); +int lcoreIsWindowHidden( lua_State* L ); +int lcoreIsWindowMinimized( lua_State* L ); +int lcoreIsWindowMaximized( lua_State* L ); +int lcoreIsWindowFocused( lua_State* L ); +int lcoreIsWindowResized( lua_State* L ); +int lcoreIsWindowState( lua_State* L ); +int lcoreSetWindowState( lua_State* L ); +int lcoreClearWindowState( lua_State* L ); +int lcoreToggleFullscreen( lua_State* L ); +int lcoreToggleBorderlessWindowed( lua_State* L ); +int lcoreMaximizeWindow( lua_State* L ); +int lcoreMinimizeWindow( lua_State* L ); +int lcoreRestoreWindow( lua_State* L ); +int lcoreSetWindowIcon( lua_State* L ); +int lcoreSetWindowIcons( lua_State* L ); +int lcoreSetWindowTitle( lua_State* L ); +int lcoreSetWindowPosition( lua_State* L ); +int lcoreSetWindowMonitor( lua_State* L ); +int lcoreSetWindowMinSize( lua_State* L ); +int lcoreSetWindowMaxSize( lua_State* L ); +int lcoreSetWindowSize( lua_State* L ); +int lcoreSetWindowOpacity( lua_State* L ); +int lcoreSetWindowFocused( lua_State* L ); +int lcoreGetWindowHandle( lua_State* L ); +int lcoreGetScreenSize( lua_State* L ); +int lcoreGetRenderSize( lua_State* L ); +int lcoreGetMonitorCount( lua_State* L ); +int lcoreGetCurrentMonitor( lua_State* L ); +int lcoreGetMonitorPosition( lua_State* L ); +int lcoreGetMonitorSize( lua_State* L ); +int lcoreGetMonitorPhysicalSize( lua_State* L ); +int lcoreGetMonitorRefreshRate( lua_State* L ); +int lcoreGetWindowPosition( lua_State* L ); +int lcoreGetWindowScaleDPI( lua_State* L ); +int lcoreGetMonitorName( lua_State* L ); +int lcoreSetClipboardText( lua_State* L ); +int lcoreGetClipboardText( lua_State* L ); /* 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 ); +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-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 ); +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 management functions. */ -int lcoreLoadShader( lua_State *L ); -int lcoreLoadShaderFromMemory( lua_State *L ); -int lcoreIsShaderReady( lua_State *L ); -int lcoreGetShaderId( lua_State *L ); -int lcoreGetShaderLocation( lua_State *L ); -int lcoreGetShaderLocationAttrib( lua_State *L ); -int lcoreSetShaderLocationIndex( lua_State *L ); -int lcoreGetShaderLocationIndex( lua_State *L ); -int lcoreSetShaderValueMatrix( lua_State *L ); -int lcoreSetShaderValueTexture( lua_State *L ); -int lcoreSetShaderValue( lua_State *L ); -int lcoreSetShaderValueV( lua_State *L ); -int lcoreUnloadShader( lua_State *L ); +int lcoreLoadShader( lua_State* L ); +int lcoreLoadShaderFromMemory( lua_State* L ); +int lcoreIsShaderReady( lua_State* L ); +int lcoreGetShaderId( lua_State* L ); +int lcoreGetShaderLocation( lua_State* L ); +int lcoreGetShaderLocationAttrib( lua_State* L ); +int lcoreSetShaderLocationIndex( lua_State* L ); +int lcoreGetShaderLocationIndex( lua_State* L ); +int lcoreSetShaderValueMatrix( lua_State* L ); +int lcoreSetShaderValueTexture( lua_State* L ); +int lcoreSetShaderValue( lua_State* L ); +int lcoreSetShaderValueV( lua_State* L ); +int lcoreUnloadShader( lua_State* L ); /* 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 ); +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 ); +int lcoreSetTargetFPS( lua_State* L ); +int lcoreGetFPS( lua_State* L ); +int lcoreGetFrameTime( lua_State* L ); +int lcoreGetTime( lua_State* L ); /* Random values generation functions. */ -int lcoreSetRandomSeed( lua_State *L ); -int lcoreGetRandomValue( lua_State *L ); -int lcoreLoadRandomSequence( lua_State *L ); +int lcoreSetRandomSeed( lua_State* L ); +int lcoreGetRandomValue( lua_State* L ); +int lcoreLoadRandomSequence( 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 ); -int lcoreSetGCUnload( lua_State *L ); +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 ); +int lcoreSetGCUnload( lua_State* L ); /* Files management functions. */ -int lcoreLoadFileData( lua_State *L ); -int lcoreSaveFileData( lua_State *L ); -int lcoreExportDataAsCode( lua_State *L ); -int lcoreLoadFileText( lua_State *L ); -int lcoreSaveFileText( lua_State *L ); +int lcoreLoadFileData( lua_State* L ); +int lcoreSaveFileData( lua_State* L ); +int lcoreExportDataAsCode( lua_State* L ); +int lcoreLoadFileText( lua_State* L ); +int lcoreSaveFileText( lua_State* L ); /* Files system functions. */ -int lcoreGetBasePath( lua_State *L ); -int lcoreFileExists( lua_State *L ); -int lcoreDirectoryExists( lua_State *L ); -int lcoreIsFileExtension( lua_State *L ); -int lcoreGetFileLength( lua_State *L ); -int lcoreGetFileExtension( lua_State *L ); -int lcoreGetFileName( lua_State *L ); -int lcoreGetFileNameWithoutExt( lua_State *L ); -int lcoreGetDirectoryPath( lua_State *L ); -int lcoreGetPrevDirectoryPath( lua_State *L ); -int lcoreGetWorkingDirectory( lua_State *L ); -int lcoreGetApplicationDirectory( lua_State *L ); -int lcoreLoadDirectoryFiles( lua_State *L ); -int lcoreLoadDirectoryFilesEx( lua_State *L ); -int lcoreChangeDirectory( lua_State *L ); -int lcoreIsPathFile( lua_State *L ); -int lcoreIsFileDropped( lua_State *L ); -int lcoreLoadDroppedFiles( lua_State *L ); -int lcoreGetFileModTime( lua_State *L ); +int lcoreGetBasePath( lua_State* L ); +int lcoreFileExists( lua_State* L ); +int lcoreDirectoryExists( lua_State* L ); +int lcoreIsFileExtension( lua_State* L ); +int lcoreGetFileLength( lua_State* L ); +int lcoreGetFileExtension( lua_State* L ); +int lcoreGetFileName( lua_State* L ); +int lcoreGetFileNameWithoutExt( lua_State* L ); +int lcoreGetDirectoryPath( lua_State* L ); +int lcoreGetPrevDirectoryPath( lua_State* L ); +int lcoreGetWorkingDirectory( lua_State* L ); +int lcoreGetApplicationDirectory( lua_State* L ); +int lcoreLoadDirectoryFiles( lua_State* L ); +int lcoreLoadDirectoryFilesEx( lua_State* L ); +int lcoreChangeDirectory( lua_State* L ); +int lcoreIsPathFile( lua_State* L ); +int lcoreIsFileDropped( lua_State* L ); +int lcoreLoadDroppedFiles( lua_State* L ); +int lcoreGetFileModTime( lua_State* L ); /* Compression/Encoding functionality. */ -int lcoreCompressData( lua_State *L ); -int lcoreDecompressData( lua_State *L ); -int lcoreEncodeDataBase64( lua_State *L ); -int lcoreDecodeDataBase64( lua_State *L ); +int lcoreCompressData( lua_State* L ); +int lcoreDecompressData( lua_State* L ); +int lcoreEncodeDataBase64( lua_State* L ); +int lcoreDecodeDataBase64( lua_State* L ); /* 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 ); +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 lcoreGetGamepadName( 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 lcoreSetGamepadMappings( lua_State *L ); +int lcoreIsGamepadAvailable( lua_State* L ); +int lcoreGetGamepadName( 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 lcoreSetGamepadMappings( 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 ); +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 ); +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 ); +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 lcoreSetCamera2DTarget( lua_State *L ); -int lcoreSetCamera2DOffset( lua_State *L ); -int lcoreSetCamera2DRotation( lua_State *L ); -int lcoreSetCamera2DZoom( lua_State *L ); -int lcoreGetCamera2DTarget( lua_State *L ); -int lcoreGetCamera2DOffset( lua_State *L ); -int lcoreGetCamera2DRotation( lua_State *L ); -int lcoreGetCamera2DZoom( lua_State *L ); +int lcoreCreateCamera2D( lua_State* L ); +int lcoreSetCamera2DTarget( lua_State* L ); +int lcoreSetCamera2DOffset( lua_State* L ); +int lcoreSetCamera2DRotation( lua_State* L ); +int lcoreSetCamera2DZoom( lua_State* L ); +int lcoreGetCamera2DTarget( lua_State* L ); +int lcoreGetCamera2DOffset( lua_State* L ); +int lcoreGetCamera2DRotation( lua_State* L ); +int lcoreGetCamera2DZoom( lua_State* L ); /* Camera3D System functions. */ -int lcoreCreateCamera3D( lua_State *L ); -int lcoreSetCamera3DPosition( lua_State *L ); -int lcoreSetCamera3DTarget( lua_State *L ); -int lcoreSetCamera3DUp( lua_State *L ); -int lcoreSetCamera3DFovy( lua_State *L ); -int lcoreSetCamera3DProjection( lua_State *L ); -int lcoreGetCamera3DPosition( lua_State *L ); -int lcoreGetCamera3DTarget( lua_State *L ); -int lcoreGetCamera3DUp( lua_State *L ); -int lcoreGetCamera3DFovy( lua_State *L ); -int lcoreGetCamera3DProjection( lua_State *L ); -int lcoreGetCamera3DForward( lua_State *L ); -int lcoreGetCamera3DUpNormalized( lua_State *L ); -int lcoreGetCamera3DRight( lua_State *L ); -int lcoreCamera3DMoveForward( lua_State *L ); -int lcoreCamera3DMoveUp( lua_State *L ); -int lcoreCamera3DMoveRight( lua_State *L ); -int lcoreCamera3DMoveToTarget( lua_State *L ); -int lcoreCamera3DYaw( lua_State *L ); -int lcoreCamera3DPitch( lua_State *L ); -int lcoreCamera3DRoll( lua_State *L ); -int lcoreGetCamera3DViewMatrix( lua_State *L ); -int lcoreGetCamera3DProjectionMatrix( lua_State *L ); -int lcoreUpdateCamera3D( lua_State *L ); -int lcoreUpdateCamera3DPro( lua_State *L ); +int lcoreCreateCamera3D( lua_State* L ); +int lcoreSetCamera3DPosition( lua_State* L ); +int lcoreSetCamera3DTarget( lua_State* L ); +int lcoreSetCamera3DUp( lua_State* L ); +int lcoreSetCamera3DFovy( lua_State* L ); +int lcoreSetCamera3DProjection( lua_State* L ); +int lcoreGetCamera3DPosition( lua_State* L ); +int lcoreGetCamera3DTarget( lua_State* L ); +int lcoreGetCamera3DUp( lua_State* L ); +int lcoreGetCamera3DFovy( lua_State* L ); +int lcoreGetCamera3DProjection( lua_State* L ); +int lcoreGetCamera3DForward( lua_State* L ); +int lcoreGetCamera3DUpNormalized( lua_State* L ); +int lcoreGetCamera3DRight( lua_State* L ); +int lcoreCamera3DMoveForward( lua_State* L ); +int lcoreCamera3DMoveUp( lua_State* L ); +int lcoreCamera3DMoveRight( lua_State* L ); +int lcoreCamera3DMoveToTarget( lua_State* L ); +int lcoreCamera3DYaw( lua_State* L ); +int lcoreCamera3DPitch( lua_State* L ); +int lcoreCamera3DRoll( lua_State* L ); +int lcoreGetCamera3DViewMatrix( lua_State* L ); +int lcoreGetCamera3DProjectionMatrix( lua_State* L ); +int lcoreUpdateCamera3D( lua_State* L ); +int lcoreUpdateCamera3DPro( lua_State* L ); /* Buffer management functions. */ -int lcoreLoadBuffer( lua_State *L ); -int lcoreLoadBufferFromFile( lua_State *L ); -int lcoreLoadBufferFromString( lua_State *L ); -int lcoreUnloadBuffer( lua_State *L ); -int lcoreGetBufferData( lua_State *L ); -int lcoreGetBufferType( lua_State *L ); -int lcoreGetBufferSize( lua_State *L ); -int lcoreGetBufferElementSize( lua_State *L ); -int lcoreGetBufferLength( lua_State *L ); -int lcoreExportBuffer( lua_State *L ); +int lcoreLoadBuffer( lua_State* L ); +int lcoreLoadBufferFromFile( lua_State* L ); +int lcoreLoadBufferFromString( lua_State* L ); +int lcoreUnloadBuffer( lua_State* L ); +int lcoreGetBufferData( lua_State* L ); +int lcoreGetBufferType( lua_State* L ); +int lcoreGetBufferSize( lua_State* L ); +int lcoreGetBufferElementSize( lua_State* L ); +int lcoreGetBufferLength( lua_State* L ); +int lcoreExportBuffer( lua_State* L ); diff --git a/include/lgl.h b/include/lgl.h index f895a1c..451f595 100644 --- a/include/lgl.h +++ b/include/lgl.h @@ -1,4 +1,4 @@ #pragma once /* Framebuffer management. */ -int lglBlitFramebuffer( lua_State *L ); +int lglBlitFramebuffer( lua_State* L ); diff --git a/include/lights.h b/include/lights.h index 24bbbb4..23947ce 100644 --- a/include/lights.h +++ b/include/lights.h @@ -1,15 +1,15 @@ #pragma once /* Light management functions. */ -int llightsCreateLight( lua_State *L ); -int llightsUpdateLightValues( lua_State *L ); -int llightsSetLightType( lua_State *L ); -int llightsSetLightPosition( lua_State *L ); -int llightsSetLightTarget( lua_State *L ); -int llightsSetLightColor( lua_State *L ); -int llightsSetLightEnabled( lua_State *L ); -int llightsGetLightType( lua_State *L ); -int llightsGetLightPosition( lua_State *L ); -int llightsGetLightTarget( lua_State *L ); -int llightsGetLightColor( lua_State *L ); -int llightsIsLightEnabled( lua_State *L ); +int llightsCreateLight( lua_State* L ); +int llightsUpdateLightValues( lua_State* L ); +int llightsSetLightType( lua_State* L ); +int llightsSetLightPosition( lua_State* L ); +int llightsSetLightTarget( lua_State* L ); +int llightsSetLightColor( lua_State* L ); +int llightsSetLightEnabled( lua_State* L ); +int llightsGetLightType( lua_State* L ); +int llightsGetLightPosition( lua_State* L ); +int llightsGetLightTarget( lua_State* L ); +int llightsGetLightColor( lua_State* L ); +int llightsIsLightEnabled( lua_State* L ); diff --git a/include/lrlgl.h b/include/lrlgl.h index 71d9641..b9c45b1 100644 --- a/include/lrlgl.h +++ b/include/lrlgl.h @@ -1,158 +1,158 @@ #pragma once /* Matrix operations */ -int lrlglMatrixMode( lua_State *L ); -int lrlglPushMatrix( lua_State *L ); -int lrlglPopMatrix( lua_State *L ); -int lrlglLoadIdentity( lua_State *L ); -int lrlglTranslatef( lua_State *L ); -int lrlglRotatef( lua_State *L ); -int lrlglScalef( lua_State *L ); -int lrlglMultMatrixf( lua_State *L ); -int lrlglFrustum( lua_State *L ); -int lrlglOrtho( lua_State *L ); -int lrlglViewport( lua_State *L ); +int lrlglMatrixMode( lua_State* L ); +int lrlglPushMatrix( lua_State* L ); +int lrlglPopMatrix( lua_State* L ); +int lrlglLoadIdentity( lua_State* L ); +int lrlglTranslatef( lua_State* L ); +int lrlglRotatef( lua_State* L ); +int lrlglScalef( lua_State* L ); +int lrlglMultMatrixf( lua_State* L ); +int lrlglFrustum( lua_State* L ); +int lrlglOrtho( lua_State* L ); +int lrlglViewport( lua_State* L ); /* Vertex level operations */ -int lrlglBegin( lua_State *L ); -int lrlglEnd( lua_State *L ); -int lrlglVertex2f( lua_State *L ); -int lrlglVertex3f( lua_State *L ); -int lrlglTexCoord2f( lua_State *L ); -int lrlglNormal3f( lua_State *L ); -int lrlglColor4ub( lua_State *L ); -int lrlglColor3f( lua_State *L ); -int lrlglColor4f( lua_State *L ); +int lrlglBegin( lua_State* L ); +int lrlglEnd( lua_State* L ); +int lrlglVertex2f( lua_State* L ); +int lrlglVertex3f( lua_State* L ); +int lrlglTexCoord2f( lua_State* L ); +int lrlglNormal3f( lua_State* L ); +int lrlglColor4ub( lua_State* L ); +int lrlglColor3f( lua_State* L ); +int lrlglColor4f( lua_State* L ); /* Vertex buffers state */ -int lrlglEnableVertexArray( lua_State *L ); -int lrlglDisableVertexArray( lua_State *L ); -int lrlglEnableVertexBuffer( lua_State *L ); -int lrlglDisableVertexBuffer( lua_State *L ); -int lrlglEnableVertexBufferElement( lua_State *L ); -int lrlglDisableVertexBufferElement( lua_State *L ); -int lrlglEnableVertexAttribute( lua_State *L ); -int lrlglDisableVertexAttribute( lua_State *L ); +int lrlglEnableVertexArray( lua_State* L ); +int lrlglDisableVertexArray( lua_State* L ); +int lrlglEnableVertexBuffer( lua_State* L ); +int lrlglDisableVertexBuffer( lua_State* L ); +int lrlglEnableVertexBufferElement( lua_State* L ); +int lrlglDisableVertexBufferElement( lua_State* L ); +int lrlglEnableVertexAttribute( lua_State* L ); +int lrlglDisableVertexAttribute( lua_State* L ); /* Textures state */ -int lrlglActiveTextureSlot( lua_State *L ); -int lrlglEnableTexture( lua_State *L ); -int lrlglDisableTexture( lua_State *L ); -int lrlglEnableTextureCubemap( lua_State *L ); -int lrlglDisableTextureCubemap( lua_State *L ); -int lrlglTextureParameters( lua_State *L ); -int lrlglCubemapParameters( lua_State *L ); +int lrlglActiveTextureSlot( lua_State* L ); +int lrlglEnableTexture( lua_State* L ); +int lrlglDisableTexture( lua_State* L ); +int lrlglEnableTextureCubemap( lua_State* L ); +int lrlglDisableTextureCubemap( lua_State* L ); +int lrlglTextureParameters( lua_State* L ); +int lrlglCubemapParameters( lua_State* L ); /* Shader state. */ -int lrlglEnableShader( lua_State *L ); -int lrlglDisableShader( lua_State *L ); +int lrlglEnableShader( lua_State* L ); +int lrlglDisableShader( lua_State* L ); /* Framebuffer state. */ -int lrlglEnableFramebuffer( lua_State *L ); -int lrlglDisableFramebuffer( lua_State *L ); -int lrlglActiveDrawBuffers( lua_State *L ); +int lrlglEnableFramebuffer( lua_State* L ); +int lrlglDisableFramebuffer( lua_State* L ); +int lrlglActiveDrawBuffers( lua_State* L ); /* General render state. */ -int lrlglEnableColorBlend( lua_State *L ); -int lrlglDisableColorBlend( lua_State *L ); -int lrlglEnableDepthTest( lua_State *L ); -int lrlglDisableDepthTest( lua_State *L ); -int lrlglEnableDepthMask( lua_State *L ); -int lrlglDisableDepthMask( lua_State *L ); -int lrlglEnableBackfaceCulling( lua_State *L ); -int lrlglDisableBackfaceCulling( lua_State *L ); -int lrlglSetCullFace( lua_State *L ); -int lrlglEnableScissorTest( lua_State *L ); -int lrlglDisableScissorTest( lua_State *L ); -int lrlglScissor( lua_State *L ); -int lrlglEnableWireMode( lua_State *L ); -int lrlglDisableWireMode( lua_State *L ); -int lrlglSetLineWidth( lua_State *L ); -int lrlglGetLineWidth( lua_State *L ); -int lrlglEnableSmoothLines( lua_State *L ); -int lrlglDisableSmoothLines( lua_State *L ); -int lrlglEnableStereoRender( lua_State *L ); -int lrlglDisableStereoRender( lua_State *L ); -int lrlglIsStereoRenderEnabled( lua_State *L ); -int lrlglClearColor( lua_State *L ); -int lrlglClearScreenBuffers( lua_State *L ); -int lrlglCheckErrors( lua_State *L ); -int lrlglSetBlendMode( lua_State *L ); -int lrlglSetBlendFactors( lua_State *L ); -int lrlglSetBlendFactorsSeparate( lua_State *L ); +int lrlglEnableColorBlend( lua_State* L ); +int lrlglDisableColorBlend( lua_State* L ); +int lrlglEnableDepthTest( lua_State* L ); +int lrlglDisableDepthTest( lua_State* L ); +int lrlglEnableDepthMask( lua_State* L ); +int lrlglDisableDepthMask( lua_State* L ); +int lrlglEnableBackfaceCulling( lua_State* L ); +int lrlglDisableBackfaceCulling( lua_State* L ); +int lrlglSetCullFace( lua_State* L ); +int lrlglEnableScissorTest( lua_State* L ); +int lrlglDisableScissorTest( lua_State* L ); +int lrlglScissor( lua_State* L ); +int lrlglEnableWireMode( lua_State* L ); +int lrlglDisableWireMode( lua_State* L ); +int lrlglSetLineWidth( lua_State* L ); +int lrlglGetLineWidth( lua_State* L ); +int lrlglEnableSmoothLines( lua_State* L ); +int lrlglDisableSmoothLines( lua_State* L ); +int lrlglEnableStereoRender( lua_State* L ); +int lrlglDisableStereoRender( lua_State* L ); +int lrlglIsStereoRenderEnabled( lua_State* L ); +int lrlglClearColor( lua_State* L ); +int lrlglClearScreenBuffers( lua_State* L ); +int lrlglCheckErrors( lua_State* L ); +int lrlglSetBlendMode( lua_State* L ); +int lrlglSetBlendFactors( lua_State* L ); +int lrlglSetBlendFactorsSeparate( lua_State* L ); /* Initialization functions */ -int lrlglGetVersion( lua_State *L ); -int lrlglSetFramebufferWidth( lua_State *L ); -int lrlglGetFramebufferWidth( lua_State *L ); -int lrlglSetFramebufferHeight( lua_State *L ); -int lrlglGetFramebufferHeight( lua_State *L ); -int lrlglGetTextureIdDefault( lua_State *L ); -int lrlglGetShaderIdDefault( lua_State *L ); -int lrlglGetShaderLocsDefault( lua_State *L ); +int lrlglGetVersion( lua_State* L ); +int lrlglSetFramebufferWidth( lua_State* L ); +int lrlglGetFramebufferWidth( lua_State* L ); +int lrlglSetFramebufferHeight( lua_State* L ); +int lrlglGetFramebufferHeight( lua_State* L ); +int lrlglGetTextureIdDefault( lua_State* L ); +int lrlglGetShaderIdDefault( lua_State* L ); +int lrlglGetShaderLocsDefault( lua_State* L ); /* Render batch management */ -int lrlglLoadRenderBatch( lua_State *L ); -int lrlglUnloadRenderBatch( lua_State *L ); -int lrlglDrawRenderBatch( lua_State *L ); -int lrlglSetRenderBatchActive( lua_State *L ); -int lrlglDrawRenderBatchActive( lua_State *L ); -int lrlglCheckRenderBatchLimit( lua_State *L ); -int lrlglSetTexture( lua_State *L ); +int lrlglLoadRenderBatch( lua_State* L ); +int lrlglUnloadRenderBatch( lua_State* L ); +int lrlglDrawRenderBatch( lua_State* L ); +int lrlglSetRenderBatchActive( lua_State* L ); +int lrlglDrawRenderBatchActive( lua_State* L ); +int lrlglCheckRenderBatchLimit( lua_State* L ); +int lrlglSetTexture( lua_State* L ); /* Vertex buffers management */ -int lrlglLoadVertexArray( lua_State *L ); -int lrlglLoadVertexBuffer( lua_State *L ); -int lrlglLoadVertexBufferElement( lua_State *L ); -int lrlglUpdateVertexBuffer( lua_State *L ); -int lrlglUpdateVertexBufferElements( lua_State *L ); -int lrlglUnloadVertexArray( lua_State *L ); -int lrlglUnloadVertexBuffer( lua_State *L ); -int lrlglSetVertexAttribute( lua_State *L ); -int lrlglSetVertexAttributeDivisor( lua_State *L ); -int lrlglSetVertexAttributeDefault( lua_State *L ); -int lrlglDrawVertexArray( lua_State *L ); -int lrlglDrawVertexArrayElements( lua_State *L ); -int lrlglDrawVertexArrayInstanced( lua_State *L ); -int lrlglDrawVertexArrayElementsInstanced( lua_State *L ); +int lrlglLoadVertexArray( lua_State* L ); +int lrlglLoadVertexBuffer( lua_State* L ); +int lrlglLoadVertexBufferElement( lua_State* L ); +int lrlglUpdateVertexBuffer( lua_State* L ); +int lrlglUpdateVertexBufferElements( lua_State* L ); +int lrlglUnloadVertexArray( lua_State* L ); +int lrlglUnloadVertexBuffer( lua_State* L ); +int lrlglSetVertexAttribute( lua_State* L ); +int lrlglSetVertexAttributeDivisor( lua_State* L ); +int lrlglSetVertexAttributeDefault( lua_State* L ); +int lrlglDrawVertexArray( lua_State* L ); +int lrlglDrawVertexArrayElements( lua_State* L ); +int lrlglDrawVertexArrayInstanced( lua_State* L ); +int lrlglDrawVertexArrayElementsInstanced( lua_State* L ); /* Textures management */ -int lrlglLoadTexture( lua_State *L ); -int lrlglLoadTextureDepth( lua_State *L ); -int lrlglLoadTextureCubemap( lua_State *L ); -int lrlglUpdateTexture( lua_State *L ); -int lrlglGetGlTextureFormats( lua_State *L ); -int lrlglGetPixelFormatName( lua_State *L ); -int lrlglUnloadTexture( lua_State *L ); -int lrlglGenTextureMipmaps( lua_State *L ); -int lrlglReadTexturePixels( lua_State *L ); -int lrlglReadScreenPixels( lua_State *L ); +int lrlglLoadTexture( lua_State* L ); +int lrlglLoadTextureDepth( lua_State* L ); +int lrlglLoadTextureCubemap( lua_State* L ); +int lrlglUpdateTexture( lua_State* L ); +int lrlglGetGlTextureFormats( lua_State* L ); +int lrlglGetPixelFormatName( lua_State* L ); +int lrlglUnloadTexture( lua_State* L ); +int lrlglGenTextureMipmaps( lua_State* L ); +int lrlglReadTexturePixels( lua_State* L ); +int lrlglReadScreenPixels( lua_State* L ); /* Framebuffer management (fbo) */ -int lrlglLoadFramebuffer( lua_State *L ); -int lrlglFramebufferAttach( lua_State *L ); -int lrlglFramebufferComplete( lua_State *L ); -int lrlglUnloadFramebuffer( lua_State *L ); +int lrlglLoadFramebuffer( lua_State* L ); +int lrlglFramebufferAttach( lua_State* L ); +int lrlglFramebufferComplete( lua_State* L ); +int lrlglUnloadFramebuffer( lua_State* L ); /* Shaders management */ -int lrlglLoadShaderCode( lua_State *L ); -int lrlglCompileShader( lua_State *L ); -int lrlglLoadShaderProgram( lua_State *L ); -int lrlglUnloadShaderProgram( lua_State *L ); -int lrlglGetLocationUniform( lua_State *L ); -int lrlglGetLocationAttrib( lua_State *L ); -int lrlglSetUniform( lua_State *L ); -int lrlglSetUniformMatrix( lua_State *L ); -int lrlglSetUniformSampler( lua_State *L ); -int lrlglSetShader( lua_State *L ); +int lrlglLoadShaderCode( lua_State* L ); +int lrlglCompileShader( lua_State* L ); +int lrlglLoadShaderProgram( lua_State* L ); +int lrlglUnloadShaderProgram( lua_State* L ); +int lrlglGetLocationUniform( lua_State* L ); +int lrlglGetLocationAttrib( lua_State* L ); +int lrlglSetUniform( lua_State* L ); +int lrlglSetUniformMatrix( lua_State* L ); +int lrlglSetUniformSampler( lua_State* L ); +int lrlglSetShader( lua_State* L ); /* Compute shader management */ -int lrlglLoadComputeShaderProgram( lua_State *L ); -int lrlglComputeShaderDispatch( lua_State *L ); +int lrlglLoadComputeShaderProgram( lua_State* L ); +int lrlglComputeShaderDispatch( lua_State* L ); /* Shader buffer storage object management (ssbo) */ -int lrlglLoadShaderBuffer( lua_State *L ); -int lrlglUnloadShaderBuffer( lua_State *L ); -int lrlglUpdateShaderBuffer( lua_State *L ); -int lrlglBindShaderBuffer( lua_State *L ); -int lrlglReadShaderBuffer( lua_State *L ); -int lrlglCopyShaderBuffer( lua_State *L ); -int lrlglGetShaderBufferSize( lua_State *L ); +int lrlglLoadShaderBuffer( lua_State* L ); +int lrlglUnloadShaderBuffer( lua_State* L ); +int lrlglUpdateShaderBuffer( lua_State* L ); +int lrlglBindShaderBuffer( lua_State* L ); +int lrlglReadShaderBuffer( lua_State* L ); +int lrlglCopyShaderBuffer( lua_State* L ); +int lrlglGetShaderBufferSize( lua_State* L ); /* Buffer management */ -int lrlglBindImageTexture( lua_State *L ); +int lrlglBindImageTexture( lua_State* L ); /* Matrix state management */ -int lrlglGetMatrixModelview( lua_State *L ); -int lrlglGetMatrixProjection( lua_State *L ); -int lrlglGetMatrixTransform( lua_State *L ); -int lrlglGetMatrixProjectionStereo( lua_State *L ); -int lrlglGetMatrixViewOffsetStereo( lua_State *L ); -int lrlglSetMatrixProjection( lua_State *L ); -int lrlglSetMatrixModelview( lua_State *L ); -int lrlglSetMatrixProjectionStereo( lua_State *L ); -int lrlglSetMatrixViewOffsetStereo( lua_State *L ); +int lrlglGetMatrixModelview( lua_State* L ); +int lrlglGetMatrixProjection( lua_State* L ); +int lrlglGetMatrixTransform( lua_State* L ); +int lrlglGetMatrixProjectionStereo( lua_State* L ); +int lrlglGetMatrixViewOffsetStereo( lua_State* L ); +int lrlglSetMatrixProjection( lua_State* L ); +int lrlglSetMatrixModelview( lua_State* L ); +int lrlglSetMatrixProjectionStereo( lua_State* L ); +int lrlglSetMatrixViewOffsetStereo( lua_State* L ); diff --git a/include/lua_core.h b/include/lua_core.h index 50ef43c..4582669 100644 --- a/include/lua_core.h +++ b/include/lua_core.h @@ -14,18 +14,18 @@ enum BufferType { typedef struct { int type; size_t size; - void *data; + void* data; } Buffer; /* Global assing functions. */ -void assignGlobalInt( int value, const char *name ); -void assignGlobalFloat( float value, const char *name ); -void assignGlobalDouble( double value, const char *name ); -void assignGlobalColor( Color color, const char *name ); -void assingGlobalFunction( const char *name, int ( *functionPtr )( lua_State* ) ); +void assignGlobalInt( int value, const char* name ); +void assignGlobalFloat( float value, const char* name ); +void assignGlobalDouble( double value, const char* name ); +void assignGlobalColor( Color color, const char* name ); +void assingGlobalFunction( const char* name, int ( *functionPtr )( lua_State* ) ); -bool luaInit( int argn, const char **argc ); -int luaTraceback( lua_State *L ); +bool luaInit( int argn, const char** argc ); +int luaTraceback( lua_State* L ); bool luaCallMain(); void luaCallUpdate(); void luaCallDraw(); @@ -34,67 +34,67 @@ void luaRegister(); void platformDefineGlobals(); void luaPlatformRegister(); /* Lua get types. */ -bool uluaGetBoolean( lua_State *L, int index ); -Color uluaGetColor( lua_State *L, int index ); -Vector2 uluaGetVector2( lua_State *L, int index ); -Vector3 uluaGetVector3( lua_State *L, int index ); -Vector4 uluaGetVector4( lua_State *L, int index ); -Rectangle uluaGetRectangle( lua_State *L, int index ); -Quaternion uluaGetQuaternion( lua_State *L, int index ); -Matrix uluaGetMatrix( lua_State *L, int index ); -BoundingBox uluaGetBoundingBox( lua_State *L, int index ); -Ray uluaGetRay( lua_State *L, int index ); -NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ); -BoneInfo uluaGetBoneInfo( lua_State *L, int index ); -Transform uluaGetTransform( lua_State *L, int index ); -Buffer* uluaGetBuffer( lua_State *L, int index ); -Image* uluaGetImage( lua_State *L, int index ); -Texture* uluaGetTexture( lua_State *L, int index ); -RenderTexture* uluaGetRenderTexture( lua_State *L, int index ); -Shader* uluaGetShader( lua_State *L, int index ); -Mesh* uluaGetMesh( lua_State *L, int index ); -Camera2D* uluaGetCamera2D( lua_State *L, int index ); -Camera3D* uluaGetCamera3D( lua_State *L, int index ); -Font* uluaGetFont( lua_State *L, int index ); -GlyphInfo* uluaGetGlyphInfo( lua_State *L, int index ); -Wave* uluaGetWave( lua_State *L, int index ); -Sound* uluaGetSound( lua_State *L, int index ); -Music* uluaGetMusic( lua_State *L, int index ); -Light* uluaGetLight( lua_State *L, int index ); -Material* uluaGetMaterial( lua_State *L, int index ); -Model* uluaGetModel( lua_State *L, int index ); -ModelAnimation* uluaGetModelAnimation( lua_State *L, int index ); -rlRenderBatch* uluaGetRLRenderBatch( lua_State *L, int index ); +bool uluaGetBoolean( lua_State* L, int index ); +Color uluaGetColor( lua_State* L, int index ); +Vector2 uluaGetVector2( lua_State* L, int index ); +Vector3 uluaGetVector3( lua_State* L, int index ); +Vector4 uluaGetVector4( lua_State* L, int index ); +Rectangle uluaGetRectangle( lua_State* L, int index ); +Quaternion uluaGetQuaternion( lua_State* L, int index ); +Matrix uluaGetMatrix( lua_State* L, int index ); +BoundingBox uluaGetBoundingBox( lua_State* L, int index ); +Ray uluaGetRay( lua_State* L, int index ); +NPatchInfo uluaGetNPatchInfo( lua_State* L, int index ); +BoneInfo uluaGetBoneInfo( lua_State* L, int index ); +Transform uluaGetTransform( lua_State* L, int index ); +Buffer* uluaGetBuffer( lua_State* L, int index ); +Image* uluaGetImage( lua_State* L, int index ); +Texture* uluaGetTexture( lua_State* L, int index ); +RenderTexture* uluaGetRenderTexture( lua_State* L, int index ); +Shader* uluaGetShader( lua_State* L, int index ); +Mesh* uluaGetMesh( lua_State* L, int index ); +Camera2D* uluaGetCamera2D( lua_State* L, int index ); +Camera3D* uluaGetCamera3D( lua_State* L, int index ); +Font* uluaGetFont( lua_State* L, int index ); +GlyphInfo* uluaGetGlyphInfo( lua_State* L, int index ); +Wave* uluaGetWave( lua_State* L, int index ); +Sound* uluaGetSound( lua_State* L, int index ); +Music* uluaGetMusic( lua_State* L, int index ); +Light* uluaGetLight( lua_State* L, int index ); +Material* uluaGetMaterial( lua_State* L, int index ); +Model* uluaGetModel( lua_State* L, int index ); +ModelAnimation* uluaGetModelAnimation( lua_State* L, int index ); +rlRenderBatch* uluaGetRLRenderBatch( lua_State* L, int index ); /* Lua push types. */ -void uluaPushColor( lua_State *L, Color color ); -void uluaPushVector2( lua_State *L, Vector2 vector ); -void uluaPushVector3( lua_State *L, Vector3 vector ); -void uluaPushVector4( lua_State *L, Vector4 vector ); -void uluaPushRectangle( lua_State *L, Rectangle rect ); -void uluaPushQuaternion( lua_State *L, Quaternion quaternion ); -void uluaPushMatrix( lua_State *L, Matrix matrix ); -void uluaPushRay( lua_State *L, Ray ray ); -void uluaPushRayCollision( lua_State *L, RayCollision rayCol ); -void uluaPushBoundingBox( lua_State *L, BoundingBox box ); -void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ); -void uluaPushTransform( lua_State *L, Transform transform ); -void uluaPushBuffer( lua_State *L, Buffer buffer ); -void uluaPushImage( lua_State *L, Image image ); -void uluaPushTexture( lua_State *L, Texture texture ); -void uluaPushRenderTexture( lua_State *L, RenderTexture renderTexture ); -void uluaPushCamera2D( lua_State *L, Camera2D camera ); -void uluaPushCamera3D( lua_State *L, Camera3D camera ); -void uluaPushShader( lua_State *L, Shader shader ); -void uluaPushFont( lua_State *L, Font font ); -void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyph ); -void uluaPushWave( lua_State *L, Wave wave ); -void uluaPushSound( lua_State *L, Sound sound ); -void uluaPushMusic( lua_State *L, Music music ); -void uluaPushLight( lua_State *L, Light light ); -void uluaPushMaterial( lua_State *L, Material material ); -void uluaPushMesh( lua_State *L, Mesh mesh ); -void uluaPushModel( lua_State *L, Model model ); -void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation ); -void uluaPushRLRenderBatch( lua_State *L, rlRenderBatch renderBatch ); +void uluaPushColor( lua_State* L, Color color ); +void uluaPushVector2( lua_State* L, Vector2 vector ); +void uluaPushVector3( lua_State* L, Vector3 vector ); +void uluaPushVector4( lua_State* L, Vector4 vector ); +void uluaPushRectangle( lua_State* L, Rectangle rect ); +void uluaPushQuaternion( lua_State* L, Quaternion quaternion ); +void uluaPushMatrix( lua_State* L, Matrix matrix ); +void uluaPushRay( lua_State* L, Ray ray ); +void uluaPushRayCollision( lua_State* L, RayCollision rayCol ); +void uluaPushBoundingBox( lua_State* L, BoundingBox box ); +void uluaPushBoneInfo( lua_State* L, BoneInfo boneInfo ); +void uluaPushTransform( lua_State* L, Transform transform ); +void uluaPushBuffer( lua_State* L, Buffer buffer ); +void uluaPushImage( lua_State* L, Image image ); +void uluaPushTexture( lua_State* L, Texture texture ); +void uluaPushRenderTexture( lua_State* L, RenderTexture renderTexture ); +void uluaPushCamera2D( lua_State* L, Camera2D camera ); +void uluaPushCamera3D( lua_State* L, Camera3D camera ); +void uluaPushShader( lua_State* L, Shader shader ); +void uluaPushFont( lua_State* L, Font font ); +void uluaPushGlyphInfo( lua_State* L, GlyphInfo glyph ); +void uluaPushWave( lua_State* L, Wave wave ); +void uluaPushSound( lua_State* L, Sound sound ); +void uluaPushMusic( lua_State* L, Music music ); +void uluaPushLight( lua_State* L, Light light ); +void uluaPushMaterial( lua_State* L, Material material ); +void uluaPushMesh( lua_State* L, Mesh mesh ); +void uluaPushModel( lua_State* L, Model model ); +void uluaPushModelAnimation( lua_State* L, ModelAnimation modelAnimation ); +void uluaPushRLRenderBatch( lua_State* L, rlRenderBatch renderBatch ); /* Utils. */ -int uluaGetTableLen( lua_State *L, int index ); +int uluaGetTableLen( lua_State* L, int index ); diff --git a/include/models.h b/include/models.h index 68ebb3e..786b16e 100644 --- a/include/models.h +++ b/include/models.h @@ -1,118 +1,118 @@ #pragma once /* Internals. */ -void unloadMaterial( Material *material ); +void unloadMaterial( Material* material ); /* Deleted from raylib. Need for freeing models. */ void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint ); void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint ); /* Basic geometric 3D shapes drawing functions. */ -int lmodelsDrawLine3D( lua_State *L ); -int lmodelsDrawPoint3D( lua_State *L ); -int lmodelsDrawCircle3D( lua_State *L ); -int lmodelsDrawTriangle3D( lua_State *L ); -int lmodelsDrawCube( lua_State *L ); -int lmodelsDrawCubeWires( lua_State *L ); -int lmodelsDrawSphere( lua_State *L ); -int lmodelsDrawSphereEx( lua_State *L ); -int lmodelsDrawSphereWires( lua_State *L ); -int lmodelsDrawCylinder( lua_State *L ); -int lmodelsDrawCylinderEx( lua_State *L ); -int lmodelsDrawCylinderWires( lua_State *L ); -int lmodelsDrawCylinderWiresEx( lua_State *L ); -int lmodelsDrawCapsule( lua_State *L ); -int lmodelsDrawCapsuleWires( lua_State *L ); -int lmodelsDrawPlane( lua_State *L ); -int lmodelDrawQuad3DTexture( lua_State *L ); -int lmodelsDrawRay( lua_State *L ); -int lmodelsDrawGrid( lua_State *L ); +int lmodelsDrawLine3D( lua_State* L ); +int lmodelsDrawPoint3D( lua_State* L ); +int lmodelsDrawCircle3D( lua_State* L ); +int lmodelsDrawTriangle3D( lua_State* L ); +int lmodelsDrawCube( lua_State* L ); +int lmodelsDrawCubeWires( lua_State* L ); +int lmodelsDrawSphere( lua_State* L ); +int lmodelsDrawSphereEx( lua_State* L ); +int lmodelsDrawSphereWires( lua_State* L ); +int lmodelsDrawCylinder( lua_State* L ); +int lmodelsDrawCylinderEx( lua_State* L ); +int lmodelsDrawCylinderWires( lua_State* L ); +int lmodelsDrawCylinderWiresEx( lua_State* L ); +int lmodelsDrawCapsule( lua_State* L ); +int lmodelsDrawCapsuleWires( lua_State* L ); +int lmodelsDrawPlane( lua_State* L ); +int lmodelDrawQuad3DTexture( lua_State* L ); +int lmodelsDrawRay( lua_State* L ); +int lmodelsDrawGrid( lua_State* L ); /* Model management functions. */ -int lmodelsLoadModel( lua_State *L ); -int lmodelsLoadModelFromMesh( lua_State *L ); -int lmodelsIsModelReady( lua_State *L ); -int lmodelsUnloadModel( lua_State *L ); -int lmodelsGetModelBoundingBox( lua_State *L ); -int lmodelsSetModelTransform( lua_State *L ); -int lmodelsSetModelMesh( lua_State *L ); -int lmodelsSetModelMaterial( lua_State *L ); -int lmodelsSetModelMeshMaterial( lua_State *L ); -int lmodelsSetModelBone( lua_State *L ); -int lmodelsSetModelBindPose( lua_State *L ); -int lmodelsGetModelTransform( lua_State *L ); -int lmodelsGetModelMeshCount( lua_State *L ); -int lmodelsGetModelMaterialCount( lua_State *L ); -int lmodelsGetModelMesh( lua_State *L ); -int lmodelsGetModelMaterial( lua_State *L ); -int lmodelsGetModelBoneCount( lua_State *L ); -int lmodelsGetModelBone( lua_State *L ); -int lmodelsGetModelBindPose( lua_State *L ); +int lmodelsLoadModel( lua_State* L ); +int lmodelsLoadModelFromMesh( lua_State* L ); +int lmodelsIsModelReady( lua_State* L ); +int lmodelsUnloadModel( lua_State* L ); +int lmodelsGetModelBoundingBox( lua_State* L ); +int lmodelsSetModelTransform( lua_State* L ); +int lmodelsSetModelMesh( lua_State* L ); +int lmodelsSetModelMaterial( lua_State* L ); +int lmodelsSetModelMeshMaterial( lua_State* L ); +int lmodelsSetModelBone( lua_State* L ); +int lmodelsSetModelBindPose( lua_State* L ); +int lmodelsGetModelTransform( lua_State* L ); +int lmodelsGetModelMeshCount( lua_State* L ); +int lmodelsGetModelMaterialCount( lua_State* L ); +int lmodelsGetModelMesh( lua_State* L ); +int lmodelsGetModelMaterial( lua_State* L ); +int lmodelsGetModelBoneCount( lua_State* L ); +int lmodelsGetModelBone( lua_State* L ); +int lmodelsGetModelBindPose( lua_State* L ); /* Model drawing functions. */ -int lmodelsDrawModel( lua_State *L ); -int lmodelsDrawModelEx( lua_State *L ); -int lmodelsDrawModelWires( lua_State *L ); -int lmodelsDrawModelWiresEx( lua_State *L ); -int lmodelsDrawBoundingBox( lua_State *L ); -int lmodelsDrawBillboard( lua_State *L ); -int lmodelsDrawBillboardRec( lua_State *L ); -int lmodelsDrawBillboardPro( lua_State *L ); +int lmodelsDrawModel( lua_State* L ); +int lmodelsDrawModelEx( lua_State* L ); +int lmodelsDrawModelWires( lua_State* L ); +int lmodelsDrawModelWiresEx( lua_State* L ); +int lmodelsDrawBoundingBox( lua_State* L ); +int lmodelsDrawBillboard( lua_State* L ); +int lmodelsDrawBillboardRec( lua_State* L ); +int lmodelsDrawBillboardPro( lua_State* L ); /* Mesh management functions. */ -int lmodelsUpdateMesh( lua_State *L ); -int lmodelsUnloadMesh( lua_State *L ); -int lmodelsDrawMesh( lua_State *L ); -int lmodelsDrawMeshInstanced( lua_State *L ); -int lmodelsSetMeshColor( lua_State *L ); -int lmodelsExportMesh( lua_State *L ); -int lmodelsGetMeshBoundingBox( lua_State *L ); -int lmodelsGenMeshTangents( lua_State *L ); +int lmodelsUpdateMesh( lua_State* L ); +int lmodelsUnloadMesh( lua_State* L ); +int lmodelsDrawMesh( lua_State* L ); +int lmodelsDrawMeshInstanced( lua_State* L ); +int lmodelsSetMeshColor( lua_State* L ); +int lmodelsExportMesh( lua_State* L ); +int lmodelsGetMeshBoundingBox( lua_State* L ); +int lmodelsGenMeshTangents( lua_State* L ); /* Mesh generation functions. */ -int lmodelsGenMeshPoly( lua_State *L ); -int lmodelsGenMeshPlane( lua_State *L ); -int lmodelsGenMeshCube( lua_State *L ); -int lmodelsGenMeshSphere( lua_State *L ); -int lmodelsGenMeshCylinder( lua_State *L ); -int lmodelsGenMeshCone( lua_State *L ); -int lmodelsGenMeshTorus( lua_State *L ); -int lmodelsGenMeshKnot( lua_State *L ); -int lmodelsGenMeshHeightmap( lua_State *L ); -int lmodelsGenMeshCubicmap( lua_State *L ); -int lmodelsGenMeshCustom( lua_State *L ); +int lmodelsGenMeshPoly( lua_State* L ); +int lmodelsGenMeshPlane( lua_State* L ); +int lmodelsGenMeshCube( lua_State* L ); +int lmodelsGenMeshSphere( lua_State* L ); +int lmodelsGenMeshCylinder( lua_State* L ); +int lmodelsGenMeshCone( lua_State* L ); +int lmodelsGenMeshTorus( lua_State* L ); +int lmodelsGenMeshKnot( lua_State* L ); +int lmodelsGenMeshHeightmap( lua_State* L ); +int lmodelsGenMeshCubicmap( lua_State* L ); +int lmodelsGenMeshCustom( lua_State* L ); /* Material management functions. */ -int lmodelsLoadMaterials( lua_State *L ); -int lmodelsGetMaterialDefault( lua_State *L ); -int lmodelsLoadMaterialDefault( lua_State *L ); -int lmodelsCreateMaterial( lua_State *L ); -int lmodelsIsMaterialReady( lua_State *L ); -int lmodelsUnloadMaterial( lua_State *L ); -int lmodelsSetMaterialTexture( lua_State *L ); -int lmodelsSetMaterialColor( lua_State *L ); -int lmodelsSetMaterialValue( lua_State *L ); -int lmodelsSetMaterialShader( lua_State *L ); -int lmodelsSetMaterialParams( lua_State *L ); -int lmodelsGetMaterialTexture( lua_State *L ); -int lmodelsGetMaterialColor( lua_State *L ); -int lmodelsGetMaterialValue( lua_State *L ); -int lmodelsGetMaterialShader( lua_State *L ); -int lmodelsGetMaterialParams( lua_State *L ); +int lmodelsLoadMaterials( lua_State* L ); +int lmodelsGetMaterialDefault( lua_State* L ); +int lmodelsLoadMaterialDefault( lua_State* L ); +int lmodelsCreateMaterial( lua_State* L ); +int lmodelsIsMaterialReady( lua_State* L ); +int lmodelsUnloadMaterial( lua_State* L ); +int lmodelsSetMaterialTexture( lua_State* L ); +int lmodelsSetMaterialColor( lua_State* L ); +int lmodelsSetMaterialValue( lua_State* L ); +int lmodelsSetMaterialShader( lua_State* L ); +int lmodelsSetMaterialParams( lua_State* L ); +int lmodelsGetMaterialTexture( lua_State* L ); +int lmodelsGetMaterialColor( lua_State* L ); +int lmodelsGetMaterialValue( lua_State* L ); +int lmodelsGetMaterialShader( lua_State* L ); +int lmodelsGetMaterialParams( lua_State* L ); /* Model animations management functions. */ -int lmodelsLoadModelAnimations( lua_State *L ); -int lmodelsUpdateModelAnimation( lua_State *L ); -int lmodelsUnloadModelAnimation( lua_State *L ); -int lmodelsUnloadModelAnimations( lua_State *L ); -int lmodelsIsModelAnimationValid( lua_State *L ); -int lmodelsSetModelAnimationBone( lua_State *L ); -int lmodelsSetModelAnimationFramePose( lua_State *L ); -int lmodelsSetModelAnimationName( lua_State *L ); -int lmodelsGetModelAnimationBoneCount( lua_State *L ); -int lmodelsGetModelAnimationFrameCount( lua_State *L ); -int lmodelsGetModelAnimationBone( lua_State *L ); -int lmodelsGetModelAnimationFramePose( lua_State *L ); -int lmodelsGetModelAnimationName( lua_State *L ); +int lmodelsLoadModelAnimations( lua_State* L ); +int lmodelsUpdateModelAnimation( lua_State* L ); +int lmodelsUnloadModelAnimation( lua_State* L ); +int lmodelsUnloadModelAnimations( lua_State* L ); +int lmodelsIsModelAnimationValid( lua_State* L ); +int lmodelsSetModelAnimationBone( lua_State* L ); +int lmodelsSetModelAnimationFramePose( lua_State* L ); +int lmodelsSetModelAnimationName( lua_State* L ); +int lmodelsGetModelAnimationBoneCount( lua_State* L ); +int lmodelsGetModelAnimationFrameCount( lua_State* L ); +int lmodelsGetModelAnimationBone( lua_State* L ); +int lmodelsGetModelAnimationFramePose( lua_State* L ); +int lmodelsGetModelAnimationName( lua_State* L ); /* Collision detection functions. */ -int lmodelsCheckCollisionSpheres( lua_State *L ); -int lmodelsCheckCollisionBoxes( lua_State *L ); -int lmodelsCheckCollisionBoxSphere( lua_State *L ); -int lmodelsGetRayCollisionSphere( lua_State *L ); -int lmodelsGetRayCollisionBox( lua_State *L ); -int lmodelsGetRayCollisionMesh( lua_State *L ); -int lmodelsGetRayCollisionTriangle( lua_State *L ); -int lmodelsGetRayCollisionQuad( lua_State *L ); +int lmodelsCheckCollisionSpheres( lua_State* L ); +int lmodelsCheckCollisionBoxes( lua_State* L ); +int lmodelsCheckCollisionBoxSphere( lua_State* L ); +int lmodelsGetRayCollisionSphere( lua_State* L ); +int lmodelsGetRayCollisionBox( lua_State* L ); +int lmodelsGetRayCollisionMesh( lua_State* L ); +int lmodelsGetRayCollisionTriangle( lua_State* L ); +int lmodelsGetRayCollisionQuad( lua_State* L ); diff --git a/include/platforms/core_desktop_sdl.h b/include/platforms/core_desktop_sdl.h index ea2a86d..e787494 100644 --- a/include/platforms/core_desktop_sdl.h +++ b/include/platforms/core_desktop_sdl.h @@ -6,7 +6,7 @@ // typedef struct { // int SDL_eventQueueLen; -// SDL_Event **SDL_eventQueue; +// SDL_Event** SDL_eventQueue; // } SDL_State; // extern SDL_State *SDL_state; diff --git a/include/reasings.h b/include/reasings.h index e8c9a65..b998ce9 100644 --- a/include/reasings.h +++ b/include/reasings.h @@ -1,44 +1,44 @@ #pragma once /* Linear Easing functions. */ -int leasingsEaseLinear( lua_State *L ); +int leasingsEaseLinear( lua_State* L ); /* Sine Easing functions. */ -int leasingsEaseSineIn( lua_State *L ); -int leasingsEaseSineOut( lua_State *L ); -int leasingsEaseSineInOut( lua_State *L ); +int leasingsEaseSineIn( lua_State* L ); +int leasingsEaseSineOut( lua_State* L ); +int leasingsEaseSineInOut( lua_State* L ); /* Circular Easing functions. */ -int leasingsEaseCircIn( lua_State *L ); -int leasingsEaseCircOut( lua_State *L ); -int leasingsEaseCircInOut( lua_State *L ); +int leasingsEaseCircIn( lua_State* L ); +int leasingsEaseCircOut( lua_State* L ); +int leasingsEaseCircInOut( lua_State* L ); /* Cubic Easing functions. */ -int leasingsEaseCubicIn( lua_State *L ); -int leasingsEaseCubicOut( lua_State *L ); -int leasingsEaseCubicInOut( lua_State *L ); +int leasingsEaseCubicIn( lua_State* L ); +int leasingsEaseCubicOut( lua_State* L ); +int leasingsEaseCubicInOut( lua_State* L ); /* Quadratic Easing functions. */ -int leasingsEaseQuadIn( lua_State *L ); -int leasingsEaseQuadOut( lua_State *L ); -int leasingsEaseQuadInOut( lua_State *L ); +int leasingsEaseQuadIn( lua_State* L ); +int leasingsEaseQuadOut( lua_State* L ); +int leasingsEaseQuadInOut( lua_State* L ); /* Exponential Easing functions. */ -int leasingsEaseExpoIn( lua_State *L ); -int leasingsEaseExpoOut( lua_State *L ); -int leasingsEaseExpoInOut( lua_State *L ); +int leasingsEaseExpoIn( lua_State* L ); +int leasingsEaseExpoOut( lua_State* L ); +int leasingsEaseExpoInOut( lua_State* L ); /* Back Easing functions. */ -int leasingsEaseBackIn( lua_State *L ); -int leasingsEaseBackOut( lua_State *L ); -int leasingsEaseBackInOut( lua_State *L ); +int leasingsEaseBackIn( lua_State* L ); +int leasingsEaseBackOut( lua_State* L ); +int leasingsEaseBackInOut( lua_State* L ); /* Bounce Easing functions. */ -int leasingsEaseBounceIn( lua_State *L ); -int leasingsEaseBounceOut( lua_State *L ); -int leasingsEaseBounceInOut( lua_State *L ); +int leasingsEaseBounceIn( lua_State* L ); +int leasingsEaseBounceOut( lua_State* L ); +int leasingsEaseBounceInOut( lua_State* L ); /* Elastic Easing functions. */ -int leasingsEaseElasticIn( lua_State *L ); -int leasingsEaseElasticOut( lua_State *L ); -int leasingsEaseElasticInOut( lua_State *L ); +int leasingsEaseElasticIn( lua_State* L ); +int leasingsEaseElasticOut( lua_State* L ); +int leasingsEaseElasticInOut( lua_State* L ); diff --git a/include/rgui.h b/include/rgui.h index 7f2641b..7afc310 100644 --- a/include/rgui.h +++ b/include/rgui.h @@ -1,68 +1,68 @@ #pragma once /* Global gui state control functions. */ -int lguiGuiEnable( lua_State *L ); -int lguiGuiDisable( lua_State *L ); -int lguiGuiLock( lua_State *L ); -int lguiGuiUnlock( lua_State *L ); -int lguiGuiIsLocked( lua_State *L ); -int lguiGuiSetAlpha( lua_State *L ); -int lguiGuiSetState( lua_State *L ); -int lguiGuiGetState( lua_State *L ); +int lguiGuiEnable( lua_State* L ); +int lguiGuiDisable( lua_State* L ); +int lguiGuiLock( lua_State* L ); +int lguiGuiUnlock( lua_State* L ); +int lguiGuiIsLocked( lua_State* L ); +int lguiGuiSetAlpha( lua_State* L ); +int lguiGuiSetState( lua_State* L ); +int lguiGuiGetState( lua_State* L ); /* Font set/get functions. */ -int lguiGuiSetFont( lua_State *L ); -int lguiGuiGetFont( lua_State *L ); +int lguiGuiSetFont( lua_State* L ); +int lguiGuiGetFont( lua_State* L ); /* Style set/get functions. */ -int lguiGuiSetStyle( lua_State *L ); -int lguiGuiGetStyle( lua_State *L ); +int lguiGuiSetStyle( lua_State* L ); +int lguiGuiGetStyle( lua_State* L ); /* Styles loading functions. */ -int lguiGuiLoadStyle( lua_State *L ); -int lguiGuiLoadStyleDefault( lua_State *L ); +int lguiGuiLoadStyle( lua_State* L ); +int lguiGuiLoadStyleDefault( lua_State* L ); /* Tooltips management functions. */ -int lguiGuiEnableTooltip( lua_State *L ); -int lguiGuiDisableTooltip( lua_State *L ); -int lguiGuiSetTooltip( lua_State *L ); +int lguiGuiEnableTooltip( lua_State* L ); +int lguiGuiDisableTooltip( lua_State* L ); +int lguiGuiSetTooltip( lua_State* L ); /* Icons functionality. */ -int lguiGuiIconText( lua_State *L ); -int lguiGuiSetIconScale( lua_State *L ); -int lguiGuiGetIcons( lua_State *L ); -int lguiGuiLoadIcons( lua_State *L ); -int lguiGuiDrawIcon( lua_State *L ); +int lguiGuiIconText( lua_State* L ); +int lguiGuiSetIconScale( lua_State* L ); +int lguiGuiGetIcons( lua_State* L ); +int lguiGuiLoadIcons( lua_State* L ); +int lguiGuiDrawIcon( lua_State* L ); /* Container/separator controls, useful for controls organization. */ -int lguiGuiWindowBox( lua_State *L ); -int lguiGuiGroupBox( lua_State *L ); -int lguiGuiLine( lua_State *L ); -int lguiGuiPanel( lua_State *L ); -int lguiGuiTabBar( lua_State *L ); -int lguiGuiScrollPanel( lua_State *L ); +int lguiGuiWindowBox( lua_State* L ); +int lguiGuiGroupBox( lua_State* L ); +int lguiGuiLine( lua_State* L ); +int lguiGuiPanel( lua_State* L ); +int lguiGuiTabBar( lua_State* L ); +int lguiGuiScrollPanel( lua_State* L ); /* Basic controls set. */ -int lguiGuiLabel( lua_State *L ); -int lguiGuiButton( lua_State *L ); -int lguiGuiLabelButton( lua_State *L ); -int lguiGuiToggle( lua_State *L ); -int lguiGuiToggleGroup( lua_State *L ); -int lguiGuiToggleSlider( lua_State *L ); -int lguiGuiCheckBox( lua_State *L ); -int lguiGuiComboBox( lua_State *L ); -int lguiGuiDropdownBox( lua_State *L ); -int lguiGuiSpinner( lua_State *L ); -int lguiGuiValueBox( lua_State *L ); -int lguiGuiTextBox( lua_State *L ); -int lguiGuiSlider( lua_State *L ); -int lguiGuiSliderBar( lua_State *L ); -int lguiGuiProgressBar( lua_State *L ); -int lguiGuiStatusBar( lua_State *L ); -int lguiGuiDummyRec( lua_State *L ); -int lguiGuiGrid( lua_State *L ); -int lguiGuiScrollBar( lua_State *L ); +int lguiGuiLabel( lua_State* L ); +int lguiGuiButton( lua_State* L ); +int lguiGuiLabelButton( lua_State* L ); +int lguiGuiToggle( lua_State* L ); +int lguiGuiToggleGroup( lua_State* L ); +int lguiGuiToggleSlider( lua_State* L ); +int lguiGuiCheckBox( lua_State* L ); +int lguiGuiComboBox( lua_State* L ); +int lguiGuiDropdownBox( lua_State* L ); +int lguiGuiSpinner( lua_State* L ); +int lguiGuiValueBox( lua_State* L ); +int lguiGuiTextBox( lua_State* L ); +int lguiGuiSlider( lua_State* L ); +int lguiGuiSliderBar( lua_State* L ); +int lguiGuiProgressBar( lua_State* L ); +int lguiGuiStatusBar( lua_State* L ); +int lguiGuiDummyRec( lua_State* L ); +int lguiGuiGrid( lua_State* L ); +int lguiGuiScrollBar( lua_State* L ); /* Advance controls set. */ -int lguiGuiListView( lua_State *L ); -int lguiGuiListViewEx( lua_State *L ); -int lguiGuiMessageBox( lua_State *L ); -int lguiGuiTextInputBox( lua_State *L ); -int lguiGuiColorPicker( lua_State *L ); -int lguiGuiColorPanel( lua_State *L ); -int lguiGuiColorBarAlpha( lua_State *L ); -int lguiGuiColorBarHue( lua_State *L ); -int lguiGuiColorPickerHSV( lua_State *L ); -int lguiGuiColorPanelHSV( lua_State *L ); +int lguiGuiListView( lua_State* L ); +int lguiGuiListViewEx( lua_State* L ); +int lguiGuiMessageBox( lua_State* L ); +int lguiGuiTextInputBox( lua_State* L ); +int lguiGuiColorPicker( lua_State* L ); +int lguiGuiColorPanel( lua_State* L ); +int lguiGuiColorBarAlpha( lua_State* L ); +int lguiGuiColorBarHue( lua_State* L ); +int lguiGuiColorPickerHSV( lua_State* L ); +int lguiGuiColorPanelHSV( lua_State* L ); diff --git a/include/rmath.h b/include/rmath.h index 206af6e..26642d9 100644 --- a/include/rmath.h +++ b/include/rmath.h @@ -4,117 +4,117 @@ int imin( int a, int b ); int imax( int a, int b ); /* Utils. */ -int lmathClamp( lua_State *L ); -int lmathLerp( lua_State *L ); -int lmathNormalize( lua_State *L ); -int lmathRemap( lua_State *L ); -int lmathWrap( lua_State *L ); -int lmathFloatEquals( lua_State *L ); +int lmathClamp( lua_State* L ); +int lmathLerp( lua_State* L ); +int lmathNormalize( lua_State* L ); +int lmathRemap( lua_State* L ); +int lmathWrap( lua_State* L ); +int lmathFloatEquals( lua_State* L ); /* Vector2. */ -int lmathVector2Zero( lua_State *L ); -int lmathVector2One( lua_State *L ); -int lmathVector2Add( lua_State *L ); -int lmathVector2AddValue( lua_State *L ); -int lmathVector2Subtract( lua_State *L ); -int lmathVector2SubtractValue( lua_State *L ); -int lmathVector2Length( lua_State *L ); -int lmathVector2LengthSqr( lua_State *L ); -int lmathVector2DotProduct( lua_State *L ); -int lmathVector2Distance( lua_State *L ); -int lmathVector2DistanceSqr( lua_State *L ); -int lmathVector2Angle( lua_State *L ); -int lmathVector2LineAngle( lua_State *L ); -int lmathVector2Scale( lua_State *L ); -int lmathVector2Multiply( lua_State *L ); -int lmathVector2Negate( lua_State *L ); -int lmathVector2Divide( lua_State *L ); -int lmathVector2Normalize( lua_State *L ); -int lmathVector2Transform( lua_State *L ); -int lmathVector2Lerp( lua_State *L ); -int lmathVector2Reflect( lua_State *L ); -int lmathVector2Rotate( lua_State *L ); -int lmathVector2MoveTowards( lua_State *L ); -int lmathVector2Invert( lua_State *L ); -int lmathVector2Clamp( lua_State *L ); -int lmathVector2ClampValue( lua_State *L ); -int lmathVector2Equals( lua_State *L ); +int lmathVector2Zero( lua_State* L ); +int lmathVector2One( lua_State* L ); +int lmathVector2Add( lua_State* L ); +int lmathVector2AddValue( lua_State* L ); +int lmathVector2Subtract( lua_State* L ); +int lmathVector2SubtractValue( lua_State* L ); +int lmathVector2Length( lua_State* L ); +int lmathVector2LengthSqr( lua_State* L ); +int lmathVector2DotProduct( lua_State* L ); +int lmathVector2Distance( lua_State* L ); +int lmathVector2DistanceSqr( lua_State* L ); +int lmathVector2Angle( lua_State* L ); +int lmathVector2LineAngle( lua_State* L ); +int lmathVector2Scale( lua_State* L ); +int lmathVector2Multiply( lua_State* L ); +int lmathVector2Negate( lua_State* L ); +int lmathVector2Divide( lua_State* L ); +int lmathVector2Normalize( lua_State* L ); +int lmathVector2Transform( lua_State* L ); +int lmathVector2Lerp( lua_State* L ); +int lmathVector2Reflect( lua_State* L ); +int lmathVector2Rotate( lua_State* L ); +int lmathVector2MoveTowards( lua_State* L ); +int lmathVector2Invert( lua_State* L ); +int lmathVector2Clamp( lua_State* L ); +int lmathVector2ClampValue( lua_State* L ); +int lmathVector2Equals( lua_State* L ); /* Vector3. */ -int lmathVector3Zero( lua_State *L ); -int lmathVector3One( lua_State *L ); -int lmathVector3Add( lua_State *L ); -int lmathVector3AddValue( lua_State *L ); -int lmathVector3Subtract( lua_State *L ); -int lmathVector3SubtractValue( lua_State *L ); -int lmathVector3Scale( lua_State *L ); -int lmathVector3Multiply( lua_State *L ); -int lmathVector3CrossProduct( lua_State *L ); -int lmathVector3Perpendicular( lua_State *L ); -int lmathVector3Length( lua_State *L ); -int lmathVector3LengthSqr( lua_State *L ); -int lmathVector3DotProduct( lua_State *L ); -int lmathVector3Distance( lua_State *L ); -int lmathVector3DistanceSqr( lua_State *L ); -int lmathVector3Angle( lua_State *L ); -int lmathVector3Negate( lua_State *L ); -int lmathVector3Divide( lua_State *L ); -int lmathVector3Normalize( lua_State *L ); -int lmathVector3OrthoNormalize( lua_State *L ); -int lmathVector3Transform( lua_State *L ); -int lmathVector3RotateByQuaternion( lua_State *L ); -int lmathVector3RotateByAxisAngle( lua_State *L ); -int lmathVector3Lerp( lua_State *L ); -int lmathVector3Reflect( lua_State *L ); -int lmathVector3Min( lua_State *L ); -int lmathVector3Max( lua_State *L ); -int lmathVector3Barycenter( lua_State *L ); -int lmathVector3Unproject( lua_State *L ); -int lmathVector3Invert( lua_State *L ); -int lmathVector3Clamp( lua_State *L ); -int lmathVector3ClampValue( lua_State *L ); -int lmathVector3Equals( lua_State *L ); -int lmathVector3Refract( lua_State *L ); +int lmathVector3Zero( lua_State* L ); +int lmathVector3One( lua_State* L ); +int lmathVector3Add( lua_State* L ); +int lmathVector3AddValue( lua_State* L ); +int lmathVector3Subtract( lua_State* L ); +int lmathVector3SubtractValue( lua_State* L ); +int lmathVector3Scale( lua_State* L ); +int lmathVector3Multiply( lua_State* L ); +int lmathVector3CrossProduct( lua_State* L ); +int lmathVector3Perpendicular( lua_State* L ); +int lmathVector3Length( lua_State* L ); +int lmathVector3LengthSqr( lua_State* L ); +int lmathVector3DotProduct( lua_State* L ); +int lmathVector3Distance( lua_State* L ); +int lmathVector3DistanceSqr( lua_State* L ); +int lmathVector3Angle( lua_State* L ); +int lmathVector3Negate( lua_State* L ); +int lmathVector3Divide( lua_State* L ); +int lmathVector3Normalize( lua_State* L ); +int lmathVector3OrthoNormalize( lua_State* L ); +int lmathVector3Transform( lua_State* L ); +int lmathVector3RotateByQuaternion( lua_State* L ); +int lmathVector3RotateByAxisAngle( lua_State* L ); +int lmathVector3Lerp( lua_State* L ); +int lmathVector3Reflect( lua_State* L ); +int lmathVector3Min( lua_State* L ); +int lmathVector3Max( lua_State* L ); +int lmathVector3Barycenter( lua_State* L ); +int lmathVector3Unproject( lua_State* L ); +int lmathVector3Invert( lua_State* L ); +int lmathVector3Clamp( lua_State* L ); +int lmathVector3ClampValue( lua_State* L ); +int lmathVector3Equals( lua_State* L ); +int lmathVector3Refract( lua_State* L ); /* Matrix. */ -int lmathMatrixDeterminant( lua_State *L ); -int lmathMatrixTrace( lua_State *L ); -int lmathMatrixTranspose( lua_State *L ); -int lmathMatrixInvert( lua_State *L ); -int lmathMatrixIdentity( lua_State *L ); -int lmathMatrixAdd( lua_State *L ); -int lmathMatrixSubtract( lua_State *L ); -int lmathMatrixMultiply( lua_State *L ); -int lmathMatrixTranslate( lua_State *L ); -int lmathMatrixRotate( lua_State *L ); -int lmathMatrixRotateX( lua_State *L ); -int lmathMatrixRotateY( lua_State *L ); -int lmathMatrixRotateZ( lua_State *L ); -int lmathMatrixRotateXYZ( lua_State *L ); -int lmathMatrixRotateZYX( lua_State *L ); -int lmathMatrixScale( lua_State *L ); -int lmathMatrixFrustum( lua_State *L ); -int lmathMatrixPerspective( lua_State *L ); -int lmathMatrixOrtho( lua_State *L ); -int lmathMatrixLookAt( lua_State *L ); +int lmathMatrixDeterminant( lua_State* L ); +int lmathMatrixTrace( lua_State* L ); +int lmathMatrixTranspose( lua_State* L ); +int lmathMatrixInvert( lua_State* L ); +int lmathMatrixIdentity( lua_State* L ); +int lmathMatrixAdd( lua_State* L ); +int lmathMatrixSubtract( lua_State* L ); +int lmathMatrixMultiply( lua_State* L ); +int lmathMatrixTranslate( lua_State* L ); +int lmathMatrixRotate( lua_State* L ); +int lmathMatrixRotateX( lua_State* L ); +int lmathMatrixRotateY( lua_State* L ); +int lmathMatrixRotateZ( lua_State* L ); +int lmathMatrixRotateXYZ( lua_State* L ); +int lmathMatrixRotateZYX( lua_State* L ); +int lmathMatrixScale( lua_State* L ); +int lmathMatrixFrustum( lua_State* L ); +int lmathMatrixPerspective( lua_State* L ); +int lmathMatrixOrtho( lua_State* L ); +int lmathMatrixLookAt( lua_State* L ); /* Quaternion. */ -int lmathQuaternionAdd( lua_State *L ); -int lmathQuaternionAddValue( lua_State *L ); -int lmathQuaternionSubtract( lua_State *L ); -int lmathQuaternionSubtractValue( lua_State *L ); -int lmathQuaternionIdentity( lua_State *L ); -int lmathQuaternionLength( lua_State *L ); -int lmathQuaternionNormalize( lua_State *L ); -int lmathQuaternionInvert( lua_State *L ); -int lmathQuaternionMultiply( lua_State *L ); -int lmathQuaternionScale( lua_State *L ); -int lmathQuaternionDivide( lua_State *L ); -int lmathQuaternionLerp( lua_State *L ); -int lmathQuaternionNlerp( lua_State *L ); -int lmathQuaternionSlerp( lua_State *L ); -int lmathQuaternionFromVector3ToVector3( lua_State *L ); -int lmathQuaternionFromMatrix( lua_State *L ); -int lmathQuaternionToMatrix( lua_State *L ); -int lmathQuaternionFromAxisAngle( lua_State *L ); -int lmathQuaternionToAxisAngle( lua_State *L ); -int lmathQuaternionFromEuler( lua_State *L ); -int lmathQuaternionToEuler( lua_State *L ); -int lmathQuaternionTransform( lua_State *L ); -int lmathQuaternionEquals( lua_State *L ); +int lmathQuaternionAdd( lua_State* L ); +int lmathQuaternionAddValue( lua_State* L ); +int lmathQuaternionSubtract( lua_State* L ); +int lmathQuaternionSubtractValue( lua_State* L ); +int lmathQuaternionIdentity( lua_State* L ); +int lmathQuaternionLength( lua_State* L ); +int lmathQuaternionNormalize( lua_State* L ); +int lmathQuaternionInvert( lua_State* L ); +int lmathQuaternionMultiply( lua_State* L ); +int lmathQuaternionScale( lua_State* L ); +int lmathQuaternionDivide( lua_State* L ); +int lmathQuaternionLerp( lua_State* L ); +int lmathQuaternionNlerp( lua_State* L ); +int lmathQuaternionSlerp( lua_State* L ); +int lmathQuaternionFromVector3ToVector3( lua_State* L ); +int lmathQuaternionFromMatrix( lua_State* L ); +int lmathQuaternionToMatrix( lua_State* L ); +int lmathQuaternionFromAxisAngle( lua_State* L ); +int lmathQuaternionToAxisAngle( lua_State* L ); +int lmathQuaternionFromEuler( lua_State* L ); +int lmathQuaternionToEuler( lua_State* L ); +int lmathQuaternionTransform( lua_State* L ); +int lmathQuaternionEquals( lua_State* L ); diff --git a/include/shapes.h b/include/shapes.h index 92c0f97..13abee6 100644 --- a/include/shapes.h +++ b/include/shapes.h @@ -1,61 +1,61 @@ #pragma once /* Basic shapes drawing functions. */ -int lshapesSetShapesTexture( lua_State *L ); -int lshapesDrawPixel( lua_State *L ); -int lshapesDrawLine( lua_State *L ); -int lshapesDrawLineBezier( lua_State *L ); -int lshapesDrawLineStrip( lua_State *L ); -int lshapesDrawCircle( lua_State *L ); -int lshapesDrawCircleSector( lua_State *L ); -int lshapesDrawCircleSectorLines( lua_State *L ); -int lshapesDrawCircleGradient( lua_State *L ); -int lshapesDrawCircleLines( lua_State *L ); -int lshapesDrawEllipse( lua_State *L ); -int lshapesDrawEllipseLines( lua_State *L ); -int lshapesDrawRing( lua_State *L ); -int lshapesDrawRingLines( lua_State *L ); -int lshapesDrawRectangle( lua_State *L ); -int lshapesDrawRectanglePro( lua_State *L ); -int lshapesDrawRectangleGradientV( lua_State *L ); -int lshapesDrawRectangleGradientH( lua_State *L ); -int lshapesDrawRectangleGradientEx( lua_State *L ); -int lshapesDrawRectangleLines( lua_State *L ); -int lshapesDrawRectangleLinesEx( lua_State *L ); -int lshapesDrawRectangleRounded( lua_State *L ); -int lshapesDrawRectangleRoundedLines( lua_State *L ); -int lshapesDrawTriangle( lua_State *L ); -int lshapesDrawTriangleLines( lua_State *L ); -int lshapesDrawTriangleFan( lua_State *L ); -int lshapesDrawTriangleStrip( lua_State *L ); -int lshapesDrawPoly( lua_State *L ); -int lshapesDrawPolyLines( lua_State *L ); -int lshapesDrawPolyLinesEx( lua_State *L ); +int lshapesSetShapesTexture( lua_State* L ); +int lshapesDrawPixel( lua_State* L ); +int lshapesDrawLine( lua_State* L ); +int lshapesDrawLineBezier( lua_State* L ); +int lshapesDrawLineStrip( lua_State* L ); +int lshapesDrawCircle( lua_State* L ); +int lshapesDrawCircleSector( lua_State* L ); +int lshapesDrawCircleSectorLines( lua_State* L ); +int lshapesDrawCircleGradient( lua_State* L ); +int lshapesDrawCircleLines( lua_State* L ); +int lshapesDrawEllipse( lua_State* L ); +int lshapesDrawEllipseLines( lua_State* L ); +int lshapesDrawRing( lua_State* L ); +int lshapesDrawRingLines( lua_State* L ); +int lshapesDrawRectangle( lua_State* L ); +int lshapesDrawRectanglePro( lua_State* L ); +int lshapesDrawRectangleGradientV( lua_State* L ); +int lshapesDrawRectangleGradientH( lua_State* L ); +int lshapesDrawRectangleGradientEx( lua_State* L ); +int lshapesDrawRectangleLines( lua_State* L ); +int lshapesDrawRectangleLinesEx( lua_State* L ); +int lshapesDrawRectangleRounded( lua_State* L ); +int lshapesDrawRectangleRoundedLines( lua_State* L ); +int lshapesDrawTriangle( lua_State* L ); +int lshapesDrawTriangleLines( lua_State* L ); +int lshapesDrawTriangleFan( lua_State* L ); +int lshapesDrawTriangleStrip( lua_State* L ); +int lshapesDrawPoly( lua_State* L ); +int lshapesDrawPolyLines( lua_State* L ); +int lshapesDrawPolyLinesEx( lua_State* L ); /* Splines drawing functions. */ -int lshapesDrawSplineLinear( lua_State *L ); -int lshapesDrawSplineBasis( lua_State *L ); -int lshapesDrawSplineCatmullRom( lua_State *L ); -int lshapesDrawSplineBezierQuadratic( lua_State *L ); -int lshapesDrawSplineBezierCubic( lua_State *L ); -int lshapesDrawSplineSegmentLinear( lua_State *L ); -int lshapesDrawSplineSegmentBasis( lua_State *L ); -int lshapesDrawSplineSegmentCatmullRom( lua_State *L ); -int lshapesDrawSplineSegmentBezierQuadratic( lua_State *L ); -int lshapesDrawSplineSegmentBezierCubic( lua_State *L ); +int lshapesDrawSplineLinear( lua_State* L ); +int lshapesDrawSplineBasis( lua_State* L ); +int lshapesDrawSplineCatmullRom( lua_State* L ); +int lshapesDrawSplineBezierQuadratic( lua_State* L ); +int lshapesDrawSplineBezierCubic( lua_State* L ); +int lshapesDrawSplineSegmentLinear( lua_State* L ); +int lshapesDrawSplineSegmentBasis( lua_State* L ); +int lshapesDrawSplineSegmentCatmullRom( lua_State* L ); +int lshapesDrawSplineSegmentBezierQuadratic( lua_State* L ); +int lshapesDrawSplineSegmentBezierCubic( lua_State* L ); /* Basic Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]. */ -int lshapesGetSplinePointLinear( lua_State *L ); -int lshapesGetSplinePointBasis( lua_State *L ); -int lshapesGetSplinePointCatmullRom( lua_State *L ); -int lshapesGetSplinePointBezierQuad( lua_State *L ); -int lshapesGetSplinePointBezierCubic( lua_State *L ); +int lshapesGetSplinePointLinear( lua_State* L ); +int lshapesGetSplinePointBasis( lua_State* L ); +int lshapesGetSplinePointCatmullRom( lua_State* L ); +int lshapesGetSplinePointBezierQuad( lua_State* L ); +int lshapesGetSplinePointBezierCubic( lua_State* L ); /* Basic shapes collision detection functions. */ -int lshapesCheckCollisionRecs( lua_State *L ); -int lshapesCheckCollisionCircles( lua_State *L ); -int lshapesCheckCollisionCircleRec( lua_State *L ); -int lshapesCheckCollisionPointRec( lua_State *L ); -int lshapesCheckCollisionPointCircle( lua_State *L ); -int lshapesCheckCollisionPointTriangle( lua_State *L ); -int lshapesCheckCollisionPointPoly( lua_State *L ); -int lshapesCheckCollisionLines( lua_State *L ); -int lshapesCheckCollisionPointLine( lua_State *L ); -int lshapesGetCollisionRec( lua_State *L ); +int lshapesCheckCollisionRecs( lua_State* L ); +int lshapesCheckCollisionCircles( lua_State* L ); +int lshapesCheckCollisionCircleRec( lua_State* L ); +int lshapesCheckCollisionPointRec( lua_State* L ); +int lshapesCheckCollisionPointCircle( lua_State* L ); +int lshapesCheckCollisionPointTriangle( lua_State* L ); +int lshapesCheckCollisionPointPoly( lua_State* L ); +int lshapesCheckCollisionLines( lua_State* L ); +int lshapesCheckCollisionPointLine( lua_State* L ); +int lshapesGetCollisionRec( lua_State* L ); diff --git a/include/state.h b/include/state.h index 9a29720..f38aaf1 100644 --- a/include/state.h +++ b/include/state.h @@ -5,17 +5,17 @@ #endif typedef struct { - char *exePath; + char* exePath; bool hasWindow; bool run; bool gcUnload; - lua_State *luaState; + lua_State* luaState; Vector2 resolution; int logLevelInvalid; Font defaultFont; Material defaultMaterial; Texture defaultTexture; - int *RLGLcurrentShaderLocs; + int* RLGLcurrentShaderLocs; /* Events. */ #ifdef PLATFORM_DESKTOP /* Window events. */ @@ -38,12 +38,12 @@ typedef struct { GLFWpentabletproximityfun glfwtabletProximityCallback; #elif PLATFORM_DESKTOP_SDL int SDL_eventQueueLen; - SDL_Event *SDL_eventQueue; + SDL_Event* SDL_eventQueue; #endif } State; extern State *state; -bool stateInit( int argn, const char **argc, const char *exePath ); -void stateInitInterpret( int argn, const char **argc ); +bool stateInit( int argn, const char** argc, const char* exePath ); +void stateInitInterpret( int argn, const char** argc ); void stateFree(); diff --git a/include/text.h b/include/text.h index ff516d2..cd78f4a 100644 --- a/include/text.h +++ b/include/text.h @@ -2,57 +2,57 @@ void unloadGlyphInfo( GlyphInfo *glyph ); /* Font loading/unloading functions. */ -int ltextGetFontDefault( lua_State *L ); -int ltextLoadFont( lua_State *L ); -int ltextLoadFontEx( lua_State *L ); -int ltextLoadFontFromImage( lua_State *L ); -int ltextLoadFontFromMemory( lua_State *L ); -int ltextLoadFontFromData( lua_State *L ); -int ltextIsFontReady( lua_State *L ); -int ltextLoadFontData( lua_State *L ); -int ltextGenImageFontAtlas( lua_State *L ); -int ltextUnloadFont( lua_State *L ); -int ltextExportFontAsCode( lua_State *L ); +int ltextGetFontDefault( lua_State* L ); +int ltextLoadFont( lua_State* L ); +int ltextLoadFontEx( lua_State* L ); +int ltextLoadFontFromImage( lua_State* L ); +int ltextLoadFontFromMemory( lua_State* L ); +int ltextLoadFontFromData( lua_State* L ); +int ltextIsFontReady( lua_State* L ); +int ltextLoadFontData( lua_State* L ); +int ltextGenImageFontAtlas( lua_State* L ); +int ltextUnloadFont( lua_State* L ); +int ltextExportFontAsCode( lua_State* L ); /* Text drawing functions. */ -int ltextDrawFPS( lua_State *L ); -int ltextDrawText( lua_State *L ); -int ltextDrawTextEx( lua_State *L ); -int ltextDrawTextPro( lua_State *L ); -int ltextDrawTextCodepoint( lua_State *L ); -int ltextDrawTextCodepoints( lua_State *L ); -int ltextDrawTextBoxed( lua_State *L ); -int ltextDrawTextBoxedTinted( lua_State *L ); +int ltextDrawFPS( lua_State* L ); +int ltextDrawText( lua_State* L ); +int ltextDrawTextEx( lua_State* L ); +int ltextDrawTextPro( lua_State* L ); +int ltextDrawTextCodepoint( lua_State* L ); +int ltextDrawTextCodepoints( lua_State* L ); +int ltextDrawTextBoxed( lua_State* L ); +int ltextDrawTextBoxedTinted( lua_State* L ); /* Text font info functions. */ -int ltextSetTextLineSpacing( lua_State *L ); -int ltextMeasureText( lua_State *L ); -int ltextGetGlyphIndex( lua_State *L ); -int ltextGetGlyphInfo( lua_State *L ); -int ltextGetGlyphInfoByIndex( lua_State *L ); -int ltextGetGlyphAtlasRec( lua_State *L ); -int ltextGetGlyphAtlasRecByIndex( lua_State *L ); -int ltextGetFontBaseSize( lua_State *L ); -int ltextGetFontGlyphCount( lua_State *L ); -int ltextGetFontGlyphPadding( lua_State *L ); -int ltextGetFontTexture( lua_State *L ); +int ltextSetTextLineSpacing( lua_State* L ); +int ltextMeasureText( lua_State* L ); +int ltextGetGlyphIndex( lua_State* L ); +int ltextGetGlyphInfo( lua_State* L ); +int ltextGetGlyphInfoByIndex( lua_State* L ); +int ltextGetGlyphAtlasRec( lua_State* L ); +int ltextGetGlyphAtlasRecByIndex( lua_State* L ); +int ltextGetFontBaseSize( lua_State* L ); +int ltextGetFontGlyphCount( lua_State* L ); +int ltextGetFontGlyphPadding( lua_State* L ); +int ltextGetFontTexture( lua_State* L ); /* GlyphInfo management functions. */ -int ltextLoadGlyphInfo( lua_State *L ); -int ltextUnloadGlyphInfo( lua_State *L ); -int ltextSetGlyphInfoValue( lua_State *L ); -int ltextSetGlyphInfoOffset( lua_State *L ); -int ltextSetGlyphInfoAdvanceX( lua_State *L ); -int ltextSetGlyphInfoImage( lua_State *L ); -int ltextGetGlyphInfoValue( lua_State *L ); -int ltextGetGlyphInfoOffset( lua_State *L ); -int ltextGetGlyphInfoAdvanceX( lua_State *L ); -int ltextGetGlyphInfoImage( lua_State *L ); +int ltextLoadGlyphInfo( lua_State* L ); +int ltextUnloadGlyphInfo( lua_State* L ); +int ltextSetGlyphInfoValue( lua_State* L ); +int ltextSetGlyphInfoOffset( lua_State* L ); +int ltextSetGlyphInfoAdvanceX( lua_State* L ); +int ltextSetGlyphInfoImage( lua_State* L ); +int ltextGetGlyphInfoValue( lua_State* L ); +int ltextGetGlyphInfoOffset( lua_State* L ); +int ltextGetGlyphInfoAdvanceX( lua_State* L ); +int ltextGetGlyphInfoImage( lua_State* L ); /* Text codepoints management functions (unicode characters). */ -int ltextLoadUTF8( lua_State *L ); -int ltextLoadCodepoints( lua_State *L ); -int ltextGetCodepointCount( lua_State *L ); -int ltextGetCodepoint( lua_State *L ); -int ltextGetCodepointNext( lua_State *L ); -int ltextGetCodepointPrevious( lua_State *L ); -int ltextCodepointToUTF8( lua_State *L ); +int ltextLoadUTF8( lua_State* L ); +int ltextLoadCodepoints( lua_State* L ); +int ltextGetCodepointCount( lua_State* L ); +int ltextGetCodepoint( lua_State* L ); +int ltextGetCodepointNext( lua_State* L ); +int ltextGetCodepointPrevious( lua_State* L ); +int ltextCodepointToUTF8( lua_State* L ); /* Text strings management functions (no UTF-8 strings, only byte chars) */ -int ltextTextInsert( lua_State *L ); -int ltextTextSplit( lua_State *L ); +int ltextTextInsert( lua_State* L ); +int ltextTextSplit( lua_State* L ); diff --git a/include/textures.h b/include/textures.h index a3218a0..e8e376f 100644 --- a/include/textures.h +++ b/include/textures.h @@ -1,120 +1,120 @@ #pragma once /* Image loading functions. */ -int ltexturesLoadImage( lua_State *L ); -int ltexturesLoadImageRaw( lua_State *L ); -int ltexturesLoadImageSvg( lua_State *L ); -int ltexturesLoadImageAnim( lua_State *L ); -int ltexturesLoadImageFromMemory( lua_State *L ); -int ltexturesLoadImageFromData( lua_State *L ); -int ltexturesLoadImageFromTexture( lua_State *L ); -int ltexturesLoadImageFromScreen( lua_State *L ); -int ltextureIsImageReady( lua_State *L ); -int ltextureUnloadImage( lua_State *L ); -int ltexturesExportImage( lua_State *L ); -int ltexturesExportImageToMemory( lua_State *L ); -int ltexturesExportImageAsCode( lua_State *L ); +int ltexturesLoadImage( lua_State* L ); +int ltexturesLoadImageRaw( lua_State* L ); +int ltexturesLoadImageSvg( lua_State* L ); +int ltexturesLoadImageAnim( lua_State* L ); +int ltexturesLoadImageFromMemory( lua_State* L ); +int ltexturesLoadImageFromData( lua_State* L ); +int ltexturesLoadImageFromTexture( lua_State* L ); +int ltexturesLoadImageFromScreen( lua_State* L ); +int ltextureIsImageReady( lua_State* L ); +int ltextureUnloadImage( lua_State* L ); +int ltexturesExportImage( lua_State* L ); +int ltexturesExportImageToMemory( lua_State* L ); +int ltexturesExportImageAsCode( lua_State* L ); /* Image generation functions. */ -int ltexturesGenImageColor( lua_State *L ); -int ltexturesGenImageGradientLinear( lua_State *L ); -int ltexturesGenImageGradientRadial( lua_State *L ); -int ltexturesGenImageGradientSquare( lua_State *L ); -int ltexturesGenImageChecked( lua_State *L ); -int ltexturesGenImageWhiteNoise( lua_State *L ); -int ltexturesGenImagePerlinNoise( lua_State *L ); -int ltexturesGenImageCellular( lua_State *L ); -int ltexturesGenImageText( lua_State *L ); +int ltexturesGenImageColor( lua_State* L ); +int ltexturesGenImageGradientLinear( lua_State* L ); +int ltexturesGenImageGradientRadial( lua_State* L ); +int ltexturesGenImageGradientSquare( lua_State* L ); +int ltexturesGenImageChecked( lua_State* L ); +int ltexturesGenImageWhiteNoise( lua_State* L ); +int ltexturesGenImagePerlinNoise( lua_State* L ); +int ltexturesGenImageCellular( lua_State* L ); +int ltexturesGenImageText( lua_State* L ); /* Image manipulation functions. */ -int ltexturesImageCopy( lua_State *L ); -int ltexturesImageFromImage( lua_State *L ); -int ltexturesImageText( lua_State *L ); -int ltexturesImageFormat( lua_State *L ); -int ltexturesImageToPOT( lua_State *L ); -int ltexturesImageCrop( lua_State *L ); -int ltexturesImageAlphaCrop( lua_State *L ); -int ltexturesImageAlphaClear( lua_State *L ); -int ltexturesImageAlphaMask( lua_State *L ); -int ltexturesImageAlphaPremultiply( lua_State *L ); -int ltexturesImageBlurGaussian( lua_State *L ); -int ltexturesImageResize( lua_State *L ); -int ltexturesImageResizeNN( lua_State *L ); -int ltexturesImageResizeCanvas( lua_State *L ); -int ltexturesImageMipmaps( lua_State *L ); -int ltexturesImageDither( lua_State *L ); -int ltexturesImageFlipVertical( lua_State *L ); -int ltexturesImageFlipHorizontal( lua_State *L ); -int ltexturesImageRotate( lua_State *L ); -int ltexturesImageRotateCW( lua_State *L ); -int ltexturesImageRotateCCW( lua_State *L ); -int ltexturesImageColorTint( lua_State *L ); -int ltexturesImageColorInvert( lua_State *L ); -int ltexturesImageColorGrayscale( lua_State *L ); -int ltexturesImageColorContrast( lua_State *L ); -int ltexturesImageColorBrightness( lua_State *L ); -int ltexturesImageColorReplace( lua_State *L ); -int ltexturesLoadImageColors( lua_State *L ); -int ltexturesLoadImagePalette( lua_State *L ); -int ltexturesGetImageAlphaBorder( lua_State *L ); -int ltexturesGetImageColor( lua_State *L ); +int ltexturesImageCopy( lua_State* L ); +int ltexturesImageFromImage( lua_State* L ); +int ltexturesImageText( lua_State* L ); +int ltexturesImageFormat( lua_State* L ); +int ltexturesImageToPOT( lua_State* L ); +int ltexturesImageCrop( lua_State* L ); +int ltexturesImageAlphaCrop( lua_State* L ); +int ltexturesImageAlphaClear( lua_State* L ); +int ltexturesImageAlphaMask( lua_State* L ); +int ltexturesImageAlphaPremultiply( lua_State* L ); +int ltexturesImageBlurGaussian( lua_State* L ); +int ltexturesImageResize( lua_State* L ); +int ltexturesImageResizeNN( lua_State* L ); +int ltexturesImageResizeCanvas( lua_State* L ); +int ltexturesImageMipmaps( lua_State* L ); +int ltexturesImageDither( lua_State* L ); +int ltexturesImageFlipVertical( lua_State* L ); +int ltexturesImageFlipHorizontal( lua_State* L ); +int ltexturesImageRotate( lua_State* L ); +int ltexturesImageRotateCW( lua_State* L ); +int ltexturesImageRotateCCW( lua_State* L ); +int ltexturesImageColorTint( lua_State* L ); +int ltexturesImageColorInvert( lua_State* L ); +int ltexturesImageColorGrayscale( lua_State* L ); +int ltexturesImageColorContrast( lua_State* L ); +int ltexturesImageColorBrightness( lua_State* L ); +int ltexturesImageColorReplace( lua_State* L ); +int ltexturesLoadImageColors( lua_State* L ); +int ltexturesLoadImagePalette( lua_State* L ); +int ltexturesGetImageAlphaBorder( lua_State* L ); +int ltexturesGetImageColor( lua_State* L ); /* Image configuration functions. */ -int ltexturesGetImageData( lua_State *L ); -int ltexturesGetImageSize( lua_State *L ); -int ltexturesGetImageMipmaps( lua_State *L ); -int ltexturesGetImageFormat( lua_State *L ); +int ltexturesGetImageData( lua_State* L ); +int ltexturesGetImageSize( lua_State* L ); +int ltexturesGetImageMipmaps( lua_State* L ); +int ltexturesGetImageFormat( lua_State* L ); /* Image drawing functions. */ -int ltexturesImageClearBackground( lua_State *L ); -int ltexturesImageDrawPixel( lua_State *L ); -int ltexturesImageDrawLine( lua_State *L ); -int ltexturesImageDrawCircle( lua_State *L ); -int ltexturesImageDrawCircleLines( lua_State *L ); -int ltexturesImageDrawRectangle( lua_State *L ); -int ltexturesImageDrawRectangleLines( lua_State *L ); -int ltexturesImageDraw( lua_State *L ); -int ltexturesImageDrawTextEx( lua_State *L ); +int ltexturesImageClearBackground( lua_State* L ); +int ltexturesImageDrawPixel( lua_State* L ); +int ltexturesImageDrawLine( lua_State* L ); +int ltexturesImageDrawCircle( lua_State* L ); +int ltexturesImageDrawCircleLines( lua_State* L ); +int ltexturesImageDrawRectangle( lua_State* L ); +int ltexturesImageDrawRectangleLines( lua_State* L ); +int ltexturesImageDraw( lua_State* L ); +int ltexturesImageDrawTextEx( lua_State* L ); /* Texture loading functions. */ -int ltexturesGetTextureDefault( lua_State *L ); -int ltexturesLoadTexture( lua_State *L ); -int ltexturesLoadTextureFromImage( lua_State *L ); -int ltexturesLoadTextureCubemap( lua_State *L ); -int ltexturesLoadTextureFromData( lua_State *L ); -int ltexturesLoadRenderTexture( lua_State *L ); -int ltexturesLoadRenderTextureFromData( lua_State *L ); -int ltexturesIsTextureReady( lua_State *L ); -int ltextureUnloadTexture( lua_State *L ); -int ltexturesIsRenderTextureReady( lua_State *L ); -int ltextureUnloadRenderTexture( lua_State *L ); -int ltexturesUpdateTexture( lua_State *L ); -int ltexturesUpdateTextureRec( lua_State *L ); +int ltexturesGetTextureDefault( lua_State* L ); +int ltexturesLoadTexture( lua_State* L ); +int ltexturesLoadTextureFromImage( lua_State* L ); +int ltexturesLoadTextureCubemap( lua_State* L ); +int ltexturesLoadTextureFromData( lua_State* L ); +int ltexturesLoadRenderTexture( lua_State* L ); +int ltexturesLoadRenderTextureFromData( lua_State* L ); +int ltexturesIsTextureReady( lua_State* L ); +int ltextureUnloadTexture( lua_State* L ); +int ltexturesIsRenderTextureReady( lua_State* L ); +int ltextureUnloadRenderTexture( lua_State* L ); +int ltexturesUpdateTexture( lua_State* L ); +int ltexturesUpdateTextureRec( lua_State* L ); /* Texture configuration functions. */ -int ltexturesGenTextureMipmaps( lua_State *L ); -int ltexturesSetTextureFilter( lua_State *L ); -int ltexturesSetTextureWrap( lua_State *L ); -int ltexturesGetTextureId( lua_State *L ); -int ltexturesGetTextureSize( lua_State *L ); -int ltexturesGetTextureMipmaps( lua_State *L ); -int ltexturesGetTextureFormat( lua_State *L ); +int ltexturesGenTextureMipmaps( lua_State* L ); +int ltexturesSetTextureFilter( lua_State* L ); +int ltexturesSetTextureWrap( lua_State* L ); +int ltexturesGetTextureId( lua_State* L ); +int ltexturesGetTextureSize( lua_State* L ); +int ltexturesGetTextureMipmaps( lua_State* L ); +int ltexturesGetTextureFormat( lua_State* L ); /* Texture drawing functions. */ -int ltexturesDrawTexture( lua_State *L ); -int ltexturesDrawTextureRec( lua_State *L ); -int ltexturesDrawTexturePro( lua_State *L ); -int ltexturesDrawTextureNPatch( lua_State *L ); -int ltexturesDrawTextureNPatchRepeat( lua_State *L ); +int ltexturesDrawTexture( lua_State* L ); +int ltexturesDrawTextureRec( lua_State* L ); +int ltexturesDrawTexturePro( lua_State* L ); +int ltexturesDrawTextureNPatch( lua_State* L ); +int ltexturesDrawTextureNPatchRepeat( lua_State* L ); /* RenderTexture configuration functions. */ -int ltexturesGetRenderTextureId( lua_State *L ); -int ltexturesGetRenderTextureTexture( lua_State *L ); -int ltexturesGetRenderTextureDepthTexture( lua_State *L ); +int ltexturesGetRenderTextureId( lua_State* L ); +int ltexturesGetRenderTextureTexture( lua_State* L ); +int ltexturesGetRenderTextureDepthTexture( lua_State* L ); /* Color/pixel related functions. */ -int ltexturesFade( lua_State *L ); -int ltexturesColorToInt( lua_State *L ); -int ltexturesColorNormalize( lua_State *L ); -int ltexturesColorFromNormalized( lua_State *L ); -int ltexturesColorToHSV( lua_State *L ); -int ltexturesColorFromHSV( lua_State *L ); -int ltexturesColorTint( lua_State *L ); -int ltexturesColorBrightness( lua_State *L ); -int ltexturesColorContrast( lua_State *L ); -int ltexturesColorAlpha( lua_State *L ); -int ltexturesColorAlphaBlend( lua_State *L ); -int ltexturesGetColor( lua_State *L ); -int ltexturesGetPixelColor( lua_State *L ); -int ltexturesGetPixelDataSize( lua_State *L ); +int ltexturesFade( lua_State* L ); +int ltexturesColorToInt( lua_State* L ); +int ltexturesColorNormalize( lua_State* L ); +int ltexturesColorFromNormalized( lua_State* L ); +int ltexturesColorToHSV( lua_State* L ); +int ltexturesColorFromHSV( lua_State* L ); +int ltexturesColorTint( lua_State* L ); +int ltexturesColorBrightness( lua_State* L ); +int ltexturesColorContrast( lua_State* L ); +int ltexturesColorAlpha( lua_State* L ); +int ltexturesColorAlphaBlend( lua_State* L ); +int ltexturesGetColor( lua_State* L ); +int ltexturesGetPixelColor( lua_State* L ); +int ltexturesGetPixelDataSize( lua_State* L ); diff --git a/src/audio.c b/src/audio.c index a02120a..04085b4 100644 --- a/src/audio.c +++ b/src/audio.c @@ -12,7 +12,7 @@ Initialize audio device and context */ -int laudioInitAudioDevice( lua_State *L ) { +int laudioInitAudioDevice( lua_State* L ) { InitAudioDevice(); return 0; @@ -23,7 +23,7 @@ int laudioInitAudioDevice( lua_State *L ) { Close the audio device and context */ -int laudioCloseAudioDevice( lua_State *L ) { +int laudioCloseAudioDevice( lua_State* L ) { CloseAudioDevice(); return 0; @@ -36,7 +36,7 @@ Check if audio device has been initialized successfully - Success return bool */ -int laudioIsAudioDeviceReady( lua_State *L ) { +int laudioIsAudioDeviceReady( lua_State* L ) { lua_pushboolean( L, IsAudioDeviceReady() ); return 1; @@ -47,7 +47,7 @@ int laudioIsAudioDeviceReady( lua_State *L ) { Set master volume (listener) */ -int laudioSetMasterVolume( lua_State *L ) { +int laudioSetMasterVolume( lua_State* L ) { float volume = luaL_checknumber( L, 1 ); SetMasterVolume( volume ); @@ -62,7 +62,7 @@ Get master volume (listener) - Success return float */ -int laudioGetMasterVolume( lua_State *L ) { +int laudioGetMasterVolume( lua_State* L ) { lua_pushnumber( L, GetMasterVolume() ); return 1; @@ -80,7 +80,7 @@ Load sound from file - Failure return nil - Success return Sound */ -int laudioLoadSound( lua_State *L ) { +int laudioLoadSound( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushSound( L, LoadSound( lua_tostring( L, 1 ) ) ); @@ -100,7 +100,7 @@ Load wave data from file - Failure return nil - Success return Wave */ -int laudioLoadWave( lua_State *L ) { +int laudioLoadWave( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushWave( L, LoadWave( lua_tostring( L, 1 ) ) ); @@ -119,7 +119,7 @@ Load wave from memory buffer, fileType refers to extension: i.e. '.wav' - Success return Wave */ -int laudioLoadWaveFromMemory( lua_State *L ) { +int laudioLoadWaveFromMemory( lua_State* L ) { const char* fileType = luaL_checkstring( L, 1 ); Buffer* buffer = uluaGetBuffer( L, 2 ); @@ -135,8 +135,8 @@ Checks if wave data is ready - Success return bool */ -int laudioIsWaveReady( lua_State *L ) { - Wave *wave = uluaGetWave( L, 1 ); +int laudioIsWaveReady( lua_State* L ) { + Wave* wave = uluaGetWave( L, 1 ); lua_pushboolean( L, IsWaveReady( *wave ) ); @@ -150,8 +150,8 @@ Load sound from wave data - Success return Sound */ -int laudioLoadSoundFromWave( lua_State *L ) { - Wave *wave = uluaGetWave( L, 1 ); +int laudioLoadSoundFromWave( lua_State* L ) { + Wave* wave = uluaGetWave( L, 1 ); uluaPushSound( L, LoadSoundFromWave( *wave ) ); @@ -165,8 +165,8 @@ Create a new sound that shares the same sample data as the source sound, does no - Success return Sound */ -int laudioLoadSoundAlias( lua_State *L ) { - Sound *source = uluaGetSound( L, 1 ); +int laudioLoadSoundAlias( lua_State* L ) { + Sound* source = uluaGetSound( L, 1 ); uluaPushSound( L, LoadSoundAlias( *source ) ); @@ -180,8 +180,8 @@ Checks if a sound is ready - Success return bool */ -int laudioIsSoundReady( lua_State *L ) { - Sound *sound = uluaGetSound( L, 1 ); +int laudioIsSoundReady( lua_State* L ) { + Sound* sound = uluaGetSound( L, 1 ); lua_pushboolean( L, IsSoundReady( *sound ) ); @@ -193,8 +193,8 @@ int laudioIsSoundReady( lua_State *L ) { Unload wave data */ -int laudioUnloadWave( lua_State *L ) { - Wave *wave = uluaGetWave( L, 1 ); +int laudioUnloadWave( lua_State* L ) { + Wave* wave = uluaGetWave( L, 1 ); UnloadWave( *wave ); @@ -206,8 +206,8 @@ int laudioUnloadWave( lua_State *L ) { Unload sound */ -int laudioUnloadSound( lua_State *L ) { - Sound *sound = uluaGetSound( L, 1 ); +int laudioUnloadSound( lua_State* L ) { + Sound* sound = uluaGetSound( L, 1 ); UnloadSound( *sound ); @@ -219,8 +219,8 @@ int laudioUnloadSound( lua_State *L ) { Unload a sound alias (does not deallocate sample data) */ -int laudioUnloadSoundAlias( lua_State *L ) { - Sound *alias = uluaGetSound( L, 1 ); +int laudioUnloadSoundAlias( lua_State* L ) { + Sound* alias = uluaGetSound( L, 1 ); UnloadSoundAlias( *alias ); @@ -234,8 +234,8 @@ Export wave data to file, returns true on success - Success return bool */ -int laudioExportWave( lua_State *L ) { - Wave *wave = uluaGetWave( L, 1 ); +int laudioExportWave( lua_State* L ) { + Wave* wave = uluaGetWave( L, 1 ); lua_pushboolean( L, ExportWave( *wave, luaL_checkstring( L, 2 ) ) ); @@ -249,8 +249,8 @@ Export wave sample data to code (.h), returns true on success - Success return true */ -int laudioExportWaveAsCode( lua_State *L ) { - Wave *wave = uluaGetWave( L, 1 ); +int laudioExportWaveAsCode( lua_State* L ) { + Wave* wave = uluaGetWave( L, 1 ); lua_pushboolean( L, ExportWaveAsCode( *wave, luaL_checkstring( L, 2 ) ) ); @@ -266,8 +266,8 @@ int laudioExportWaveAsCode( lua_State *L ) { Play a sound */ -int laudioPlaySound( lua_State *L ) { - Sound *sound = uluaGetSound( L, 1 ); +int laudioPlaySound( lua_State* L ) { + Sound* sound = uluaGetSound( L, 1 ); PlaySound( *sound ); @@ -279,8 +279,8 @@ int laudioPlaySound( lua_State *L ) { Stop playing a sound */ -int laudioStopSound( lua_State *L ) { - Sound *sound = uluaGetSound( L, 1 ); +int laudioStopSound( lua_State* L ) { + Sound* sound = uluaGetSound( L, 1 ); StopSound( *sound ); @@ -292,8 +292,8 @@ int laudioStopSound( lua_State *L ) { Pause a sound */ -int laudioPauseSound( lua_State *L ) { - Sound *sound = uluaGetSound( L, 1 ); +int laudioPauseSound( lua_State* L ) { + Sound* sound = uluaGetSound( L, 1 ); PauseSound( *sound ); @@ -305,8 +305,8 @@ int laudioPauseSound( lua_State *L ) { Resume a paused sound */ -int laudioResumeSound( lua_State *L ) { - Sound *sound = uluaGetSound( L, 1 ); +int laudioResumeSound( lua_State* L ) { + Sound* sound = uluaGetSound( L, 1 ); ResumeSound( *sound ); @@ -320,8 +320,8 @@ Check if a sound is currently playing - Success return bool */ -int laudioIsSoundPlaying( lua_State *L ) { - Sound *sound = uluaGetSound( L, 1 ); +int laudioIsSoundPlaying( lua_State* L ) { + Sound* sound = uluaGetSound( L, 1 ); lua_pushboolean( L, IsSoundPlaying( *sound ) ); @@ -333,8 +333,8 @@ int laudioIsSoundPlaying( lua_State *L ) { Set volume for a sound (1.0 is max level) */ -int laudioSetSoundVolume( lua_State *L ) { - Sound *sound = uluaGetSound( L, 1 ); +int laudioSetSoundVolume( lua_State* L ) { + Sound* sound = uluaGetSound( L, 1 ); float volume = luaL_checknumber( L, 2 ); SetSoundVolume( *sound, volume ); @@ -347,8 +347,8 @@ int laudioSetSoundVolume( lua_State *L ) { Set pitch for a sound (1.0 is base level) */ -int laudioSetSoundPitch( lua_State *L ) { - Sound *sound = uluaGetSound( L, 1 ); +int laudioSetSoundPitch( lua_State* L ) { + Sound* sound = uluaGetSound( L, 1 ); float pitch = luaL_checknumber( L, 2 ); SetSoundPitch( *sound, pitch ); @@ -361,8 +361,8 @@ int laudioSetSoundPitch( lua_State *L ) { Set pan for a sound (0.5 is center) */ -int laudioSetSoundPan( lua_State *L ) { - Sound *sound = uluaGetSound( L, 1 ); +int laudioSetSoundPan( lua_State* L ) { + Sound* sound = uluaGetSound( L, 1 ); float pan = luaL_checknumber( L, 2 ); SetSoundPan( *sound, pan ); @@ -375,8 +375,8 @@ int laudioSetSoundPan( lua_State *L ) { Convert wave data to desired format */ -int laudioWaveFormat( lua_State *L ) { - Wave *wave = uluaGetWave( L, 1 ); +int laudioWaveFormat( lua_State* L ) { + Wave* wave = uluaGetWave( L, 1 ); int sampleRate = luaL_checkinteger( L, 2 ); int sampleSize = luaL_checkinteger( L, 3 ); int channels = luaL_checkinteger( L, 4 ); @@ -393,8 +393,8 @@ Copy a wave to a new wave - Success return Wave */ -int laudioWaveCopy( lua_State *L ) { - Wave *wave = uluaGetWave( L, 1 ); +int laudioWaveCopy( lua_State* L ) { + Wave* wave = uluaGetWave( L, 1 ); uluaPushWave( L, WaveCopy( *wave ) ); @@ -406,8 +406,8 @@ int laudioWaveCopy( lua_State *L ) { Crop a wave to defined samples range */ -int laudioWaveCrop( lua_State *L ) { - Wave *wave = uluaGetWave( L, 1 ); +int laudioWaveCrop( lua_State* L ) { + Wave* wave = uluaGetWave( L, 1 ); int initSample = luaL_checkinteger( L, 2 ); int finalSample = luaL_checkinteger( L, 3 ); @@ -427,7 +427,7 @@ Load music stream from file - Success return Music */ -int laudioLoadMusicStream( lua_State *L ) { +int laudioLoadMusicStream( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushMusic( L, LoadMusicStream( lua_tostring( L, 1 ) ) ); @@ -462,8 +462,8 @@ Checks if a music stream is ready - Success return bool */ -int laudioIsMusicReady( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioIsMusicReady( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); lua_pushboolean( L, IsMusicReady( *music ) ); @@ -475,8 +475,8 @@ int laudioIsMusicReady( lua_State *L ) { Unload music stream */ -int laudioUnloadMusicStream( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioUnloadMusicStream( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); UnloadMusicStream( *music ); @@ -488,8 +488,8 @@ int laudioUnloadMusicStream( lua_State *L ) { Start music playing */ -int laudioPlayMusicStream( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioPlayMusicStream( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); PlayMusicStream( *music ); @@ -503,8 +503,8 @@ Check if music is playing - Success return bool */ -int laudioIsMusicStreamPlaying( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioIsMusicStreamPlaying( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); lua_pushboolean( L, IsMusicStreamPlaying( *music ) ); @@ -516,8 +516,8 @@ int laudioIsMusicStreamPlaying( lua_State *L ) { Updates buffers for music streaming */ -int laudioUpdateMusicStream( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioUpdateMusicStream( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); UpdateMusicStream( *music ); @@ -529,8 +529,8 @@ int laudioUpdateMusicStream( lua_State *L ) { Stop music playing */ -int laudioStopMusicStream( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioStopMusicStream( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); StopMusicStream( *music ); @@ -542,8 +542,8 @@ int laudioStopMusicStream( lua_State *L ) { Pause music playing */ -int laudioPauseMusicStream( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioPauseMusicStream( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); PauseMusicStream( *music ); @@ -555,8 +555,8 @@ int laudioPauseMusicStream( lua_State *L ) { Resume playing paused music */ -int laudioResumeMusicStream( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioResumeMusicStream( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); ResumeMusicStream( *music ); @@ -568,8 +568,8 @@ int laudioResumeMusicStream( lua_State *L ) { Seek music to a position (in seconds) */ -int laudioSeekMusicStream( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioSeekMusicStream( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); float position = luaL_checknumber( L, 2 ); SeekMusicStream( *music, position ); @@ -582,8 +582,8 @@ int laudioSeekMusicStream( lua_State *L ) { Set volume for music (1.0 is max level) */ -int laudioSetMusicVolume( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioSetMusicVolume( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); float volume = luaL_checknumber( L, 2 ); SetMusicVolume( *music, volume ); @@ -596,8 +596,8 @@ int laudioSetMusicVolume( lua_State *L ) { Set pitch for a music (1.0 is base level) */ -int laudioSetMusicPitch( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioSetMusicPitch( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); float pitch = luaL_checknumber( L, 2 ); SetMusicPitch( *music, pitch ); @@ -610,8 +610,8 @@ int laudioSetMusicPitch( lua_State *L ) { Set pan for a music (0.5 is center) */ -int laudioSetMusicPan( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioSetMusicPan( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); float pan = luaL_checknumber( L, 2 ); SetMusicPitch( *music, pan ); @@ -624,8 +624,8 @@ int laudioSetMusicPan( lua_State *L ) { Set looping for a music */ -int laudioSetMusicLooping( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioSetMusicLooping( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); bool looping = uluaGetBoolean( L, 2 ); music->looping = looping; @@ -640,8 +640,8 @@ Get looping of a music - Success return bool */ -int laudioGetMusicLooping( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioGetMusicLooping( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); lua_pushboolean( L, music->looping ); @@ -655,8 +655,8 @@ Get music time length (in seconds) - Success return float */ -int laudioGetMusicTimeLength( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioGetMusicTimeLength( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); lua_pushnumber( L, GetMusicTimeLength( *music ) ); @@ -670,8 +670,8 @@ Get current music time played (in seconds) - Success return float */ -int laudioGetMusicTimePlayed( lua_State *L ) { - Music *music = uluaGetMusic( L, 1 ); +int laudioGetMusicTimePlayed( lua_State* L ) { + Music* music = uluaGetMusic( L, 1 ); lua_pushnumber( L, GetMusicTimePlayed( *music ) ); @@ -4,7 +4,7 @@ #include "textures.h" #include "lua_core.h" -static int getBufferElementSize( Buffer *buffer ) { +static int getBufferElementSize( Buffer* buffer ) { switch ( buffer->type ) { case BUFFER_UNSIGNED_CHAR: return sizeof( unsigned char ); case BUFFER_UNSIGNED_SHORT: return sizeof( unsigned short ); @@ -18,7 +18,7 @@ static int getBufferElementSize( Buffer *buffer ) { return 1; } -void unloadBuffer( Buffer *buffer ) { +void unloadBuffer( Buffer* buffer ) { free( buffer->data ); TraceLog( LOG_INFO, "BUFFER: Unloaded buffer with %u bytes of data", buffer->size ); @@ -33,7 +33,7 @@ void unloadBuffer( Buffer *buffer ) { Close window and unload OpenGL context and free all resources */ -int lcoreCloseWindow( lua_State *L ) { +int lcoreCloseWindow( lua_State* L ) { state->run = false; return 0; @@ -46,7 +46,7 @@ Check if window has been initialized successfully - Success return bool */ -int lcoreIsWindowReady( lua_State *L ) { +int lcoreIsWindowReady( lua_State* L ) { lua_pushboolean( L, IsWindowReady() ); return 1; @@ -59,7 +59,7 @@ Check if window is currently fullscreen - Success return bool */ -int lcoreIsWindowFullscreen( lua_State *L ) { +int lcoreIsWindowFullscreen( lua_State* L ) { lua_pushboolean( L, IsWindowFullscreen() ); return 1; @@ -72,7 +72,7 @@ Check if window is currently hidden (only PLATFORM_DESKTOP) - Success return bool */ -int lcoreIsWindowHidden( lua_State *L ) { +int lcoreIsWindowHidden( lua_State* L ) { lua_pushboolean( L, IsWindowHidden() ); return 1; @@ -85,7 +85,7 @@ Check if window is currently minimized (only PLATFORM_DESKTOP) - Success return bool */ -int lcoreIsWindowMinimized( lua_State *L ) { +int lcoreIsWindowMinimized( lua_State* L ) { lua_pushboolean( L, IsWindowMinimized() ); return 1; @@ -98,7 +98,7 @@ Check if window is currently maximized (only PLATFORM_DESKTOP) - Success return bool */ -int lcoreIsWindowMaximized( lua_State *L ) { +int lcoreIsWindowMaximized( lua_State* L ) { lua_pushboolean( L, IsWindowMaximized() ); return 1; @@ -111,7 +111,7 @@ Check if window is currently focused (only PLATFORM_DESKTOP) - Success return bool */ -int lcoreIsWindowFocused( lua_State *L ) { +int lcoreIsWindowFocused( lua_State* L ) { lua_pushboolean( L, IsWindowFocused() ); return 1; @@ -124,7 +124,7 @@ Check if window has been resized from last frame - Success return bool */ -int lcoreIsWindowResized( lua_State *L ) { +int lcoreIsWindowResized( lua_State* L ) { lua_pushboolean( L, IsWindowResized() ); return 1; @@ -137,7 +137,7 @@ Check if one specific window flag is enabled (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_ - Success return bool */ -int lcoreIsWindowState( lua_State *L ) { +int lcoreIsWindowState( lua_State* L ) { unsigned int flag = (unsigned int)luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsWindowState( flag ) ); @@ -150,7 +150,7 @@ int lcoreIsWindowState( lua_State *L ) { Set window configuration state using flags (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...) */ -int lcoreSetWindowState( lua_State *L ) { +int lcoreSetWindowState( lua_State* L ) { unsigned int flag = (unsigned int)luaL_checkinteger( L, 1 ); SetWindowState( flag ); @@ -165,7 +165,7 @@ Clear window configuration state flags (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZA - Success return bool */ -int lcoreClearWindowState( lua_State *L ) { +int lcoreClearWindowState( lua_State* L ) { unsigned int flag = (unsigned int)luaL_checkinteger( L, 1 ); ClearWindowState( flag ); @@ -178,7 +178,7 @@ int lcoreClearWindowState( lua_State *L ) { Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) */ -int lcoreToggleFullscreen( lua_State *L ) { +int lcoreToggleFullscreen( lua_State* L ) { ToggleFullscreen(); return 0; @@ -189,7 +189,7 @@ int lcoreToggleFullscreen( lua_State *L ) { Toggle window state: borderless windowed (only PLATFORM_DESKTOP) */ -int lcoreToggleBorderlessWindowed( lua_State *L ) { +int lcoreToggleBorderlessWindowed( lua_State* L ) { ToggleBorderlessWindowed(); return 0; @@ -200,7 +200,7 @@ int lcoreToggleBorderlessWindowed( lua_State *L ) { Set window state: maximized, if resizable (only PLATFORM_DESKTOP) */ -int lcoreMaximizeWindow( lua_State *L ) { +int lcoreMaximizeWindow( lua_State* L ) { MaximizeWindow(); return 0; @@ -211,7 +211,7 @@ int lcoreMaximizeWindow( lua_State *L ) { Set window state: minimized, if resizable (only PLATFORM_DESKTOP) */ -int lcoreMinimizeWindow( lua_State *L ) { +int lcoreMinimizeWindow( lua_State* L ) { MinimizeWindow(); return 0; @@ -222,7 +222,7 @@ int lcoreMinimizeWindow( lua_State *L ) { Set window state: not minimized/maximized (only PLATFORM_DESKTOP) */ -int lcoreRestoreWindow( lua_State *L ) { +int lcoreRestoreWindow( lua_State* L ) { RestoreWindow(); return 0; @@ -233,8 +233,8 @@ int lcoreRestoreWindow( lua_State *L ) { Set icon for window (Only PLATFORM_DESKTOP) */ -int lcoreSetWindowIcon( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int lcoreSetWindowIcon( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); SetWindowIcon( *image ); @@ -246,7 +246,7 @@ int lcoreSetWindowIcon( lua_State *L ) { Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) */ -int lcoreSetWindowIcons( lua_State *L ) { +int lcoreSetWindowIcons( lua_State* L ) { int count = uluaGetTableLen( L, 1 ); Image images[ count ]; @@ -270,7 +270,7 @@ int lcoreSetWindowIcons( lua_State *L ) { Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) */ -int lcoreSetWindowTitle( lua_State *L ) { +int lcoreSetWindowTitle( lua_State* L ) { SetWindowTitle( luaL_checkstring( L, 1 ) ); return 0; @@ -281,7 +281,7 @@ int lcoreSetWindowTitle( lua_State *L ) { Set window position on screen */ -int lcoreSetWindowPosition( lua_State *L ) { +int lcoreSetWindowPosition( lua_State* L ) { Vector2 pos = uluaGetVector2( L, 1 ); SetWindowPosition( pos.x, pos.y ); @@ -294,7 +294,7 @@ int lcoreSetWindowPosition( lua_State *L ) { Set monitor for the current window */ -int lcoreSetWindowMonitor( lua_State *L ) { +int lcoreSetWindowMonitor( lua_State* L ) { int monitor = luaL_checkinteger( L, 1 ); SetWindowMonitor( monitor ); @@ -307,7 +307,7 @@ int lcoreSetWindowMonitor( lua_State *L ) { Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) */ -int lcoreSetWindowMinSize( lua_State *L ) { +int lcoreSetWindowMinSize( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); SetWindowMinSize( (int)size.x, (int)size.y ); @@ -320,7 +320,7 @@ int lcoreSetWindowMinSize( lua_State *L ) { Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) */ -int lcoreSetWindowMaxSize( lua_State *L ) { +int lcoreSetWindowMaxSize( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); SetWindowMaxSize( (int)size.x, (int)size.y ); @@ -333,7 +333,7 @@ int lcoreSetWindowMaxSize( lua_State *L ) { Set window dimensions */ -int lcoreSetWindowSize( lua_State *L ) { +int lcoreSetWindowSize( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); SetWindowSize( (int)size.x, (int)size.y ); @@ -346,7 +346,7 @@ int lcoreSetWindowSize( lua_State *L ) { Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) */ -int lcoreSetWindowOpacity( lua_State *L ) { +int lcoreSetWindowOpacity( lua_State* L ) { float opacity = luaL_checknumber( L, 1 ); SetWindowOpacity( opacity ); @@ -359,7 +359,7 @@ int lcoreSetWindowOpacity( lua_State *L ) { Set window focused (only PLATFORM_DESKTOP) */ -int lcoreSetWindowFocused( lua_State *L ) { +int lcoreSetWindowFocused( lua_State* L ) { SetWindowFocused(); return 0; @@ -372,7 +372,7 @@ Get native window handle. Return as lightuserdata - Success return lightuserdata */ -int lcoreGetWindowHandle( lua_State *L ) { +int lcoreGetWindowHandle( lua_State* L ) { lua_pushlightuserdata( L, GetWindowHandle() ); return 1; @@ -385,7 +385,7 @@ Get screen size - Success return Vector2 */ -int lcoreGetScreenSize( lua_State *L ) { +int lcoreGetScreenSize( lua_State* L ) { Vector2 size = (Vector2){ GetScreenWidth(), GetScreenHeight() }; uluaPushVector2( L, size ); @@ -399,7 +399,7 @@ Get render size - Success return Vector2 */ -int lcoreGetRenderSize( lua_State *L ) { +int lcoreGetRenderSize( lua_State* L ) { Vector2 size = (Vector2){ GetRenderWidth(), GetRenderHeight() }; uluaPushVector2( L, size ); @@ -413,7 +413,7 @@ Get number of connected monitors - Success return int */ -int lcoreGetMonitorCount( lua_State *L ) { +int lcoreGetMonitorCount( lua_State* L ) { lua_pushinteger( L, GetMonitorCount() ); return 1; @@ -426,7 +426,7 @@ Get current connected monitor - Success return int */ -int lcoreGetCurrentMonitor( lua_State *L ) { +int lcoreGetCurrentMonitor( lua_State* L ) { lua_pushinteger( L, GetCurrentMonitor() ); return 1; @@ -439,7 +439,7 @@ Get specified monitor position - Success return Vector2 */ -int lcoreGetMonitorPosition( lua_State *L ) { +int lcoreGetMonitorPosition( lua_State* L ) { int monitor = luaL_checkinteger( L, 1 ); uluaPushVector2( L, GetMonitorPosition( monitor ) ); @@ -454,7 +454,7 @@ Get specified monitor size - Success return Vector2 */ -int lcoreGetMonitorSize( lua_State *L ) { +int lcoreGetMonitorSize( lua_State* L ) { int monitor = luaL_checkinteger( L, 1 ); Vector2 size = (Vector2){ GetMonitorWidth( monitor ), GetMonitorHeight( monitor ) }; @@ -470,7 +470,7 @@ Get specified monitor physical size in millimetres - Success return Vector2 */ -int lcoreGetMonitorPhysicalSize( lua_State *L ) { +int lcoreGetMonitorPhysicalSize( lua_State* L ) { int monitor = luaL_checkinteger( L, 1 ); Vector2 size = { GetMonitorPhysicalWidth( monitor ), GetMonitorPhysicalHeight( monitor ) }; @@ -486,7 +486,7 @@ Get specified monitor refresh rate - Success return int */ -int lcoreGetMonitorRefreshRate( lua_State *L ) { +int lcoreGetMonitorRefreshRate( lua_State* L ) { int monitor = luaL_checkinteger( L, 1 ); lua_pushinteger( L, GetMonitorRefreshRate( monitor ) ); @@ -501,7 +501,7 @@ Get window position on monitor - Success return Vector2 */ -int lcoreGetWindowPosition( lua_State *L ) { +int lcoreGetWindowPosition( lua_State* L ) { uluaPushVector2( L, GetWindowPosition() ); return 1; @@ -514,7 +514,7 @@ Get window scale DPI factor - Success return Vector2 */ -int lcoreGetWindowScaleDPI( lua_State *L ) { +int lcoreGetWindowScaleDPI( lua_State* L ) { uluaPushVector2( L, GetWindowScaleDPI() ); return 1; @@ -527,7 +527,7 @@ Get the human-readable, UTF-8 encoded name of the specified monitor - Success return string */ -int lcoreGetMonitorName( lua_State *L ) { +int lcoreGetMonitorName( lua_State* L ) { int monitor = luaL_checkinteger( L, 1 ); lua_pushstring( L, GetMonitorName( monitor ) ); @@ -540,7 +540,7 @@ int lcoreGetMonitorName( lua_State *L ) { Set clipboard text content */ -int lcoreSetClipboardText( lua_State *L ) { +int lcoreSetClipboardText( lua_State* L ) { SetClipboardText( luaL_checkstring( L, 1 ) ); return 0; @@ -553,7 +553,7 @@ Get clipboard text content - Success return string */ -int lcoreGetClipboardText( lua_State *L ) { +int lcoreGetClipboardText( lua_State* L ) { lua_pushstring( L, GetClipboardText() ); return 1; @@ -568,7 +568,7 @@ int lcoreGetClipboardText( lua_State *L ) { Shows cursor */ -int lcoreShowCursor( lua_State *L ) { +int lcoreShowCursor( lua_State* L ) { ShowCursor(); return 0; @@ -579,7 +579,7 @@ int lcoreShowCursor( lua_State *L ) { Hides cursor */ -int lcoreHideCursor( lua_State *L ) { +int lcoreHideCursor( lua_State* L ) { HideCursor(); return 0; @@ -592,7 +592,7 @@ Check if cursor is not visible - Success return bool */ -int lcoreIsCursorHidden( lua_State *L ) { +int lcoreIsCursorHidden( lua_State* L ) { lua_pushboolean( L, IsCursorHidden() ); return 1; @@ -603,7 +603,7 @@ int lcoreIsCursorHidden( lua_State *L ) { Enables cursor (unlock cursor) */ -int lcoreEnableCursor( lua_State *L ) { +int lcoreEnableCursor( lua_State* L ) { EnableCursor(); return 0; @@ -614,7 +614,7 @@ int lcoreEnableCursor( lua_State *L ) { Disables cursor (lock cursor) */ -int lcoreDisableCursor( lua_State *L ) { +int lcoreDisableCursor( lua_State* L ) { DisableCursor(); return 0; @@ -627,7 +627,7 @@ Check if cursor is on the screen - Success return bool */ -int lcoreIsCursorOnScreen( lua_State *L ) { +int lcoreIsCursorOnScreen( lua_State* L ) { lua_pushboolean( L, IsCursorOnScreen() ); return 1; @@ -642,7 +642,7 @@ int lcoreIsCursorOnScreen( lua_State *L ) { Set background color (framebuffer clear color) */ -int lcoreClearBackground( lua_State *L ) { +int lcoreClearBackground( lua_State* L ) { Color color = uluaGetColor( L, 1 ); ClearBackground( color ); @@ -655,7 +655,7 @@ int lcoreClearBackground( lua_State *L ) { Setup canvas (framebuffer) to start drawing */ -int lcoreBeginDrawing( lua_State *L ) { +int lcoreBeginDrawing( lua_State* L ) { BeginDrawing(); return 0; @@ -666,7 +666,7 @@ int lcoreBeginDrawing( lua_State *L ) { End canvas drawing and swap buffers (double buffering) */ -int lcoreEndDrawing( lua_State *L ) { +int lcoreEndDrawing( lua_State* L ) { EndDrawing(); return 0; @@ -677,8 +677,8 @@ int lcoreEndDrawing( lua_State *L ) { Begin 2D mode with custom camera (2D) */ -int lcoreBeginMode2D( lua_State *L ) { - Camera2D *camera = uluaGetCamera2D( L, 1 ); +int lcoreBeginMode2D( lua_State* L ) { + Camera2D* camera = uluaGetCamera2D( L, 1 ); BeginMode2D( *camera ); @@ -690,7 +690,7 @@ int lcoreBeginMode2D( lua_State *L ) { Ends 2D mode with custom camera */ -int lcoreEndMode2D( lua_State *L ) { +int lcoreEndMode2D( lua_State* L ) { EndMode2D(); return 0; @@ -701,8 +701,8 @@ int lcoreEndMode2D( lua_State *L ) { Begin 3D mode with custom camera (3D) */ -int lcoreBeginMode3D( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreBeginMode3D( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); BeginMode3D( *camera ); @@ -714,7 +714,7 @@ int lcoreBeginMode3D( lua_State *L ) { Ends 3D mode and returns to default 2D orthographic mode */ -int lcoreEndMode3D( lua_State *L ) { +int lcoreEndMode3D( lua_State* L ) { EndMode3D(); return 0; @@ -725,8 +725,8 @@ int lcoreEndMode3D( lua_State *L ) { Begin drawing to render texture */ -int lcoreBeginTextureMode( lua_State *L ) { - RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 ); +int lcoreBeginTextureMode( lua_State* L ) { + RenderTexture* renderTexture = uluaGetRenderTexture( L, 1 ); BeginTextureMode( *renderTexture ); @@ -738,7 +738,7 @@ int lcoreBeginTextureMode( lua_State *L ) { Ends drawing to render texture */ -int lcoreEndTextureMode( lua_State *L ) { +int lcoreEndTextureMode( lua_State* L ) { EndTextureMode(); return 0; @@ -749,8 +749,8 @@ int lcoreEndTextureMode( lua_State *L ) { Begin custom shader drawing */ -int lcoreBeginShaderMode( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreBeginShaderMode( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); BeginShaderMode( *shader ); @@ -762,7 +762,7 @@ int lcoreBeginShaderMode( lua_State *L ) { End custom shader drawing (use default shader) */ -int lcoreEndShaderMode( lua_State *L ) { +int lcoreEndShaderMode( lua_State* L ) { EndShaderMode(); return 0; @@ -773,7 +773,7 @@ int lcoreEndShaderMode( lua_State *L ) { Begin blending mode (BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED...) */ -int lcoreBeginBlendMode( lua_State *L ) { +int lcoreBeginBlendMode( lua_State* L ) { int mode = luaL_checkinteger( L, 1 ); BeginBlendMode( mode ); @@ -786,7 +786,7 @@ int lcoreBeginBlendMode( lua_State *L ) { End blending mode (reset to default: BLEND_ALPHA) */ -int lcoreEndBlendMode( lua_State *L ) { +int lcoreEndBlendMode( lua_State* L ) { EndBlendMode(); return 0; @@ -797,7 +797,7 @@ int lcoreEndBlendMode( lua_State *L ) { Begin scissor mode (define screen area for following drawing) */ -int lcoreBeginScissorMode( lua_State *L ) { +int lcoreBeginScissorMode( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); BeginScissorMode( rect.x, rect.y, rect.width, rect.height ); @@ -810,7 +810,7 @@ int lcoreBeginScissorMode( lua_State *L ) { End scissor mode */ -int lcoreEndScissorMode( lua_State *L ) { +int lcoreEndScissorMode( lua_State* L ) { EndScissorMode(); return 0; @@ -829,15 +829,15 @@ NOTE: Set nil if no shader - Failure return nil - Success return Shader */ -int lcoreLoadShader( lua_State *L ) { +int lcoreLoadShader( lua_State* L ) { if ( !( lua_isstring( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isstring( L, 2 ) || lua_isnil( L, 2 ) ) ) { TraceLog( state->logLevelInvalid, "%s", "Argument needs to be string or nil" ); lua_pushnil( L ); return 1; } /* Will result to NULL if given nil. */ - const char *vsFileName = lua_tostring( L, 1 ); - const char *fsFileName = lua_tostring( L, 2 ); + const char* vsFileName = lua_tostring( L, 1 ); + const char* fsFileName = lua_tostring( L, 2 ); uluaPushShader( L, LoadShader( vsFileName, fsFileName ) ); @@ -854,15 +854,15 @@ NOTE: Set nil if no shader - Success return Shader */ -int lcoreLoadShaderFromMemory( lua_State *L ) { +int lcoreLoadShaderFromMemory( lua_State* L ) { if ( !( lua_isstring( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isstring( L, 2 ) || lua_isnil( L, 2 ) ) ) { TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.LoadShaderFromMemory( string vsCode, string fsCode )" ); lua_pushnil( L ); return 1; } /* Will result to NULL if given nil. */ - const char *vs = lua_tostring( L, 1 ); - const char *fs = lua_tostring( L, 2 ); + const char* vs = lua_tostring( L, 1 ); + const char* fs = lua_tostring( L, 2 ); uluaPushShader( L, LoadShaderFromMemory( vs, fs ) ); @@ -876,8 +876,8 @@ Check if a shader is ready - Success return bool */ -int lcoreIsShaderReady( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreIsShaderReady( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); lua_pushboolean( L, IsShaderReady( *shader ) ); @@ -891,8 +891,8 @@ Get shader program id - Success return int */ -int lcoreGetShaderId( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreGetShaderId( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); lua_pushinteger( L, shader->id ); @@ -906,8 +906,8 @@ Get shader uniform location - Success return int */ -int lcoreGetShaderLocation( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreGetShaderLocation( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); lua_pushinteger( L, GetShaderLocation( *shader, luaL_checkstring( L, 2 ) ) ); @@ -921,8 +921,8 @@ Get shader attribute location - Success return int */ -int lcoreGetShaderLocationAttrib( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreGetShaderLocationAttrib( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); lua_pushinteger( L, GetShaderLocationAttrib( *shader, luaL_checkstring( L, 2 ) ) ); @@ -934,8 +934,8 @@ int lcoreGetShaderLocationAttrib( lua_State *L ) { Set shader location index */ -int lcoreSetShaderLocationIndex( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreSetShaderLocationIndex( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); int shaderLocationIndex = luaL_checkinteger( L, 2 ); int location = luaL_checkinteger( L, 3 ); @@ -951,8 +951,8 @@ Get shader location index - Success return int */ -int lcoreGetShaderLocationIndex( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreGetShaderLocationIndex( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); int shaderLocationIndex = luaL_checkinteger( L, 2 ); lua_pushinteger( L, shader->locs[ shaderLocationIndex ] ); @@ -965,8 +965,8 @@ int lcoreGetShaderLocationIndex( lua_State *L ) { Set shader uniform value (matrix 4x4) */ -int lcoreSetShaderValueMatrix( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreSetShaderValueMatrix( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); Matrix mat = uluaGetMatrix( L, 3 ); @@ -980,10 +980,10 @@ int lcoreSetShaderValueMatrix( lua_State *L ) { Set shader uniform value for texture (sampler2d) */ -int lcoreSetShaderValueTexture( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreSetShaderValueTexture( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); - Texture *texture = uluaGetTexture( L, 3 ); + Texture* texture = uluaGetTexture( L, 3 ); SetShaderValueTexture( *shader, locIndex, *texture ); @@ -996,8 +996,8 @@ int lcoreSetShaderValueTexture( lua_State *L ) { Set shader uniform value NOTE: Even one value should be in table */ -int lcoreSetShaderValue( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreSetShaderValue( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); size_t valueCount = uluaGetTableLen( L, 3 ); int uniformType = luaL_checkinteger( L, 4 ); @@ -1038,8 +1038,8 @@ int lcoreSetShaderValue( lua_State *L ) { Set shader uniform value vector NOTE: Even one value should be in table */ -int lcoreSetShaderValueV( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreSetShaderValueV( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); size_t valueCount = uluaGetTableLen( L, 3 ); int uniformType = luaL_checkinteger( L, 4 ); @@ -1080,8 +1080,8 @@ int lcoreSetShaderValueV( lua_State *L ) { Unload shader from GPU memory (VRAM) */ -int lcoreUnloadShader( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); +int lcoreUnloadShader( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); UnloadShader( *shader ); @@ -1099,9 +1099,9 @@ Get a ray trace from mouse position - Success return Ray */ -int lcoreGetMouseRay( lua_State *L ) { +int lcoreGetMouseRay( lua_State* L ) { Vector2 mousePosition = uluaGetVector2( L, 1 ); - Camera3D *camera = uluaGetCamera3D( L, 2 ); + Camera3D* camera = uluaGetCamera3D( L, 2 ); uluaPushRay( L, GetMouseRay( mousePosition, *camera ) ); @@ -1115,8 +1115,8 @@ Get camera transform matrix (view matrix) - Success return Matrix */ -int lcoreGetCameraMatrix( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCameraMatrix( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); uluaPushMatrix( L, GetCameraMatrix( *camera ) ); @@ -1130,8 +1130,8 @@ Get camera 2d transform matrix - Success return Matrix */ -int lcoreGetCameraMatrix2D( lua_State *L ) { - Camera2D *camera = uluaGetCamera2D( L, 1 ); +int lcoreGetCameraMatrix2D( lua_State* L ) { + Camera2D* camera = uluaGetCamera2D( L, 1 ); uluaPushMatrix( L, GetCameraMatrix2D( *camera ) ); @@ -1145,9 +1145,9 @@ Get the screen space position for a 3d world space position - Success return Vector2 */ -int lcoreGetWorldToScreen( lua_State *L ) { +int lcoreGetWorldToScreen( lua_State* L ) { Vector3 position = uluaGetVector3( L, 1 ); - Camera3D *camera = uluaGetCamera3D( L, 2 ); + Camera3D* camera = uluaGetCamera3D( L, 2 ); uluaPushVector2( L, GetWorldToScreen( position, *camera ) ); @@ -1161,9 +1161,9 @@ Get size position for a 3d world space position - Success return Vector2 */ -int lcoreGetWorldToScreenEx( lua_State *L ) { +int lcoreGetWorldToScreenEx( lua_State* L ) { Vector3 position = uluaGetVector3( L, 1 ); - Camera3D *camera = uluaGetCamera3D( L, 2 ); + Camera3D* camera = uluaGetCamera3D( L, 2 ); Vector2 size = uluaGetVector2( L, 3 ); uluaPushVector2( L, GetWorldToScreenEx( position, *camera, size.x, size.y ) ); @@ -1178,9 +1178,9 @@ Get the screen space position for a 2d camera world space position - Success return Vector2 */ -int lcoreGetWorldToScreen2D( lua_State *L ) { +int lcoreGetWorldToScreen2D( lua_State* L ) { Vector2 position = uluaGetVector2( L, 1 ); - Camera2D *camera = uluaGetCamera2D( L, 2 ); + Camera2D* camera = uluaGetCamera2D( L, 2 ); uluaPushVector2( L, GetWorldToScreen2D( position, *camera ) ); @@ -1194,9 +1194,9 @@ Get the world space position for a 2d camera screen space position - Success return Vector2 */ -int lcoreGetScreenToWorld2D( lua_State *L ) { +int lcoreGetScreenToWorld2D( lua_State* L ) { Vector2 position = uluaGetVector2( L, 1 ); - Camera2D *camera = uluaGetCamera2D( L, 2 ); + Camera2D* camera = uluaGetCamera2D( L, 2 ); uluaPushVector2( L, GetScreenToWorld2D( position, *camera ) ); @@ -1212,7 +1212,7 @@ int lcoreGetScreenToWorld2D( lua_State *L ) { Set target FPS (maximum) */ -int lcoreSetTargetFPS( lua_State *L ) { +int lcoreSetTargetFPS( lua_State* L ) { int fps = luaL_checkinteger( L, 1 ); SetTargetFPS( fps ); @@ -1227,7 +1227,7 @@ Get current FPS - Success return int */ -int lcoreGetFPS( lua_State *L ) { +int lcoreGetFPS( lua_State* L ) { lua_pushinteger( L, GetFPS() ); return 1; @@ -1240,7 +1240,7 @@ Get time in seconds for last frame drawn (Delta time) - Success return float */ -int lcoreGetFrameTime( lua_State *L ) { +int lcoreGetFrameTime( lua_State* L ) { lua_pushnumber( L, GetFrameTime() ); return 1; @@ -1253,7 +1253,7 @@ Get elapsed time in seconds since InitWindow() - Success return float */ -int lcoreGetTime( lua_State *L ) { +int lcoreGetTime( lua_State* L ) { lua_pushnumber( L, GetTime() ); return 1; @@ -1268,7 +1268,7 @@ int lcoreGetTime( lua_State *L ) { Set the seed for the random number generator */ -int lcoreSetRandomSeed( lua_State *L ) { +int lcoreSetRandomSeed( lua_State* L ) { unsigned int seed = (unsigned int)luaL_checkinteger( L, 1 ); SetRandomSeed( seed ); @@ -1283,7 +1283,7 @@ Get a random value between min and max (both included) - Success return int */ -int lcoreGetRandomValue( lua_State *L ) { +int lcoreGetRandomValue( lua_State* L ) { int min = luaL_checkinteger( L, 1 ); int max = luaL_checkinteger( L, 2 ); @@ -1299,12 +1299,12 @@ Load random values sequence, no values repeated - Success return int{} */ -int lcoreLoadRandomSequence( lua_State *L ) { +int lcoreLoadRandomSequence( lua_State* L ) { unsigned int count = luaL_checkinteger( L, 1 ); int min = luaL_checkinteger( L, 1 ); int max = luaL_checkinteger( L, 2 ); - int *sequence = LoadRandomSequence( count, min, max ); + int* sequence = LoadRandomSequence( count, min, max ); lua_createtable( L, count, 0 ); for ( int i = 0; i < count; i++ ) { @@ -1325,7 +1325,7 @@ int lcoreLoadRandomSequence( lua_State *L ) { Takes a screenshot of current screen (filename extension defines format) */ -int lcoreTakeScreenshot( lua_State *L ) { +int lcoreTakeScreenshot( lua_State* L ) { TakeScreenshot( luaL_checkstring( L, 1 ) ); return 0; @@ -1336,7 +1336,7 @@ int lcoreTakeScreenshot( lua_State *L ) { Setup init configuration flags (view FLAGS) */ -int lcoreSetConfigFlags( lua_State *L ) { +int lcoreSetConfigFlags( lua_State* L ) { unsigned int flag = (unsigned int)luaL_checkinteger( L, 1 ); SetConfigFlags( flag ); @@ -1349,7 +1349,7 @@ int lcoreSetConfigFlags( lua_State *L ) { Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) */ -int lcoreTraceLog( lua_State *L ) { +int lcoreTraceLog( lua_State* L ) { int logLevel = luaL_checkinteger( L, 1 ); TraceLog( logLevel, "%s", luaL_checkstring( L, 2 ) ); @@ -1362,7 +1362,7 @@ int lcoreTraceLog( lua_State *L ) { Set the current threshold (minimum) log level */ -int lcoreSetTraceLogLevel( lua_State *L ) { +int lcoreSetTraceLogLevel( lua_State* L ) { int logLevel = luaL_checkinteger( L, 1 ); SetTraceLogLevel( logLevel ); @@ -1375,7 +1375,7 @@ int lcoreSetTraceLogLevel( lua_State *L ) { Set the log level for bad function calls and invalid data formats. */ -int lcoreSetLogLevelInvalid( lua_State *L ) { +int lcoreSetLogLevelInvalid( lua_State* L ) { state->logLevelInvalid = luaL_checkinteger( L, 1 ); return 0; @@ -1388,7 +1388,7 @@ Get the log level for bad function calls and invalid data formats. - Success return int */ -int lcoreGetLogLevelInvalid( lua_State *L ) { +int lcoreGetLogLevelInvalid( lua_State* L ) { lua_pushinteger( L, state->logLevelInvalid ); return 1; @@ -1399,7 +1399,7 @@ int lcoreGetLogLevelInvalid( lua_State *L ) { Open URL with default system browser (if available) */ -int lcoreOpenURL( lua_State *L ) { +int lcoreOpenURL( lua_State* L ) { OpenURL( luaL_checkstring( L, 1 ) ); return 0; @@ -1412,7 +1412,7 @@ Check if Lua garbage collection is set to unload object data - Success return bool */ -int lcoreIsGCUnloadEnabled( lua_State *L ) { +int lcoreIsGCUnloadEnabled( lua_State* L ) { lua_pushboolean( L, state->gcUnload ); return 1; @@ -1423,7 +1423,7 @@ int lcoreIsGCUnloadEnabled( lua_State *L ) { Set Lua garbage collection to unload object data */ -int lcoreSetGCUnload( lua_State *L ) { +int lcoreSetGCUnload( lua_State* L ) { state->gcUnload = uluaGetBoolean( L, 1 ); return 0; @@ -1440,8 +1440,8 @@ Load file data as byte array (read). Buffer type is BUFFER_UNSIGNED_CHAR - Success return Buffer */ -int lcoreLoadFileData( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); +int lcoreLoadFileData( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); Buffer buffer = { .type = BUFFER_UNSIGNED_CHAR @@ -1460,9 +1460,9 @@ Save data to file from byte array (write), returns true on success - Success return bool */ -int lcoreSaveFileData( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); - Buffer *buffer = uluaGetBuffer( L, 2 ); +int lcoreSaveFileData( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); + Buffer* buffer = uluaGetBuffer( L, 2 ); lua_pushboolean( L, SaveFileData( fileName, buffer->data, buffer->size ) ); @@ -1476,9 +1476,9 @@ Export data to code (.h), returns true on success - Success return bool */ -int lcoreExportDataAsCode( lua_State *L ) { - Buffer *buffer = uluaGetBuffer( L, 1 ); - const char *fileName = luaL_checkstring( L, 2 ); +int lcoreExportDataAsCode( lua_State* L ) { + Buffer* buffer = uluaGetBuffer( L, 1 ); + const char* fileName = luaL_checkstring( L, 2 ); lua_pushboolean( L, ExportDataAsCode( buffer->data, buffer->size, fileName ) ); @@ -1492,10 +1492,10 @@ Load text data from file (read) - Success return string */ -int lcoreLoadFileText( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); +int lcoreLoadFileText( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); - char *text = LoadFileText( fileName ); + char* text = LoadFileText( fileName ); lua_pushstring( L, text ); UnloadFileText( text ); @@ -1509,9 +1509,9 @@ Save text data to file (write), returns true on success - Success return bool */ -int lcoreSaveFileText( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); - char *text = (char*)luaL_checkstring( L, 2 ); +int lcoreSaveFileText( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); + char* text = (char*)luaL_checkstring( L, 2 ); lua_pushboolean( L, SaveFileText( fileName, text ) ); @@ -1529,7 +1529,7 @@ Return game directory (where main.lua is located) - Success return string */ -int lcoreGetBasePath( lua_State *L ) { +int lcoreGetBasePath( lua_State* L ) { lua_pushstring( L, state->exePath ); return 1; @@ -1542,7 +1542,7 @@ Check if file exists - Success return bool */ -int lcoreFileExists( lua_State *L ) { +int lcoreFileExists( lua_State* L ) { lua_pushboolean( L, FileExists( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1555,7 +1555,7 @@ Check if a directory path exists - Success return bool */ -int lcoreDirectoryExists( lua_State *L ) { +int lcoreDirectoryExists( lua_State* L ) { lua_pushboolean( L, DirectoryExists( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1568,7 +1568,7 @@ Check file extension (Including point: .png, .wav) - Success return bool */ -int lcoreIsFileExtension( lua_State *L ) { +int lcoreIsFileExtension( lua_State* L ) { lua_pushboolean( L, IsFileExtension( luaL_checkstring( L, 1 ), luaL_checkstring( L, 2 ) ) ); return 1; @@ -1581,7 +1581,7 @@ Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) - Success return int */ -int lcoreGetFileLength( lua_State *L ) { +int lcoreGetFileLength( lua_State* L ) { lua_pushinteger( L, GetFileLength( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1594,7 +1594,7 @@ Get pointer to extension for a filename string (Includes dot: '.png') - Success return string */ -int lcoreGetFileExtension( lua_State *L ) { +int lcoreGetFileExtension( lua_State* L ) { lua_pushstring( L, GetFileExtension( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1607,7 +1607,7 @@ Get pointer to filename for a path string - Success return string */ -int lcoreGetFileName( lua_State *L ) { +int lcoreGetFileName( lua_State* L ) { lua_pushstring( L, GetFileName( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1620,7 +1620,7 @@ Get filename string without extension (Uses static string) - Success return string */ -int lcoreGetFileNameWithoutExt( lua_State *L ) { +int lcoreGetFileNameWithoutExt( lua_State* L ) { lua_pushstring( L, GetFileNameWithoutExt( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1633,7 +1633,7 @@ Get full path for a given fileName with path (Uses static string) - Success return string */ -int lcoreGetDirectoryPath( lua_State *L ) { +int lcoreGetDirectoryPath( lua_State* L ) { lua_pushstring( L, GetDirectoryPath( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1646,7 +1646,7 @@ Get previous directory path for a given path (Uses static string) - Success return string */ -int lcoreGetPrevDirectoryPath( lua_State *L ) { +int lcoreGetPrevDirectoryPath( lua_State* L ) { lua_pushstring( L, GetPrevDirectoryPath( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1659,7 +1659,7 @@ Get current working directory (Uses static string) - Success return string */ -int lcoreGetWorkingDirectory( lua_State *L ) { +int lcoreGetWorkingDirectory( lua_State* L ) { lua_pushstring( L, GetWorkingDirectory() ); return 1; @@ -1672,7 +1672,7 @@ Get the directory of the running application (uses static string) - Success return string */ -int lcoreGetApplicationDirectory( lua_State *L ) { +int lcoreGetApplicationDirectory( lua_State* L ) { lua_pushstring( L, GetApplicationDirectory() ); return 1; @@ -1685,7 +1685,7 @@ Load directory filepaths - Success return string{} */ -int lcoreLoadDirectoryFiles( lua_State *L ) { +int lcoreLoadDirectoryFiles( lua_State* L ) { FilePathList files = LoadDirectoryFiles( luaL_checkstring( L, 1 ) ); lua_createtable( L, files.count, 0 ); @@ -1706,7 +1706,7 @@ Load directory filepaths with extension filtering and recursive directory scan - Success return string{} */ -int lcoreLoadDirectoryFilesEx( lua_State *L ) { +int lcoreLoadDirectoryFilesEx( lua_State* L ) { bool scanSubdirs = uluaGetBoolean( L, 3 ); FilePathList files = LoadDirectoryFilesEx( luaL_checkstring( L, 1 ), luaL_checkstring( L, 2 ), scanSubdirs ); @@ -1729,7 +1729,7 @@ Change working directory, return true on success - Success return bool */ -int lcoreChangeDirectory( lua_State *L ) { +int lcoreChangeDirectory( lua_State* L ) { lua_pushboolean( L, ChangeDirectory( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1742,7 +1742,7 @@ Check if a given path is a file or a directory - Success return bool */ -int lcoreIsPathFile( lua_State *L ) { +int lcoreIsPathFile( lua_State* L ) { lua_pushboolean( L, IsPathFile( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1755,7 +1755,7 @@ Check if a file has been dropped into window - Success return bool */ -int lcoreIsFileDropped( lua_State *L ) { +int lcoreIsFileDropped( lua_State* L ) { lua_pushboolean( L, IsFileDropped() ); return 1; @@ -1768,7 +1768,7 @@ Load dropped filepaths - Success return string{} */ -int lcoreLoadDroppedFiles( lua_State *L ) { +int lcoreLoadDroppedFiles( lua_State* L ) { FilePathList files = LoadDroppedFiles(); lua_createtable( L, files.count, 0 ); @@ -1789,7 +1789,7 @@ Get file modification time (Last write time) - Success return int */ -int lcoreGetFileModTime( lua_State *L ) { +int lcoreGetFileModTime( lua_State* L ) { lua_pushinteger( L, GetFileModTime( luaL_checkstring( L, 1 ) ) ); return 1; @@ -1806,13 +1806,13 @@ Compress data (DEFLATE algorithm) - Success return Buffer */ -int lcoreCompressData( lua_State *L ) { - Buffer *inBuffer = uluaGetBuffer( L, 1 ); +int lcoreCompressData( lua_State* L ) { + Buffer* inBuffer = uluaGetBuffer( L, 1 ); Buffer outBuffer = { .size = 0, .type = inBuffer->type }; - unsigned char *compData = CompressData( inBuffer->data, inBuffer->size, (int*)&outBuffer.size ); + unsigned char* compData = CompressData( inBuffer->data, inBuffer->size, (int*)&outBuffer.size ); outBuffer.data = malloc( outBuffer.size ); memcpy( outBuffer.data, compData, outBuffer.size ); @@ -1830,13 +1830,13 @@ Decompress data (DEFLATE algorithm). - Success Buffer */ -int lcoreDecompressData( lua_State *L ) { - Buffer *inBuffer = uluaGetBuffer( L, 1 ); +int lcoreDecompressData( lua_State* L ) { + Buffer* inBuffer = uluaGetBuffer( L, 1 ); Buffer outBuffer = { .size = 0, .type = inBuffer->type }; - unsigned char *data = DecompressData( inBuffer->data, inBuffer->size, (int*)&outBuffer.size ); + unsigned char* data = DecompressData( inBuffer->data, inBuffer->size, (int*)&outBuffer.size ); outBuffer.data = malloc( outBuffer.size ); memcpy( outBuffer.data, data, outBuffer.size ); @@ -1854,12 +1854,12 @@ Encode data to Base64 string - Success return string, int */ -int lcoreEncodeDataBase64( lua_State *L ) { +int lcoreEncodeDataBase64( lua_State* L ) { int dataSize = 0; - const char *string = luaL_checklstring( L, 1, (size_t*)&dataSize ); + const char* string = luaL_checklstring( L, 1, (size_t*)&dataSize ); int outputSize = 0; - char *compData = EncodeDataBase64( string, dataSize, &outputSize ); + char* compData = EncodeDataBase64( string, dataSize, &outputSize ); lua_pushstring( L, compData ); lua_pushinteger( L, outputSize ); @@ -1876,9 +1876,9 @@ Decode Base64 string data - Success return string, int */ -int lcoreDecodeDataBase64( lua_State *L ) { +int lcoreDecodeDataBase64( lua_State* L ) { int outputSize = 0; - unsigned char *decodedData = DecodeDataBase64( luaL_checkstring( L, 1 ), &outputSize ); + unsigned char* decodedData = DecodeDataBase64( luaL_checkstring( L, 1 ), &outputSize ); lua_pushstring( L, decodedData ); lua_pushinteger( L, outputSize ); @@ -1899,7 +1899,7 @@ Detect if a key has been pressed once - Success return bool */ -int lcoreIsKeyPressed( lua_State *L ) { +int lcoreIsKeyPressed( lua_State* L ) { int key = luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsKeyPressed( key ) ); @@ -1914,7 +1914,7 @@ Detect if a key is being pressed - Success return bool */ -int lcoreIsKeyDown( lua_State *L ) { +int lcoreIsKeyDown( lua_State* L ) { int key = luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsKeyDown( key ) ); @@ -1929,7 +1929,7 @@ Detect if a key has been released once - Success return bool */ -int lcoreIsKeyReleased( lua_State *L ) { +int lcoreIsKeyReleased( lua_State* L ) { int key = luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsKeyReleased( key ) ); @@ -1944,7 +1944,7 @@ Check if a key is NOT being pressed - Success return bool */ -int lcoreIsKeyUp( lua_State *L ) { +int lcoreIsKeyUp( lua_State* L ) { int key = luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsKeyUp( key ) ); @@ -1959,7 +1959,7 @@ Get key pressed (keycode), call it multiple times for keys queued, returns 0 whe - Success return int */ -int lcoreGetKeyPressed( lua_State *L ) { +int lcoreGetKeyPressed( lua_State* L ) { lua_pushinteger( L, GetKeyPressed() ); return 1; @@ -1972,7 +1972,7 @@ Get char pressed (unicode), call it multiple times for chars queued, returns 0 w - Success return int */ -int lcoreGetCharPressed( lua_State *L ) { +int lcoreGetCharPressed( lua_State* L ) { lua_pushinteger( L, GetCharPressed() ); return 1; @@ -1983,7 +1983,7 @@ int lcoreGetCharPressed( lua_State *L ) { Set a custom key to exit program (default is ESC) */ -int lcoreSetExitKey( lua_State *L ) { +int lcoreSetExitKey( lua_State* L ) { int key = luaL_checkinteger( L, 1 ); SetExitKey( key ); @@ -2002,7 +2002,7 @@ Detect if a gamepad is available - Success return bool */ -int lcoreIsGamepadAvailable( lua_State *L ) { +int lcoreIsGamepadAvailable( lua_State* L ) { int gamepad = luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsGamepadAvailable( gamepad ) ); @@ -2017,7 +2017,7 @@ Return gamepad internal name id - Success return string */ -int lcoreGetGamepadName( lua_State *L ) { +int lcoreGetGamepadName( lua_State* L ) { int gamepad = luaL_checkinteger( L, 1 ); lua_pushstring( L, GetGamepadName( gamepad ) ); @@ -2032,7 +2032,7 @@ Detect if a gamepad button has been pressed once - Success return bool */ -int lcoreIsGamepadButtonPressed( lua_State *L ) { +int lcoreIsGamepadButtonPressed( lua_State* L ) { int gamepad = luaL_checkinteger( L, 1 ); int button = luaL_checkinteger( L, 2 ); @@ -2048,7 +2048,7 @@ Detect if a gamepad button is being pressed - Success return bool */ -int lcoreIsGamepadButtonDown( lua_State *L ) { +int lcoreIsGamepadButtonDown( lua_State* L ) { int gamepad = luaL_checkinteger( L, 1 ); int button = luaL_checkinteger( L, 2 ); @@ -2064,7 +2064,7 @@ Detect if a gamepad button has been released once - Success return bool */ -int lcoreIsGamepadButtonReleased( lua_State *L ) { +int lcoreIsGamepadButtonReleased( lua_State* L ) { int gamepad = luaL_checkinteger( L, 1 ); int button = luaL_checkinteger( L, 2 ); @@ -2080,7 +2080,7 @@ Return gamepad axis count for a gamepad - Success return int */ -int lcoreGetGamepadAxisCount( lua_State *L ) { +int lcoreGetGamepadAxisCount( lua_State* L ) { int gamepad = luaL_checkinteger( L, 1 ); lua_pushinteger( L, GetGamepadAxisCount( gamepad ) ); @@ -2095,7 +2095,7 @@ Return axis movement value for a gamepad axis - Success return float */ -int lcoreGetGamepadAxisMovement( lua_State *L ) { +int lcoreGetGamepadAxisMovement( lua_State* L ) { int gamepad = luaL_checkinteger( L, 1 ); int axis = luaL_checkinteger( L, 2 ); @@ -2111,8 +2111,8 @@ Set internal gamepad mappings (SDL_GameControllerDB) - Success return int */ -int lcoreSetGamepadMappings( lua_State *L ) { - const char *mappings = luaL_checkstring( L, 1 ); +int lcoreSetGamepadMappings( lua_State* L ) { + const char* mappings = luaL_checkstring( L, 1 ); lua_pushnumber( L, SetGamepadMappings( mappings ) ); @@ -2130,7 +2130,7 @@ Detect if a mouse button has been pressed once - Success return bool */ -int lcoreIsMouseButtonPressed( lua_State *L ) { +int lcoreIsMouseButtonPressed( lua_State* L ) { int button = luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsMouseButtonPressed( button ) ); @@ -2145,7 +2145,7 @@ Detect if a mouse button is being pressed - Success return bool */ -int lcoreIsMouseButtonDown( lua_State *L ) { +int lcoreIsMouseButtonDown( lua_State* L ) { int button = luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsMouseButtonDown( button ) ); @@ -2160,7 +2160,7 @@ Detect if a mouse button has been released once - Success return bool */ -int lcoreIsMouseButtonReleased( lua_State *L ) { +int lcoreIsMouseButtonReleased( lua_State* L ) { int button = luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsMouseButtonReleased( button ) ); @@ -2175,7 +2175,7 @@ Check if a mouse button is NOT being pressed - Success return bool */ -int lcoreIsMouseButtonUp( lua_State *L ) { +int lcoreIsMouseButtonUp( lua_State* L ) { int button = luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsMouseButtonUp( button ) ); @@ -2190,7 +2190,7 @@ Returns mouse position - Success return Vector2 */ -int lcoreGetMousePosition( lua_State *L ) { +int lcoreGetMousePosition( lua_State* L ) { uluaPushVector2( L, GetMousePosition() ); return 1; @@ -2203,7 +2203,7 @@ Get mouse delta between frames - Success return Vector2 */ -int lcoreGetMouseDelta( lua_State *L ) { +int lcoreGetMouseDelta( lua_State* L ) { uluaPushVector2( L, GetMouseDelta() ); return 1; @@ -2214,7 +2214,7 @@ int lcoreGetMouseDelta( lua_State *L ) { Set mouse position XY */ -int lcoreSetMousePosition( lua_State *L ) { +int lcoreSetMousePosition( lua_State* L ) { Vector2 pos = uluaGetVector2( L, 1 ); SetMousePosition( pos.x, pos.y ); @@ -2227,7 +2227,7 @@ int lcoreSetMousePosition( lua_State *L ) { Set mouse offset */ -int lcoreSetMouseOffset( lua_State *L ) { +int lcoreSetMouseOffset( lua_State* L ) { Vector2 offset = uluaGetVector2( L, 1 ); SetMouseOffset( offset.x, offset.y ); @@ -2240,7 +2240,7 @@ int lcoreSetMouseOffset( lua_State *L ) { Set mouse scaling */ -int lcoreSetMouseScale( lua_State *L ) { +int lcoreSetMouseScale( lua_State* L ) { Vector2 scale = uluaGetVector2( L, 1 ); SetMouseScale( scale.x, scale.y ); @@ -2255,7 +2255,7 @@ Returns mouse wheel movement Y - Success return float */ -int lcoreGetMouseWheelMove( lua_State *L ) { +int lcoreGetMouseWheelMove( lua_State* L ) { lua_pushnumber( L, GetMouseWheelMove() ); return 1; @@ -2266,7 +2266,7 @@ int lcoreGetMouseWheelMove( lua_State *L ) { Set mouse cursor */ -int lcoreSetMouseCursor( lua_State *L ) { +int lcoreSetMouseCursor( lua_State* L ) { int cursor = luaL_checkinteger( L, 1 ); SetMouseCursor( cursor ); @@ -2285,7 +2285,7 @@ Get touch position XY for a touch point index (relative to screen size) - Success return Vector2 */ -int lcoreGetTouchPosition( lua_State *L ) { +int lcoreGetTouchPosition( lua_State* L ) { int index = luaL_checkinteger( L, 1 ); uluaPushVector2( L, GetTouchPosition( index ) ); @@ -2300,7 +2300,7 @@ Get touch point identifier for given index - Success return int */ -int lcoreGetTouchPointId( lua_State *L ) { +int lcoreGetTouchPointId( lua_State* L ) { int index = luaL_checkinteger( L, 1 ); lua_pushinteger( L, GetTouchPointId( index ) ); @@ -2315,7 +2315,7 @@ Get touch point identifier for given index - Success return int */ -int lcoreGetTouchPointCount( lua_State *L ) { +int lcoreGetTouchPointCount( lua_State* L ) { lua_pushinteger( L, GetTouchPointCount() ); return 1; @@ -2330,7 +2330,7 @@ int lcoreGetTouchPointCount( lua_State *L ) { Enable a set of gestures using flags */ -int lcoreSetGesturesEnabled( lua_State *L ) { +int lcoreSetGesturesEnabled( lua_State* L ) { unsigned int flags = (unsigned int)luaL_checkinteger( L, 1 ); SetGesturesEnabled( flags ); @@ -2345,7 +2345,7 @@ Check if a gesture have been detected - Success return bool */ -int lcoreIsGestureDetected( lua_State *L ) { +int lcoreIsGestureDetected( lua_State* L ) { int gesture = luaL_checkinteger( L, 1 ); lua_pushboolean( L, IsGestureDetected( gesture ) ); @@ -2360,7 +2360,7 @@ Get latest detected gesture - Success return int */ -int lcoreGetGestureDetected( lua_State *L ) { +int lcoreGetGestureDetected( lua_State* L ) { lua_pushinteger( L, GetGestureDetected() ); return 1; @@ -2373,7 +2373,7 @@ Get gesture hold time in milliseconds - Success return float */ -int lcoreGetGestureHoldDuration( lua_State *L ) { +int lcoreGetGestureHoldDuration( lua_State* L ) { lua_pushnumber( L, GetGestureHoldDuration() ); return 1; @@ -2386,7 +2386,7 @@ Get gesture drag vector - Success return Vector2 */ -int lcoreGetGestureDragVector( lua_State *L ) { +int lcoreGetGestureDragVector( lua_State* L ) { uluaPushVector2( L, GetGestureDragVector() ); return 1; @@ -2399,7 +2399,7 @@ Get gesture drag angle - Success return float */ -int lcoreGetGestureDragAngle( lua_State *L ) { +int lcoreGetGestureDragAngle( lua_State* L ) { lua_pushnumber( L, GetGestureDragAngle() ); return 1; @@ -2412,7 +2412,7 @@ Get gesture pinch delta - Success return Vector2 */ -int lcoreGetGesturePinchVector( lua_State *L ) { +int lcoreGetGesturePinchVector( lua_State* L ) { uluaPushVector2( L, GetGesturePinchVector() ); return 1; @@ -2425,7 +2425,7 @@ Get gesture pinch angle - Success return float */ -int lcoreGetGesturePinchAngle( lua_State *L ) { +int lcoreGetGesturePinchAngle( lua_State* L ) { lua_pushnumber( L, GetGesturePinchAngle() ); return 1; @@ -2442,7 +2442,7 @@ Return camera2D set to default configuration - Success return Camera2D */ -int lcoreCreateCamera2D( lua_State *L ) { +int lcoreCreateCamera2D( lua_State* L ) { Camera2D camera = { 0 }; camera.offset = (Vector2){ 0.0, 0.0 }; @@ -2460,8 +2460,8 @@ int lcoreCreateCamera2D( lua_State *L ) { Set camera target (rotation and zoom origin) */ -int lcoreSetCamera2DTarget( lua_State *L ) { - Camera2D *camera = uluaGetCamera2D( L, 1 ); +int lcoreSetCamera2DTarget( lua_State* L ) { + Camera2D* camera = uluaGetCamera2D( L, 1 ); Vector2 target = uluaGetVector2( L, 2 ); camera->target = target; @@ -2474,8 +2474,8 @@ int lcoreSetCamera2DTarget( lua_State *L ) { Set camera offset (displacement from target) */ -int lcoreSetCamera2DOffset( lua_State *L ) { - Camera2D *camera = uluaGetCamera2D( L, 1 ); +int lcoreSetCamera2DOffset( lua_State* L ) { + Camera2D* camera = uluaGetCamera2D( L, 1 ); Vector2 offset = uluaGetVector2( L, 2 ); camera->offset = offset; @@ -2488,8 +2488,8 @@ int lcoreSetCamera2DOffset( lua_State *L ) { Set camera rotation in degrees */ -int lcoreSetCamera2DRotation( lua_State *L ) { - Camera2D *camera = uluaGetCamera2D( L, 1 ); +int lcoreSetCamera2DRotation( lua_State* L ) { + Camera2D* camera = uluaGetCamera2D( L, 1 ); float rotation = luaL_checknumber( L, 2 ); camera->rotation = rotation; @@ -2502,8 +2502,8 @@ int lcoreSetCamera2DRotation( lua_State *L ) { Set camera zoom (scaling), should be 1.0f by default */ -int lcoreSetCamera2DZoom( lua_State *L ) { - Camera2D *camera = uluaGetCamera2D( L, 1 ); +int lcoreSetCamera2DZoom( lua_State* L ) { + Camera2D* camera = uluaGetCamera2D( L, 1 ); float zoom = luaL_checknumber( L, 2 ); camera->zoom = zoom; @@ -2518,8 +2518,8 @@ Get camera2D target - Success return Vector2 */ -int lcoreGetCamera2DTarget( lua_State *L ) { - Camera2D *camera = uluaGetCamera2D( L, 1 ); +int lcoreGetCamera2DTarget( lua_State* L ) { + Camera2D* camera = uluaGetCamera2D( L, 1 ); uluaPushVector2( L, camera->target ); @@ -2533,8 +2533,8 @@ Get camera2D offset - Success return Vector2 */ -int lcoreGetCamera2DOffset( lua_State *L ) { - Camera2D *camera = uluaGetCamera2D( L, 1 ); +int lcoreGetCamera2DOffset( lua_State* L ) { + Camera2D* camera = uluaGetCamera2D( L, 1 ); uluaPushVector2( L, camera->offset ); return 1; @@ -2547,8 +2547,8 @@ Get camera2D rotation - Success return float */ -int lcoreGetCamera2DRotation( lua_State *L ) { - Camera2D *camera = uluaGetCamera2D( L, 1 ); +int lcoreGetCamera2DRotation( lua_State* L ) { + Camera2D* camera = uluaGetCamera2D( L, 1 ); lua_pushnumber( L, camera->rotation ); return 1; @@ -2561,8 +2561,8 @@ Get camera2D zoom - Success return float */ -int lcoreGetCamera2DZoom( lua_State *L ) { - Camera2D *camera = uluaGetCamera2D( L, 1 ); +int lcoreGetCamera2DZoom( lua_State* L ) { + Camera2D* camera = uluaGetCamera2D( L, 1 ); lua_pushnumber( L, camera->zoom ); return 1; @@ -2579,7 +2579,7 @@ Return camera3D id set to default configuration - Success return int */ -int lcoreCreateCamera3D( lua_State *L ) { +int lcoreCreateCamera3D( lua_State* L ) { Camera3D camera = { 0 }; camera.position = (Vector3){ 0.0, 0.0, 0.0 }; @@ -2598,8 +2598,8 @@ int lcoreCreateCamera3D( lua_State *L ) { Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes) */ -int lcoreSetCamera3DPosition( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreSetCamera3DPosition( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); Vector3 pos = uluaGetVector3( L, 2 ); camera->position = pos; @@ -2612,8 +2612,8 @@ int lcoreSetCamera3DPosition( lua_State *L ) { Set camera target it looks-at */ -int lcoreSetCamera3DTarget( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreSetCamera3DTarget( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); Vector3 target = uluaGetVector3( L, 2 ); camera->target = target; @@ -2626,8 +2626,8 @@ int lcoreSetCamera3DTarget( lua_State *L ) { Set camera up vector (Rotation over it's axis) */ -int lcoreSetCamera3DUp( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreSetCamera3DUp( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); Vector3 up = uluaGetVector3( L, 2 ); camera->up = up; @@ -2640,8 +2640,8 @@ int lcoreSetCamera3DUp( lua_State *L ) { Set camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic */ -int lcoreSetCamera3DFovy( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreSetCamera3DFovy( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); float fovy = luaL_checknumber( L, 2 ); camera->fovy = fovy; @@ -2654,8 +2654,8 @@ int lcoreSetCamera3DFovy( lua_State *L ) { Set camera projection mode (CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC) */ -int lcoreSetCamera3DProjection( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreSetCamera3DProjection( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); int projection = luaL_checkinteger( L, 2 ); camera->projection = projection; @@ -2670,8 +2670,8 @@ Get camera position - Success return Vector3 */ -int lcoreGetCamera3DPosition( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCamera3DPosition( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, camera->position ); @@ -2685,8 +2685,8 @@ Get camera target it looks-at - Success return Vector3 */ -int lcoreGetCamera3DTarget( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCamera3DTarget( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, camera->target ); @@ -2700,8 +2700,8 @@ Get camera up vector (Rotation over it's axis) - Success return Vector3 */ -int lcoreGetCamera3DUp( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCamera3DUp( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, camera->up ); @@ -2715,8 +2715,8 @@ Get camera field-of-view apperture in Y (degrees) in perspective, used as near p - Success return float */ -int lcoreGetCamera3DFovy( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCamera3DFovy( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); lua_pushnumber( L, camera->fovy ); @@ -2730,8 +2730,8 @@ Get camera projection mode - Success return int */ -int lcoreGetCamera3DProjection( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCamera3DProjection( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); lua_pushinteger( L, camera->projection ); @@ -2745,8 +2745,8 @@ Returns the cameras forward vector (normalized) - Success return Vector3 */ -int lcoreGetCamera3DForward( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCamera3DForward( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, GetCameraForward( camera ) ); @@ -2761,8 +2761,8 @@ Note: The up vector might not be perpendicular to the forward vector - Success return Vector3 */ -int lcoreGetCamera3DUpNormalized( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCamera3DUpNormalized( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, GetCameraUp( camera ) ); @@ -2776,8 +2776,8 @@ Returns the cameras right vector (normalized) - Success return Vector3 */ -int lcoreGetCamera3DRight( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCamera3DRight( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, GetCameraRight( camera ) ); @@ -2789,8 +2789,8 @@ int lcoreGetCamera3DRight( lua_State *L ) { Moves the camera in it's forward direction */ -int lcoreCamera3DMoveForward( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreCamera3DMoveForward( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); float distance = luaL_checknumber( L, 2 ); bool moveInWorldPlane = uluaGetBoolean( L, 3 ); @@ -2804,8 +2804,8 @@ int lcoreCamera3DMoveForward( lua_State *L ) { Moves the camera in it's up direction */ -int lcoreCamera3DMoveUp( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreCamera3DMoveUp( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); float distance = luaL_checknumber( L, 2 ); CameraMoveUp( camera, distance ); @@ -2818,8 +2818,8 @@ int lcoreCamera3DMoveUp( lua_State *L ) { Moves the camera target in it's current right direction */ -int lcoreCamera3DMoveRight( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreCamera3DMoveRight( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); float distance = luaL_checknumber( L, 2 ); bool moveInWorldPlane = uluaGetBoolean( L, 3 ); @@ -2833,8 +2833,8 @@ int lcoreCamera3DMoveRight( lua_State *L ) { Moves the camera position closer/farther to/from the camera target */ -int lcoreCamera3DMoveToTarget( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreCamera3DMoveToTarget( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); float delta = luaL_checknumber( L, 2 ); CameraMoveToTarget( camera, delta ); @@ -2850,8 +2850,8 @@ Yaw is "looking left and right" If rotateAroundTarget is false, the camera rotates around it's position Note: angle must be provided in radians */ -int lcoreCamera3DYaw( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreCamera3DYaw( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); float delta = luaL_checknumber( L, 2 ); bool rotateAroundTarget = uluaGetBoolean( L, 3 ); @@ -2869,8 +2869,8 @@ Rotates the camera around it's right vector, pitch is "looking up and down" - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) NOTE: angle must be provided in radians */ -int lcoreCamera3DPitch( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreCamera3DPitch( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); float delta = luaL_checknumber( L, 2 ); bool lockView = uluaGetBoolean( L, 3 ); bool rotateAroundTarget = uluaGetBoolean( L, 4 ); @@ -2888,8 +2888,8 @@ Rotates the camera around it's forward vector Roll is "turning your head sideways to the left or right" Note: angle must be provided in radians */ -int lcoreCamera3DRoll( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreCamera3DRoll( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); float angle = luaL_checknumber( L, 2 ); CameraRoll( camera, angle ); @@ -2904,8 +2904,8 @@ Returns the camera view matrix - Success return Matrix */ -int lcoreGetCamera3DViewMatrix( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCamera3DViewMatrix( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); uluaPushMatrix( L, GetCameraViewMatrix( camera ) ); @@ -2919,8 +2919,8 @@ Returns the camera projection matrix - Success return Matrix */ -int lcoreGetCamera3DProjectionMatrix( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreGetCamera3DProjectionMatrix( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); float aspect = luaL_checknumber( L, 2 ); uluaPushMatrix( L, GetCameraProjectionMatrix( camera, aspect ) ); @@ -2933,8 +2933,8 @@ int lcoreGetCamera3DProjectionMatrix( lua_State *L ) { Update camera position for selected mode */ -int lcoreUpdateCamera3D( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreUpdateCamera3D( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); int mode = luaL_checkinteger( L, 2 ); UpdateCamera( camera, mode ); @@ -2947,8 +2947,8 @@ int lcoreUpdateCamera3D( lua_State *L ) { Update camera movement, movement/rotation values should be provided by user */ -int lcoreUpdateCamera3DPro( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); +int lcoreUpdateCamera3DPro( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); Vector3 movement = uluaGetVector3( L, 2 ); Vector3 rotation = uluaGetVector3( L, 3 ); float zoom = luaL_checknumber( L, 4 ); @@ -2969,7 +2969,7 @@ Load Buffer. Type should be one of the Buffer types. Empty buffer will set data - Success return Buffer */ -int lcoreLoadBuffer( lua_State *L ) { +int lcoreLoadBuffer( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); int type = luaL_checkinteger( L, 2 ); @@ -2990,14 +2990,14 @@ int lcoreLoadBuffer( lua_State *L ) { int t = 1; int i = 0; - unsigned char *ucp = buffer.data; + unsigned char* ucp = buffer.data; unsigned short *usp = buffer.data; - unsigned int *uip = buffer.data; - char *cp = buffer.data; + unsigned int* uip = buffer.data; + char* cp = buffer.data; short *sp = buffer.data; - int *ip = buffer.data; - float *fp = buffer.data; - double *dp = buffer.data; + int* ip = buffer.data; + float* fp = buffer.data; + double* dp = buffer.data; lua_pushnil( L ); @@ -3054,8 +3054,8 @@ Read buffer data from binary file - Failure return nil - Success return Buffer */ -int lcoreLoadBufferFromFile( lua_State *L ) { - const char *path = luaL_checkstring( L, 1 ); +int lcoreLoadBufferFromFile( lua_State* L ) { + const char* path = luaL_checkstring( L, 1 ); int type = luaL_checkinteger( L, 2 ); int fileLen = GetFileLength( path ); @@ -3065,7 +3065,7 @@ int lcoreLoadBufferFromFile( lua_State *L ) { .data = malloc( fileLen ) }; size_t elementSize = getBufferElementSize( &buffer ); - FILE *file; + FILE* file; file = fopen( path, "rb" ); if ( file == NULL ) { @@ -3089,9 +3089,9 @@ Read buffer data from string - Failure return nil - Success return Buffer */ -int lcoreLoadBufferFromString( lua_State *L ) { +int lcoreLoadBufferFromString( lua_State* L ) { size_t len = 0; - const char *string = luaL_checklstring( L, 1, &len ); + const char* string = luaL_checklstring( L, 1, &len ); Buffer buffer = { .type = BUFFER_UNSIGNED_CHAR, @@ -3110,8 +3110,8 @@ int lcoreLoadBufferFromString( lua_State *L ) { Unload buffer data */ -int lcoreUnloadBuffer( lua_State *L ) { - Buffer *buffer = uluaGetBuffer( L, 1 ); +int lcoreUnloadBuffer( lua_State* L ) { + Buffer* buffer = uluaGetBuffer( L, 1 ); unloadBuffer( buffer ); @@ -3125,13 +3125,13 @@ Get buffer data as table in the format it was stored - Success return data{} */ -int lcoreGetBufferData( lua_State *L ) { - Buffer *buffer = uluaGetBuffer( L, 1 ); +int lcoreGetBufferData( lua_State* L ) { + Buffer* buffer = uluaGetBuffer( L, 1 ); size_t position = luaL_checkinteger( L, 2 ); size_t length = luaL_checkinteger( L, 3 ); if ( buffer->type == BUFFER_UNSIGNED_CHAR ) { - unsigned char *p = buffer->data + position * sizeof( unsigned char ); + unsigned char* p = buffer->data + position * sizeof( unsigned char ); size_t bufLen = buffer->size / sizeof( unsigned char ); size_t count = bufLen < ( position + length ) ? ( position + length ) - bufLen : length; lua_createtable( L, count, 0 ); @@ -3155,7 +3155,7 @@ int lcoreGetBufferData( lua_State *L ) { } } else if ( buffer->type == BUFFER_UNSIGNED_INT ) { - unsigned int *p = buffer->data + position * sizeof( unsigned int ); + unsigned int* p = buffer->data + position * sizeof( unsigned int ); size_t bufLen = buffer->size / sizeof( unsigned int ); size_t count = bufLen < ( position + length ) ? ( position + length ) - bufLen : length; lua_createtable( L, count, 0 ); @@ -3167,7 +3167,7 @@ int lcoreGetBufferData( lua_State *L ) { } } else if ( buffer->type == BUFFER_CHAR ) { - char *p = buffer->data + position * sizeof( char ); + char* p = buffer->data + position * sizeof( char ); size_t bufLen = buffer->size / sizeof( char ); size_t count = bufLen < ( position + length ) ? ( position + length ) - bufLen : length; lua_createtable( L, count, 0 ); @@ -3191,7 +3191,7 @@ int lcoreGetBufferData( lua_State *L ) { } } else if ( buffer->type == BUFFER_INT ) { - int *p = buffer->data + position * sizeof( int ); + int* p = buffer->data + position * sizeof( int ); size_t bufLen = buffer->size / sizeof( int ); size_t count = bufLen < ( position + length ) ? ( position + length ) - bufLen : length; lua_createtable( L, count, 0 ); @@ -3203,7 +3203,7 @@ int lcoreGetBufferData( lua_State *L ) { } } else if ( buffer->type == BUFFER_FLOAT ) { - float *p = buffer->data + position * sizeof( float ); + float* p = buffer->data + position * sizeof( float ); size_t bufLen = buffer->size / sizeof( float ); size_t count = bufLen < ( position + length ) ? ( position + length ) - bufLen : length; lua_createtable( L, count, 0 ); @@ -3215,7 +3215,7 @@ int lcoreGetBufferData( lua_State *L ) { } } else if ( buffer->type == BUFFER_DOUBLE ) { - double *p = buffer->data + position * sizeof( double ); + double* p = buffer->data + position * sizeof( double ); size_t bufLen = buffer->size / sizeof( double ); size_t count = bufLen < ( position + length ) ? ( position + length ) - bufLen : length; lua_createtable( L, count, 0 ); @@ -3236,8 +3236,8 @@ Get buffer type - Success return int */ -int lcoreGetBufferType( lua_State *L ) { - Buffer *buffer = uluaGetBuffer( L, 1 ); +int lcoreGetBufferType( lua_State* L ) { + Buffer* buffer = uluaGetBuffer( L, 1 ); lua_pushinteger( L, buffer->type ); @@ -3251,8 +3251,8 @@ Get buffer size in bytes - Success return int */ -int lcoreGetBufferSize( lua_State *L ) { - Buffer *buffer = uluaGetBuffer( L, 1 ); +int lcoreGetBufferSize( lua_State* L ) { + Buffer* buffer = uluaGetBuffer( L, 1 ); lua_pushinteger( L, buffer->size ); @@ -3266,8 +3266,8 @@ Get buffer element size in bytes - Success return int */ -int lcoreGetBufferElementSize( lua_State *L ) { - Buffer *buffer = uluaGetBuffer( L, 1 ); +int lcoreGetBufferElementSize( lua_State* L ) { + Buffer* buffer = uluaGetBuffer( L, 1 ); lua_pushinteger( L, getBufferElementSize( buffer ) ); @@ -3281,8 +3281,8 @@ Get buffer element count - Success return int */ -int lcoreGetBufferLength( lua_State *L ) { - Buffer *buffer = uluaGetBuffer( L, 1 ); +int lcoreGetBufferLength( lua_State* L ) { + Buffer* buffer = uluaGetBuffer( L, 1 ); lua_pushinteger( L, buffer->size / getBufferElementSize( buffer ) ); @@ -3294,12 +3294,12 @@ int lcoreGetBufferLength( lua_State *L ) { Write buffer data to binary file */ -int lcoreExportBuffer( lua_State *L ) { - Buffer *buffer = uluaGetBuffer( L, 1 ); - const char *path = luaL_checkstring( L, 2 ); +int lcoreExportBuffer( lua_State* L ) { + Buffer* buffer = uluaGetBuffer( L, 1 ); + const char* path = luaL_checkstring( L, 2 ); size_t elementSize = getBufferElementSize( buffer ); - FILE *file; + FILE* file; file = fopen( path, "wb" ); fwrite( buffer->data, elementSize, buffer->size / elementSize, file ); diff --git a/src/easings.c b/src/easings.c index cae349c..01bb4bf 100644 --- a/src/easings.c +++ b/src/easings.c @@ -15,7 +15,7 @@ Ease linear - Success return float */ -int leasingsEaseLinear( lua_State *L ) { +int leasingsEaseLinear( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -37,7 +37,7 @@ Ease sine in - Success return float */ -int leasingsEaseSineIn( lua_State *L ) { +int leasingsEaseSineIn( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -55,7 +55,7 @@ Ease sine out - Success return float */ -int leasingsEaseSineOut( lua_State *L ) { +int leasingsEaseSineOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -73,7 +73,7 @@ Ease sine in out - Success return float */ -int leasingsEaseSineInOut( lua_State *L ) { +int leasingsEaseSineInOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -95,7 +95,7 @@ Ease circle in - Success return float */ -int leasingsEaseCircIn( lua_State *L ) { +int leasingsEaseCircIn( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -113,7 +113,7 @@ Ease circle out - Success return float */ -int leasingsEaseCircOut( lua_State *L ) { +int leasingsEaseCircOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -131,7 +131,7 @@ Ease circle in out - Success return float */ -int leasingsEaseCircInOut( lua_State *L ) { +int leasingsEaseCircInOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -153,7 +153,7 @@ Ease cubic in - Success return float */ -int leasingsEaseCubicIn( lua_State *L ) { +int leasingsEaseCubicIn( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -171,7 +171,7 @@ Ease cubic out - Success return float */ -int leasingsEaseCubicOut( lua_State *L ) { +int leasingsEaseCubicOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -189,7 +189,7 @@ Ease cubic in out - Success return float */ -int leasingsEaseCubicInOut( lua_State *L ) { +int leasingsEaseCubicInOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -211,7 +211,7 @@ Ease quadratic in - Success return float */ -int leasingsEaseQuadIn( lua_State *L ) { +int leasingsEaseQuadIn( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -229,7 +229,7 @@ Ease quadratic out - Success return float */ -int leasingsEaseQuadOut( lua_State *L ) { +int leasingsEaseQuadOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -247,7 +247,7 @@ Ease quadratic in out - Success return float */ -int leasingsEaseQuadInOut( lua_State *L ) { +int leasingsEaseQuadInOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -269,7 +269,7 @@ Ease exponential in - Success return float */ -int leasingsEaseExpoIn( lua_State *L ) { +int leasingsEaseExpoIn( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -287,7 +287,7 @@ Ease exponential out - Success return float */ -int leasingsEaseExpoOut( lua_State *L ) { +int leasingsEaseExpoOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -305,7 +305,7 @@ Ease exponential in out - Success return float */ -int leasingsEaseExpoInOut( lua_State *L ) { +int leasingsEaseExpoInOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -327,7 +327,7 @@ Ease back in - Success return float */ -int leasingsEaseBackIn( lua_State *L ) { +int leasingsEaseBackIn( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -345,7 +345,7 @@ Ease back out - Success return float */ -int leasingsEaseBackOut( lua_State *L ) { +int leasingsEaseBackOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -363,7 +363,7 @@ Ease back in out - Success return float */ -int leasingsEaseBackInOut( lua_State *L ) { +int leasingsEaseBackInOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -385,7 +385,7 @@ Ease bounce in - Success return float */ -int leasingsEaseBounceIn( lua_State *L ) { +int leasingsEaseBounceIn( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -403,7 +403,7 @@ Ease bounce out - Success return float */ -int leasingsEaseBounceOut( lua_State *L ) { +int leasingsEaseBounceOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -421,7 +421,7 @@ Ease bounce in out - Success return float */ -int leasingsEaseBounceInOut( lua_State *L ) { +int leasingsEaseBounceInOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -443,7 +443,7 @@ Ease elastic in - Success return float */ -int leasingsEaseElasticIn( lua_State *L ) { +int leasingsEaseElasticIn( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -461,7 +461,7 @@ Ease elastic out - Success return float */ -int leasingsEaseElasticOut( lua_State *L ) { +int leasingsEaseElasticOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -479,7 +479,7 @@ Ease elastic in out - Success return float */ -int leasingsEaseElasticInOut( lua_State *L ) { +int leasingsEaseElasticInOut( lua_State* L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); @@ -14,7 +14,7 @@ Copy a block of pixels from one framebuffer object to another. Use -1 RenderTexture for window framebuffer */ -int lglBlitFramebuffer( lua_State *L ) { +int lglBlitFramebuffer( lua_State* L ) { #if defined( PLATFORM_DESKTOP ) || defined( PLATFORM_DESKTOP_SDL ) if ( !( lua_isuserdata( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isuserdata( L, 2 ) || lua_isnil( L, 2 ) ) ) { TraceLog( state->logLevelInvalid, "%s", "Argument needs to be RenderTexture or nil" ); @@ -30,7 +30,7 @@ int lglBlitFramebuffer( lua_State *L ) { glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 ); } else { - RenderTexture *srcTex = uluaGetRenderTexture( L, 1 ); + RenderTexture* srcTex = uluaGetRenderTexture( L, 1 ); glBindFramebuffer( GL_READ_FRAMEBUFFER, srcTex->id ); } @@ -38,7 +38,7 @@ int lglBlitFramebuffer( lua_State *L ) { glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ); } else { - RenderTexture *dstTex = uluaGetRenderTexture( L, 2 ); + RenderTexture* dstTex = uluaGetRenderTexture( L, 2 ); glBindFramebuffer( GL_DRAW_FRAMEBUFFER, dstTex->id ); } diff --git a/src/lights.c b/src/lights.c index bef40a5..1372270 100644 --- a/src/lights.c +++ b/src/lights.c @@ -18,12 +18,12 @@ Create a light and get shader locations - Success return Light */ -int llightsCreateLight( lua_State *L ) { +int llightsCreateLight( lua_State* L ) { int type = luaL_checkinteger( L, 1 ); Vector3 position = uluaGetVector3( L, 2 ); Vector3 target = uluaGetVector3( L, 3 ); Color color = uluaGetColor( L, 4 ); - Shader *shader = uluaGetShader( L, 5 ); + Shader* shader = uluaGetShader( L, 5 ); uluaPushLight( L, CreateLight( type, position, target, color, *shader ) ); @@ -35,9 +35,9 @@ int llightsCreateLight( lua_State *L ) { Send light properties to shader */ -int llightsUpdateLightValues( lua_State *L ) { - Shader *shader = uluaGetShader( L, 1 ); - Light *light = uluaGetLight( L, 2 ); +int llightsUpdateLightValues( lua_State* L ) { + Shader* shader = uluaGetShader( L, 1 ); + Light* light = uluaGetLight( L, 2 ); UpdateLightValues( *shader, *light ); @@ -49,8 +49,8 @@ int llightsUpdateLightValues( lua_State *L ) { Set light type */ -int llightsSetLightType( lua_State *L ) { - Light *light = uluaGetLight( L, 1 ); +int llightsSetLightType( lua_State* L ) { + Light* light = uluaGetLight( L, 1 ); int type = luaL_checkinteger( L, 2 ); light->type = type; @@ -63,8 +63,8 @@ int llightsSetLightType( lua_State *L ) { Set light position */ -int llightsSetLightPosition( lua_State *L ) { - Light *light = uluaGetLight( L, 1 ); +int llightsSetLightPosition( lua_State* L ) { + Light* light = uluaGetLight( L, 1 ); Vector3 position = uluaGetVector3( L, 2 ); light->position = position; @@ -77,8 +77,8 @@ int llightsSetLightPosition( lua_State *L ) { Set light target */ -int llightsSetLightTarget( lua_State *L ) { - Light *light = uluaGetLight( L, 1 ); +int llightsSetLightTarget( lua_State* L ) { + Light* light = uluaGetLight( L, 1 ); Vector3 target = uluaGetVector3( L, 2 ); light->target = target; @@ -91,8 +91,8 @@ int llightsSetLightTarget( lua_State *L ) { Set light color */ -int llightsSetLightColor( lua_State *L ) { - Light *light = uluaGetLight( L, 1 ); +int llightsSetLightColor( lua_State* L ) { + Light* light = uluaGetLight( L, 1 ); Color color = uluaGetColor( L, 2 ); light->color = color; @@ -105,8 +105,8 @@ int llightsSetLightColor( lua_State *L ) { Set light enabled */ -int llightsSetLightEnabled( lua_State *L ) { - Light *light = uluaGetLight( L, 1 ); +int llightsSetLightEnabled( lua_State* L ) { + Light* light = uluaGetLight( L, 1 ); bool enabled = uluaGetBoolean( L, 2 ); light->enabled = enabled; @@ -121,8 +121,8 @@ Get light type - Success return int */ -int llightsGetLightType( lua_State *L ) { - Light *light = uluaGetLight( L, 1 ); +int llightsGetLightType( lua_State* L ) { + Light* light = uluaGetLight( L, 1 ); lua_pushinteger( L, light->type ); @@ -136,8 +136,8 @@ Get light position - Success return Vector3 */ -int llightsGetLightPosition( lua_State *L ) { - Light *light = uluaGetLight( L, 1 ); +int llightsGetLightPosition( lua_State* L ) { + Light* light = uluaGetLight( L, 1 ); uluaPushVector3( L, light->position ); @@ -151,8 +151,8 @@ Get light target - Success return Vector3 */ -int llightsGetLightTarget( lua_State *L ) { - Light *light = uluaGetLight( L, 1 ); +int llightsGetLightTarget( lua_State* L ) { + Light* light = uluaGetLight( L, 1 ); uluaPushVector3( L, light->target ); @@ -166,8 +166,8 @@ Get light color - Success return Color */ -int llightsGetLightColor( lua_State *L ) { - Light *light = uluaGetLight( L, 1 ); +int llightsGetLightColor( lua_State* L ) { + Light* light = uluaGetLight( L, 1 ); uluaPushColor( L, light->color ); @@ -181,8 +181,8 @@ Get light enabled - Success return bool */ -int llightsIsLightEnabled( lua_State *L ) { - Light *light = uluaGetLight( L, 1 ); +int llightsIsLightEnabled( lua_State* L ) { + Light* light = uluaGetLight( L, 1 ); lua_pushboolean( L, light->enabled ); diff --git a/src/lua_core.c b/src/lua_core.c index b9939cb..1fb4969 100644 --- a/src/lua_core.c +++ b/src/lua_core.c @@ -25,16 +25,16 @@ /* Define types. */ /* Buffer. */ -static int gcBuffer( lua_State *L ) { +static int gcBuffer( lua_State* L ) { if ( state->gcUnload ) { - Buffer *buffer = luaL_checkudata( L, 1, "Buffer" ); + Buffer* buffer = luaL_checkudata( L, 1, "Buffer" ); unloadBuffer( buffer ); } return 0; } static void defineBuffer() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Buffer" ); lua_pushvalue( L, -1 ); @@ -44,16 +44,16 @@ static void defineBuffer() { } /* Image */ -static int gcImage( lua_State *L ) { +static int gcImage( lua_State* L ) { if ( state->gcUnload ) { - Image *image = luaL_checkudata( L, 1, "Image" ); + Image* image = luaL_checkudata( L, 1, "Image" ); UnloadImage( *image ); } return 0; } static void defineImage() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Image" ); lua_pushvalue( L, -1 ); @@ -63,16 +63,16 @@ static void defineImage() { } /* Texture */ -static int gcTexture( lua_State *L ) { +static int gcTexture( lua_State* L ) { if ( state->gcUnload ) { - Texture *texture = luaL_checkudata( L, 1, "Texture" ); + Texture* texture = luaL_checkudata( L, 1, "Texture" ); UnloadTexture( *texture ); } return 0; } static void defineTexture() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Texture" ); lua_pushvalue( L, -1 ); @@ -82,16 +82,16 @@ static void defineTexture() { } /* RenderRexture. */ -static int gcRenderTexture( lua_State *L ) { +static int gcRenderTexture( lua_State* L ) { if ( state->gcUnload ) { - RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" ); + RenderTexture* renderTexture = luaL_checkudata( L, 1, "RenderTexture" ); UnloadRenderTexture( *renderTexture ); } return 0; } static void defineRenderTexture() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "RenderTexture" ); lua_pushvalue( L, -1 ); @@ -102,7 +102,7 @@ static void defineRenderTexture() { /* Camera2D. */ static void defineCamera2D() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Camera2D" ); lua_pushvalue( L, -1 ); @@ -111,7 +111,7 @@ static void defineCamera2D() { /* Camera3D. */ static void defineCamera3D() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Camera3D" ); lua_pushvalue( L, -1 ); @@ -119,16 +119,16 @@ static void defineCamera3D() { } /* Shader. */ -static int gcShader( lua_State *L ) { +static int gcShader( lua_State* L ) { if ( state->gcUnload ) { - Shader *shader = luaL_checkudata( L, 1, "Shader" ); + Shader* shader = luaL_checkudata( L, 1, "Shader" ); UnloadShader( *shader ); } return 0; } static void defineShader() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Shader" ); lua_pushvalue( L, -1 ); @@ -138,16 +138,16 @@ static void defineShader() { } /* Font. */ -static int gcFont( lua_State *L ) { +static int gcFont( lua_State* L ) { if ( state->gcUnload ) { - Font *font = luaL_checkudata( L, 1, "Font" ); + Font* font = luaL_checkudata( L, 1, "Font" ); UnloadFont( *font ); } return 0; } static void defineFont() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Font" ); lua_pushvalue( L, -1 ); @@ -157,16 +157,16 @@ static void defineFont() { } /* GlyphInfo. */ -static int gcGlyphInfo( lua_State *L ) { +static int gcGlyphInfo( lua_State* L ) { if ( state->gcUnload ) { - GlyphInfo *glyph = luaL_checkudata( L, 1, "GlyphInfo" ); + GlyphInfo* glyph = luaL_checkudata( L, 1, "GlyphInfo" ); unloadGlyphInfo( glyph ); } return 0; } static void defineGlyphInfo() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "GlyphInfo" ); lua_pushvalue( L, -1 ); @@ -176,16 +176,16 @@ static void defineGlyphInfo() { } /* Wave. */ -static int gcWave( lua_State *L ) { +static int gcWave( lua_State* L ) { if ( state->gcUnload ) { - Wave *wave = luaL_checkudata( L, 1, "Wave" ); + Wave* wave = luaL_checkudata( L, 1, "Wave" ); UnloadWave( *wave ); } return 0; } static void defineWave() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Wave" ); lua_pushvalue( L, -1 ); @@ -195,16 +195,16 @@ static void defineWave() { } /* Sound. */ -static int gcSound( lua_State *L ) { +static int gcSound( lua_State* L ) { if ( state->gcUnload ) { - Sound *sound = luaL_checkudata( L, 1, "Sound" ); + Sound* sound = luaL_checkudata( L, 1, "Sound" ); UnloadSound( *sound ); } return 0; } static void defineSound() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Sound" ); lua_pushvalue( L, -1 ); @@ -214,16 +214,16 @@ static void defineSound() { } /* Music. */ -static int gcMusic( lua_State *L ) { +static int gcMusic( lua_State* L ) { if ( state->gcUnload ) { - Music *music = luaL_checkudata( L, 1, "Music" ); + Music* music = luaL_checkudata( L, 1, "Music" ); UnloadMusicStream( *music ); } return 0; } static void defineMusic() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Music" ); lua_pushvalue( L, -1 ); @@ -234,7 +234,7 @@ static void defineMusic() { /* Light. */ static void defineLight() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Light" ); lua_pushvalue( L, -1 ); @@ -242,9 +242,9 @@ static void defineLight() { } /* Material. */ -static int gcMaterial( lua_State *L ) { +static int gcMaterial( lua_State* L ) { if ( state->gcUnload ) { - Material *material = luaL_checkudata( L, 1, "Material" ); + Material* material = luaL_checkudata( L, 1, "Material" ); /* Custom UnloadMaterial since we don't want to free Shaders or Textures. */ unloadMaterial( material ); } @@ -252,7 +252,7 @@ static int gcMaterial( lua_State *L ) { } static void defineMaterial() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Material" ); lua_pushvalue( L, -1 ); @@ -262,16 +262,16 @@ static void defineMaterial() { } /* Mesh. */ -static int gcMesh( lua_State *L ) { +static int gcMesh( lua_State* L ) { if ( state->gcUnload ) { - Mesh *mesh = luaL_checkudata( L, 1, "Mesh" ); + Mesh* mesh = luaL_checkudata( L, 1, "Mesh" ); UnloadMesh( *mesh ); } return 0; } static void defineMesh() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Mesh" ); lua_pushvalue( L, -1 ); @@ -281,16 +281,16 @@ static void defineMesh() { } /* Model. */ -static int gcModel( lua_State *L ) { +static int gcModel( lua_State* L ) { if ( state->gcUnload ) { - Model *model = luaL_checkudata( L, 1, "Model" ); + Model* model = luaL_checkudata( L, 1, "Model" ); UnloadModel( *model ); } return 0; } static void defineModel() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "Model" ); lua_pushvalue( L, -1 ); @@ -300,16 +300,16 @@ static void defineModel() { } /* ModelAnimation. */ -static int gcModelAnimation( lua_State *L ) { +static int gcModelAnimation( lua_State* L ) { if ( state->gcUnload ) { - ModelAnimation *modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" ); + ModelAnimation* modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" ); UnloadModelAnimation( *modelAnimation ); } return 0; } static void defineModelAnimation() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "ModelAnimation" ); lua_pushvalue( L, -1 ); @@ -319,16 +319,16 @@ static void defineModelAnimation() { } /* rlRenderBatch. */ -static int gcRLRenderBatch( lua_State *L ) { +static int gcRLRenderBatch( lua_State* L ) { if ( state->gcUnload ) { - rlRenderBatch *renderBatch = luaL_checkudata( L, 1, "rlRenderBatch" ); + rlRenderBatch* renderBatch = luaL_checkudata( L, 1, "rlRenderBatch" ); rlUnloadRenderBatch( *renderBatch ); } return 0; } static void defineRLRenderBatch() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_newmetatable( L, "rlRenderBatch" ); lua_pushvalue( L, -1 ); @@ -339,38 +339,38 @@ static void defineRLRenderBatch() { /* Assing globals. */ -void assignGlobalInt( int value, const char *name ) { - lua_State *L = state->luaState; +void assignGlobalInt( int value, const char* name ) { + lua_State* L = state->luaState; lua_pushinteger( L, value ); lua_setfield( L, -2, name ); } -void assignGlobalFloat( float value, const char *name ) { - lua_State *L = state->luaState; +void assignGlobalFloat( float value, const char* name ) { + lua_State* L = state->luaState; lua_pushnumber( L, value ); lua_setfield( L, -2, name ); } -void assignGlobalDouble( double value, const char *name ) { - lua_State *L = state->luaState; +void assignGlobalDouble( double value, const char* name ) { + lua_State* L = state->luaState; lua_pushnumber( L, value ); lua_setfield( L, -2, name ); } -void assignGlobalColor( Color color, const char *name ) { - lua_State *L = state->luaState; +void assignGlobalColor( Color color, const char* name ) { + lua_State* L = state->luaState; uluaPushColor( L, color ); lua_setfield( L, -2, name ); } -void assingGlobalFunction( const char *name, int ( *functionPtr )( lua_State* ) ) { - lua_State *L = state->luaState; +void assingGlobalFunction( const char* name, int ( *functionPtr )( lua_State* ) ) { + lua_State* L = state->luaState; lua_pushcfunction( L, functionPtr ); lua_setfield( L, -2, name ); } static void defineGlobals() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_newtable( L ); lua_setglobal( L, "RL" ); @@ -960,7 +960,7 @@ static void defineGlobals() { } // Custom logging funtion. -static void logCustom( int logLevel, const char *text, va_list args ) { +static void logCustom( int logLevel, const char* text, va_list args ) { char string[ STRING_LEN ] = {'\0'}; char msg[ STRING_LEN ] = {'\0'}; @@ -979,7 +979,7 @@ static void logCustom( int logLevel, const char *text, va_list args ) { printf( "%s\n", msg ); /* Call Lua log function if exists. */ - lua_State *L = state->luaState; + lua_State* L = state->luaState; /* Prevent calling lua log function when lua is already shutdown. */ if ( L != NULL ) { @@ -1004,9 +1004,9 @@ static void logCustom( int logLevel, const char *text, va_list args ) { } } -bool luaInit( int argn, const char **argc ) { +bool luaInit( int argn, const char** argc ) { state->luaState = luaL_newstate(); - lua_State *L = state->luaState; + lua_State* L = state->luaState; luaL_openlibs( L ); @@ -1057,7 +1057,7 @@ bool luaInit( int argn, const char **argc ) { return true; } -int luaTraceback( lua_State *L ) { +int luaTraceback( lua_State* L ) { lua_getglobal( L, "debug" ); if ( !lua_istable( L, -1 ) ) { @@ -1078,7 +1078,7 @@ int luaTraceback( lua_State *L ) { } bool luaCallMain() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; char path[ STRING_LEN ] = { '\0' }; @@ -1132,7 +1132,7 @@ void luaCallUpdate() { #if defined PLATFORM_DESKTOP_SDL && defined LUA_EVENTS platformSendEvents(); #endif - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop(L); @@ -1154,7 +1154,7 @@ void luaCallUpdate() { } void luaCallDraw() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop(L); @@ -1175,7 +1175,7 @@ void luaCallDraw() { } void luaCallExit() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop(L); @@ -1193,7 +1193,7 @@ void luaCallExit() { } void luaRegister() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_getglobal( L, "RL" ); /* Core. */ @@ -2226,13 +2226,13 @@ void luaRegister() { /* Lua util functions. */ -bool uluaGetBoolean( lua_State *L, int index ) { +bool uluaGetBoolean( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TBOOLEAN ); return lua_toboolean( L, index ); } -Color uluaGetColor( lua_State *L, int index ) { +Color uluaGetColor( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Color color = { 0, 0, 0, 255 }; @@ -2280,7 +2280,7 @@ Color uluaGetColor( lua_State *L, int index ) { return color; } -Vector2 uluaGetVector2( lua_State *L, int index ) { +Vector2 uluaGetVector2( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Vector2 vector = { 0.0f, 0.0f }; @@ -2316,7 +2316,7 @@ Vector2 uluaGetVector2( lua_State *L, int index ) { return vector; } -Vector3 uluaGetVector3( lua_State *L, int index ) { +Vector3 uluaGetVector3( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Vector3 vector = { 0.0f, 0.0f, 0.0f }; @@ -2358,7 +2358,7 @@ Vector3 uluaGetVector3( lua_State *L, int index ) { return vector; } -Vector4 uluaGetVector4( lua_State *L, int index ) { +Vector4 uluaGetVector4( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Vector4 vector = { 0.0f, 0.0f, 0.0f, 0.0f }; @@ -2406,7 +2406,7 @@ Vector4 uluaGetVector4( lua_State *L, int index ) { return vector; } -Rectangle uluaGetRectangle( lua_State *L, int index ) { +Rectangle uluaGetRectangle( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Rectangle rect = { 0.0f, 0.0f, 0.0f, 0.0f }; @@ -2454,7 +2454,7 @@ Rectangle uluaGetRectangle( lua_State *L, int index ) { return rect; } -Quaternion uluaGetQuaternion( lua_State *L, int index ) { +Quaternion uluaGetQuaternion( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Quaternion quaternion = { 0.0f, 0.0f, 0.0f, 0.0f }; @@ -2502,7 +2502,7 @@ Quaternion uluaGetQuaternion( lua_State *L, int index ) { return quaternion; } -Matrix uluaGetMatrix( lua_State *L, int index ) { +Matrix uluaGetMatrix( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Matrix matrix = { 0.0f }; float m[4][4]; @@ -2547,7 +2547,7 @@ Matrix uluaGetMatrix( lua_State *L, int index ) { return matrix; } -BoundingBox uluaGetBoundingBox( lua_State *L, int index ) { +BoundingBox uluaGetBoundingBox( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); BoundingBox box = { .min = { 0.0, 0.0, 0.0 }, .max = { 0.0, 0.0, 0.0 } }; @@ -2583,7 +2583,7 @@ BoundingBox uluaGetBoundingBox( lua_State *L, int index ) { return box; } -Ray uluaGetRay( lua_State *L, int index ) { +Ray uluaGetRay( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Ray ray = { .position = { 0.0, 0.0, 0.0 }, .direction = { 0.0, 0.0, 0.0 } }; @@ -2619,7 +2619,7 @@ Ray uluaGetRay( lua_State *L, int index ) { return ray; } -NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) { +NPatchInfo uluaGetNPatchInfo( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); NPatchInfo npatch = { .source = { 0.0, 0.0, 0.0, 0.0 }, .left = 0, .top = 0, .right = 0, .bottom = 0, .layout = NPATCH_NINE_PATCH }; @@ -2678,7 +2678,7 @@ NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) { return npatch; } -BoneInfo uluaGetBoneInfo( lua_State *L, int index ) { +BoneInfo uluaGetBoneInfo( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); BoneInfo bone = { 0 }; @@ -2715,7 +2715,7 @@ BoneInfo uluaGetBoneInfo( lua_State *L, int index ) { return bone; } -Transform uluaGetTransform( lua_State *L, int index ) { +Transform uluaGetTransform( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Transform transform = { 0 }; @@ -2758,126 +2758,126 @@ Transform uluaGetTransform( lua_State *L, int index ) { return transform; } -Buffer* uluaGetBuffer( lua_State *L, int index ) { +Buffer* uluaGetBuffer( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Buffer*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Buffer" ); } -Image* uluaGetImage( lua_State *L, int index ) { +Image* uluaGetImage( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Image*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Image" ); } -Texture* uluaGetTexture( lua_State *L, int index ) { +Texture* uluaGetTexture( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Texture*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Texture" ); } -RenderTexture* uluaGetRenderTexture( lua_State *L, int index ) { +RenderTexture* uluaGetRenderTexture( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (RenderTexture*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "RenderTexture" ); } -Shader* uluaGetShader( lua_State *L, int index ) { +Shader* uluaGetShader( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Shader*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Shader" ); } -Mesh* uluaGetMesh( lua_State *L, int index ) { +Mesh* uluaGetMesh( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Mesh*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Mesh" ); } -Camera2D* uluaGetCamera2D( lua_State *L, int index ) { +Camera2D* uluaGetCamera2D( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Camera2D*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Camera2D" ); } -Camera3D* uluaGetCamera3D( lua_State *L, int index ) { +Camera3D* uluaGetCamera3D( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Camera3D*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Camera3D" ); } -Font* uluaGetFont( lua_State *L, int index ) { +Font* uluaGetFont( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Font*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Font" ); } -GlyphInfo* uluaGetGlyphInfo( lua_State *L, int index ) { +GlyphInfo* uluaGetGlyphInfo( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (GlyphInfo*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "GlyphInfo" ); } -Wave* uluaGetWave( lua_State *L, int index ) { +Wave* uluaGetWave( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Wave*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Wave" ); } -Sound* uluaGetSound( lua_State *L, int index ) { +Sound* uluaGetSound( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Sound*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Sound" ); } -Music* uluaGetMusic( lua_State *L, int index ) { +Music* uluaGetMusic( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Music*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Music" ); } -Light* uluaGetLight( lua_State *L, int index ) { +Light* uluaGetLight( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Light*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Light" ); } -Material* uluaGetMaterial( lua_State *L, int index ) { +Material* uluaGetMaterial( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Material*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Material" ); } -Model* uluaGetModel( lua_State *L, int index ) { +Model* uluaGetModel( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (Model*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "Model" ); } -ModelAnimation* uluaGetModelAnimation( lua_State *L, int index ) { +ModelAnimation* uluaGetModelAnimation( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (ModelAnimation*)lua_touserdata( L, index ); } return luaL_checkudata( L, index, "ModelAnimation" ); } -rlRenderBatch* uluaGetRLRenderBatch( lua_State *L, int index ) { +rlRenderBatch* uluaGetRLRenderBatch( lua_State* L, int index ) { if ( lua_islightuserdata( L, index ) ) { return (rlRenderBatch*)lua_touserdata( L, index ); } @@ -2886,7 +2886,7 @@ rlRenderBatch* uluaGetRLRenderBatch( lua_State *L, int index ) { /* Push types. */ -void uluaPushColor( lua_State *L, Color color ) { +void uluaPushColor( lua_State* L, Color color ) { lua_createtable( L, 3, 0 ); lua_pushnumber( L, color.r ); lua_rawseti( L, -2, 1 ); @@ -2898,7 +2898,7 @@ void uluaPushColor( lua_State *L, Color color ) { lua_rawseti( L, -2, 4 ); } -void uluaPushVector2( lua_State *L, Vector2 vector ) { +void uluaPushVector2( lua_State* L, Vector2 vector ) { lua_createtable( L, 2, 0 ); lua_pushnumber( L, vector.x ); lua_rawseti( L, -2, 1 ); @@ -2906,7 +2906,7 @@ void uluaPushVector2( lua_State *L, Vector2 vector ) { lua_rawseti( L, -2, 2 ); } -void uluaPushVector3( lua_State *L, Vector3 vector ) { +void uluaPushVector3( lua_State* L, Vector3 vector ) { lua_createtable( L, 3, 0 ); lua_pushnumber( L, vector.x ); lua_rawseti( L, -2, 1 ); @@ -2916,7 +2916,7 @@ void uluaPushVector3( lua_State *L, Vector3 vector ) { lua_rawseti( L, -2, 3 ); } -void uluaPushVector4( lua_State *L, Vector4 vector ) { +void uluaPushVector4( lua_State* L, Vector4 vector ) { lua_createtable( L, 4, 0 ); lua_pushnumber( L, vector.x ); lua_rawseti( L, -2, 1 ); @@ -2928,7 +2928,7 @@ void uluaPushVector4( lua_State *L, Vector4 vector ) { lua_rawseti( L, -2, 4 ); } -void uluaPushRectangle( lua_State *L, Rectangle rect ) { +void uluaPushRectangle( lua_State* L, Rectangle rect ) { lua_createtable( L, 4, 0 ); lua_pushnumber( L, rect.x ); lua_rawseti( L, -2, 1 ); @@ -2940,7 +2940,7 @@ void uluaPushRectangle( lua_State *L, Rectangle rect ) { lua_rawseti( L, -2, 4 ); } -void uluaPushQuaternion( lua_State *L, Quaternion quaternion ) { +void uluaPushQuaternion( lua_State* L, Quaternion quaternion ) { lua_createtable( L, 4, 0 ); lua_pushnumber( L, quaternion.x ); lua_rawseti( L, -2, 1 ); @@ -2952,7 +2952,7 @@ void uluaPushQuaternion( lua_State *L, Quaternion quaternion ) { lua_rawseti( L, -2, 4 ); } -void uluaPushMatrix( lua_State *L, Matrix matrix ) { +void uluaPushMatrix( lua_State* L, Matrix matrix ) { lua_createtable( L, 4, 0 ); lua_createtable( L, 4, 0 ); @@ -3000,7 +3000,7 @@ void uluaPushMatrix( lua_State *L, Matrix matrix ) { lua_rawseti( L, -2, 4 ); } -void uluaPushRay( lua_State *L, Ray ray ) { +void uluaPushRay( lua_State* L, Ray ray ) { lua_createtable( L, 2, 0 ); lua_createtable( L, 3, 0 ); @@ -3022,7 +3022,7 @@ void uluaPushRay( lua_State *L, Ray ray ) { lua_rawseti( L, -2, 2 ); } -void uluaPushRayCollision( lua_State *L, RayCollision rayCol ) { +void uluaPushRayCollision( lua_State* L, RayCollision rayCol ) { lua_createtable( L, 4, 0 ); lua_pushboolean( L, rayCol.hit ); lua_setfield( L, -2, "hit" ); @@ -3034,7 +3034,7 @@ void uluaPushRayCollision( lua_State *L, RayCollision rayCol ) { lua_setfield( L, -2, "normal" ); } -void uluaPushBoundingBox( lua_State *L, BoundingBox box ) { +void uluaPushBoundingBox( lua_State* L, BoundingBox box ) { lua_createtable( L, 2, 0 ); lua_createtable( L, 3, 0 ); @@ -3056,7 +3056,7 @@ void uluaPushBoundingBox( lua_State *L, BoundingBox box ) { lua_rawseti( L, -2, 2 ); } -void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ) { +void uluaPushBoneInfo( lua_State* L, BoneInfo boneInfo ) { lua_createtable( L, 2, 0 ); lua_pushstring( L, boneInfo.name ); lua_setfield( L, -2, "name" ); @@ -3064,7 +3064,7 @@ void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ) { lua_setfield( L, -2, "parent" ); } -void uluaPushTransform( lua_State *L, Transform transform ) { +void uluaPushTransform( lua_State* L, Transform transform ) { lua_createtable( L, 3, 0 ); uluaPushVector3( L, transform.translation ); lua_setfield( L, -2, "name" ); @@ -3074,118 +3074,118 @@ void uluaPushTransform( lua_State *L, Transform transform ) { lua_setfield( L, -2, "scale" ); } -void uluaPushBuffer( lua_State *L, Buffer buffer ) { +void uluaPushBuffer( lua_State* L, Buffer buffer ) { if ( buffer.size == 0 ) { buffer.data = NULL; } - Buffer *bufferP = lua_newuserdata( L, sizeof( Buffer ) ); + Buffer* bufferP = lua_newuserdata( L, sizeof( Buffer ) ); *bufferP = buffer; luaL_setmetatable( L, "Buffer" ); } -void uluaPushImage( lua_State *L, Image image ) { - Image *imageP = lua_newuserdata( L, sizeof( Image ) ); +void uluaPushImage( lua_State* L, Image image ) { + Image* imageP = lua_newuserdata( L, sizeof( Image ) ); *imageP = image; luaL_setmetatable( L, "Image" ); } -void uluaPushTexture( lua_State *L, Texture texture ) { - Texture *textureP = lua_newuserdata( L, sizeof( Texture ) ); +void uluaPushTexture( lua_State* L, Texture texture ) { + Texture* textureP = lua_newuserdata( L, sizeof( Texture ) ); *textureP = texture; luaL_setmetatable( L, "Texture" ); } -void uluaPushRenderTexture( lua_State *L, RenderTexture renderTexture ) { - RenderTexture *renderTextureP = lua_newuserdata( L, sizeof( RenderTexture ) ); +void uluaPushRenderTexture( lua_State* L, RenderTexture renderTexture ) { + RenderTexture* renderTextureP = lua_newuserdata( L, sizeof( RenderTexture ) ); *renderTextureP = renderTexture; luaL_setmetatable( L, "RenderTexture" ); } -void uluaPushCamera2D( lua_State *L, Camera2D camera ) { - Camera2D *cameraP = lua_newuserdata( L, sizeof( Camera2D ) ); +void uluaPushCamera2D( lua_State* L, Camera2D camera ) { + Camera2D* cameraP = lua_newuserdata( L, sizeof( Camera2D ) ); *cameraP = camera; luaL_setmetatable( L, "Camera2D" ); } -void uluaPushCamera3D( lua_State *L, Camera3D camera ) { - Camera3D *cameraP = lua_newuserdata( L, sizeof( Camera3D ) ); +void uluaPushCamera3D( lua_State* L, Camera3D camera ) { + Camera3D* cameraP = lua_newuserdata( L, sizeof( Camera3D ) ); *cameraP = camera; luaL_setmetatable( L, "Camera3D" ); } -void uluaPushShader( lua_State *L, Shader shader ) { - Shader *shaderP = lua_newuserdata( L, sizeof( Shader ) ); +void uluaPushShader( lua_State* L, Shader shader ) { + Shader* shaderP = lua_newuserdata( L, sizeof( Shader ) ); *shaderP = shader; luaL_setmetatable( L, "Shader" ); } -void uluaPushFont( lua_State *L, Font font ) { - Font *fontP = lua_newuserdata( L, sizeof( Font ) ); +void uluaPushFont( lua_State* L, Font font ) { + Font* fontP = lua_newuserdata( L, sizeof( Font ) ); *fontP = font; luaL_setmetatable( L, "Font" ); } -void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyph ) { - GlyphInfo *glyphP = lua_newuserdata( L, sizeof( GlyphInfo ) ); +void uluaPushGlyphInfo( lua_State* L, GlyphInfo glyph ) { + GlyphInfo* glyphP = lua_newuserdata( L, sizeof( GlyphInfo ) ); *glyphP = glyph; luaL_setmetatable( L, "GlyphInfo" ); } -void uluaPushWave( lua_State *L, Wave wave ) { - Wave *waveP = lua_newuserdata( L, sizeof( Wave ) ); +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 ) ); +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 ) ); +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 ) ); +void uluaPushLight( lua_State* L, Light light ) { + Light* lightP = lua_newuserdata( L, sizeof( Light ) ); *lightP = light; luaL_setmetatable( L, "Light" ); } -void uluaPushMaterial( lua_State *L, Material material ) { - Material *materialP = lua_newuserdata( L, sizeof( Material ) ); +void uluaPushMaterial( lua_State* L, Material material ) { + Material* materialP = lua_newuserdata( L, sizeof( Material ) ); *materialP = material; luaL_setmetatable( L, "Material" ); } -void uluaPushMesh( lua_State *L, Mesh mesh ) { - Mesh *meshP = lua_newuserdata( L, sizeof( Mesh ) ); +void uluaPushMesh( lua_State* L, Mesh mesh ) { + Mesh* meshP = lua_newuserdata( L, sizeof( Mesh ) ); *meshP = mesh; luaL_setmetatable( L, "Mesh" ); } -void uluaPushModel( lua_State *L, Model model ) { - Model *modelP = lua_newuserdata( L, sizeof( Model ) ); +void uluaPushModel( lua_State* L, Model model ) { + Model* modelP = lua_newuserdata( L, sizeof( Model ) ); *modelP = model; luaL_setmetatable( L, "Model" ); } -void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation ) { - ModelAnimation *modelAnimationP = lua_newuserdata( L, sizeof( ModelAnimation ) ); +void uluaPushModelAnimation( lua_State* L, ModelAnimation modelAnimation ) { + ModelAnimation* modelAnimationP = lua_newuserdata( L, sizeof( ModelAnimation ) ); *modelAnimationP = modelAnimation; luaL_setmetatable( L, "ModelAnimation" ); } -void uluaPushRLRenderBatch( lua_State *L, rlRenderBatch renderBatch ) { - rlRenderBatch *renderBatchP = lua_newuserdata( L, sizeof( rlRenderBatch ) ); +void uluaPushRLRenderBatch( lua_State* L, rlRenderBatch renderBatch ) { + rlRenderBatch* renderBatchP = lua_newuserdata( L, sizeof( rlRenderBatch ) ); *renderBatchP = renderBatch; luaL_setmetatable( L, "rlRenderBatch" ); } -int uluaGetTableLen( lua_State *L, int index ) { +int uluaGetTableLen( lua_State* L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); int t = index, i = 0; lua_pushnil( L ); @@ -19,7 +19,7 @@ inline static void printVersion() { #endif } -int main( int argn, const char **argc ) { +int main( int argn, const char** argc ) { char exePath[ STRING_LEN ] = { '\0' }; bool interpret_mode = false; @@ -50,7 +50,7 @@ int main( int argn, const char **argc ) { if ( interpret_mode ) { stateInitInterpret( argn, argc ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); diff --git a/src/models.c b/src/models.c index 84e0b1a..2133632 100644 --- a/src/models.c +++ b/src/models.c @@ -6,7 +6,7 @@ #include "textures.h" #include "core.h" -void unloadMaterial( Material *material ) { +void unloadMaterial( Material* material ) { free( material->maps ); } @@ -115,7 +115,7 @@ void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source Draw a line in 3D world space */ -int lmodelsDrawLine3D( lua_State *L ) { +int lmodelsDrawLine3D( lua_State* L ) { Vector3 startPos = uluaGetVector3( L, 1 ); Vector3 endPos = uluaGetVector3( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -130,7 +130,7 @@ int lmodelsDrawLine3D( lua_State *L ) { Draw a point in 3D space, actually a small line */ -int lmodelsDrawPoint3D( lua_State *L ) { +int lmodelsDrawPoint3D( lua_State* L ) { Vector3 position = uluaGetVector3( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -144,7 +144,7 @@ int lmodelsDrawPoint3D( lua_State *L ) { Draw a circle in 3D world space */ -int lmodelsDrawCircle3D( lua_State *L ) { +int lmodelsDrawCircle3D( lua_State* L ) { Vector3 center = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); Vector3 rotationAxis = uluaGetVector3( L, 3 ); @@ -161,7 +161,7 @@ int lmodelsDrawCircle3D( lua_State *L ) { Draw a color-filled triangle (Vertex in counter-clockwise order!) */ -int lmodelsDrawTriangle3D( lua_State *L ) { +int lmodelsDrawTriangle3D( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); Vector3 v3 = uluaGetVector3( L, 3 ); @@ -177,7 +177,7 @@ int lmodelsDrawTriangle3D( lua_State *L ) { Draw cube */ -int lmodelsDrawCube( lua_State *L ) { +int lmodelsDrawCube( lua_State* L ) { Vector3 pos = uluaGetVector3( L, 1 ); Vector3 size = uluaGetVector3( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -192,7 +192,7 @@ int lmodelsDrawCube( lua_State *L ) { Draw cube wires */ -int lmodelsDrawCubeWires( lua_State *L ) { +int lmodelsDrawCubeWires( lua_State* L ) { Vector3 pos = uluaGetVector3( L, 1 ); Vector3 size = uluaGetVector3( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -207,7 +207,7 @@ int lmodelsDrawCubeWires( lua_State *L ) { Draw sphere */ -int lmodelsDrawSphere( lua_State *L ) { +int lmodelsDrawSphere( lua_State* L ) { Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -222,7 +222,7 @@ int lmodelsDrawSphere( lua_State *L ) { Draw sphere with extended parameters */ -int lmodelsDrawSphereEx( lua_State *L ) { +int lmodelsDrawSphereEx( lua_State* L ) { Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); int rings = luaL_checkinteger( L, 3 ); @@ -239,7 +239,7 @@ int lmodelsDrawSphereEx( lua_State *L ) { Draw sphere wires */ -int lmodelsDrawSphereWires( lua_State *L ) { +int lmodelsDrawSphereWires( lua_State* L ) { Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); int rings = luaL_checkinteger( L, 3 ); @@ -256,7 +256,7 @@ int lmodelsDrawSphereWires( lua_State *L ) { Draw a cylinder/cone */ -int lmodelsDrawCylinder( lua_State *L ) { +int lmodelsDrawCylinder( lua_State* L ) { Vector3 position = uluaGetVector3( L, 1 ); float radiusTop = luaL_checknumber( L, 2 ); float radiusBottom = luaL_checknumber( L, 3 ); @@ -274,7 +274,7 @@ int lmodelsDrawCylinder( lua_State *L ) { Draw a cylinder with base at startPos and top at endPos */ -int lmodelsDrawCylinderEx( lua_State *L ) { +int lmodelsDrawCylinderEx( lua_State* L ) { Vector3 startPos = uluaGetVector3( L, 1 ); Vector3 endPos = uluaGetVector3( L, 2 ); float startRadius = luaL_checknumber( L, 3 ); @@ -292,7 +292,7 @@ int lmodelsDrawCylinderEx( lua_State *L ) { Draw a cylinder/cone wires */ -int lmodelsDrawCylinderWires( lua_State *L ) { +int lmodelsDrawCylinderWires( lua_State* L ) { Vector3 position = uluaGetVector3( L, 1 ); float radiusTop = luaL_checknumber( L, 2 ); float radiusBottom = luaL_checknumber( L, 3 ); @@ -310,7 +310,7 @@ int lmodelsDrawCylinderWires( lua_State *L ) { Draw a cylinder wires with base at startPos and top at endPos */ -int lmodelsDrawCylinderWiresEx( lua_State *L ) { +int lmodelsDrawCylinderWiresEx( lua_State* L ) { Vector3 startPos = uluaGetVector3( L, 1 ); Vector3 endPos = uluaGetVector3( L, 2 ); float startRadius = luaL_checknumber( L, 3 ); @@ -328,7 +328,7 @@ int lmodelsDrawCylinderWiresEx( lua_State *L ) { Draw a capsule with the center of its sphere caps at startPos and endPos */ -int lmodelsDrawCapsule( lua_State *L ) { +int lmodelsDrawCapsule( lua_State* L ) { Vector3 startPos = uluaGetVector3( L, 1 ); Vector3 endPos = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -346,7 +346,7 @@ int lmodelsDrawCapsule( lua_State *L ) { Draw capsule wireframe with the center of its sphere caps at startPos and endPos */ -int lmodelsDrawCapsuleWires( lua_State *L ) { +int lmodelsDrawCapsuleWires( lua_State* L ) { Vector3 startPos = uluaGetVector3( L, 1 ); Vector3 endPos = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -364,7 +364,7 @@ int lmodelsDrawCapsuleWires( lua_State *L ) { Draw a plane XZ */ -int lmodelsDrawPlane( lua_State *L ) { +int lmodelsDrawPlane( lua_State* L ) { Vector3 centerPos = uluaGetVector3( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -379,8 +379,8 @@ int lmodelsDrawPlane( lua_State *L ) { Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0) */ -int lmodelDrawQuad3DTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int lmodelDrawQuad3DTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); /* Vertices. */ Vector3 vertices[4] = { 0 }; @@ -447,7 +447,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) { Draw a ray line */ -int lmodelsDrawRay( lua_State *L ) { +int lmodelsDrawRay( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -461,7 +461,7 @@ int lmodelsDrawRay( lua_State *L ) { Draw a grid (Centered at ( 0, 0, 0 )) */ -int lmodelsDrawGrid( lua_State *L ) { +int lmodelsDrawGrid( lua_State* L ) { int slices = luaL_checkinteger( L, 1 ); float spacing = luaL_checknumber( L, 2 ); @@ -482,7 +482,7 @@ Load model from files (Meshes and materials) - Failure return nil - Success return Model */ -int lmodelsLoadModel( lua_State *L ) { +int lmodelsLoadModel( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushModel( L, LoadModel( lua_tostring( L, 1 ) ) ); @@ -501,8 +501,8 @@ Load model from generated mesh (Default material) - Success return Model */ -int lmodelsLoadModelFromMesh( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsLoadModelFromMesh( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); uluaPushModel( L, LoadModelFromMesh( *mesh ) ); @@ -516,8 +516,8 @@ Check if a model is ready - Success return bool */ -int lmodelsIsModelReady( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsIsModelReady( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); lua_pushboolean( L, IsModelReady( *model ) ); @@ -529,8 +529,8 @@ int lmodelsIsModelReady( lua_State *L ) { Unload model (including meshes) from memory (RAM and/or VRAM) */ -int lmodelsUnloadModel( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsUnloadModel( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); UnloadModel( *model ); @@ -544,8 +544,8 @@ Compute model bounding box limits (considers all meshes) - Success return BoundingBox */ -int lmodelsGetModelBoundingBox( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelBoundingBox( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); uluaPushBoundingBox( L, GetModelBoundingBox( *model ) ); @@ -557,8 +557,8 @@ int lmodelsGetModelBoundingBox( lua_State *L ) { Set model transform matrix */ -int lmodelsSetModelTransform( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelTransform( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); Matrix transform = uluaGetMatrix( L, 2 ); model->transform = transform; @@ -574,10 +574,10 @@ Set model mesh. - Failure return false - Success return true */ -int lmodelsSetModelMesh( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelMesh( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int meshId = luaL_checkinteger( L, 2 ); - Mesh *mesh = uluaGetMesh( L, 3 ); + Mesh* mesh = uluaGetMesh( L, 3 ); if ( 0 <= meshId && meshId < model->meshCount ) { model->meshes[ meshId ] = *mesh; @@ -598,10 +598,10 @@ Set material to model material - Failure return false - Success return true */ -int lmodelsSetModelMaterial( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelMaterial( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int materialId = luaL_checkinteger( L, 2 ); - Material *material = uluaGetMaterial( L, 3 ); + Material* material = uluaGetMaterial( L, 3 ); if ( 0 <= materialId && materialId < model->materialCount ) { model->materials[ materialId ] = *material; @@ -619,8 +619,8 @@ int lmodelsSetModelMaterial( lua_State *L ) { Set material for a mesh (Mesh and material on this model) */ -int lmodelsSetModelMeshMaterial( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelMeshMaterial( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int meshId = luaL_checkinteger( L, 2 ); int materialId = luaL_checkinteger( L, 3 ); @@ -643,8 +643,8 @@ Set model bone information (skeleton) - Failure return false - Success return true */ -int lmodelsSetModelBone( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelBone( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); BoneInfo bone = uluaGetBoneInfo( L, 3 ); @@ -667,8 +667,8 @@ Set model bones base transformation (pose) - Failure return false - Success return true */ -int lmodelsSetModelBindPose( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelBindPose( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); Transform pose = uluaGetTransform( L, 3 ); @@ -690,8 +690,8 @@ Get model transform matrix - Success return Matrix */ -int lmodelsGetModelTransform( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelTransform( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); uluaPushMatrix( L, model->transform ); @@ -705,8 +705,8 @@ Get model number of meshes - Success return int */ -int lmodelsGetModelMeshCount( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelMeshCount( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); lua_pushinteger( L, model->meshCount ); @@ -720,8 +720,8 @@ Get model number of materials - Success return int */ -int lmodelsGetModelMaterialCount( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelMaterialCount( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); lua_pushinteger( L, model->materialCount ); @@ -736,8 +736,8 @@ Get model mesh. Return as lightuserdata - Failure return nil - Success return Mesh */ -int lmodelsGetModelMesh( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelMesh( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int meshId = luaL_checkinteger( L, 2 ); if ( 0 <= meshId && meshId < model->meshCount ) { @@ -758,8 +758,8 @@ Get model material. Return as lightuserdata - Failure return nil - Success return Material */ -int lmodelsGetModelMaterial( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelMaterial( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int materialId = luaL_checkinteger( L, 2 ); if ( 0 <= materialId && materialId < model->materialCount ) { @@ -779,8 +779,8 @@ Get model number of bones - Success return int */ -int lmodelsGetModelBoneCount( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelBoneCount( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); lua_pushinteger( L, model->boneCount ); @@ -795,8 +795,8 @@ Get model bones information (skeleton) - Failure return nil - Success return BoneInfo */ -int lmodelsGetModelBone( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelBone( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); if ( 0 <= boneId && boneId < model->boneCount ) { @@ -817,8 +817,8 @@ Get models bones base transformation (pose) - Failure return nil - Success return Transform */ -int lmodelsGetModelBindPose( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelBindPose( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); if ( 0 <= boneId && boneId < model->boneCount ) { @@ -840,8 +840,8 @@ int lmodelsGetModelBindPose( lua_State *L ) { Draw a model (With texture if set) */ -int lmodelsDrawModel( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsDrawModel( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); Vector3 position = uluaGetVector3( L, 2 ); float scale = luaL_checknumber( L, 3 ); Color tint = uluaGetColor( L, 4 ); @@ -856,8 +856,8 @@ int lmodelsDrawModel( lua_State *L ) { Draw a model with extended parameters */ -int lmodelsDrawModelEx( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsDrawModelEx( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); Vector3 position = uluaGetVector3( L, 2 ); Vector3 rotationAxis = uluaGetVector3( L, 3 ); float rotationAngle = luaL_checknumber( L, 4 ); @@ -874,8 +874,8 @@ int lmodelsDrawModelEx( lua_State *L ) { Draw a model wires (with texture if set) */ -int lmodelsDrawModelWires( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsDrawModelWires( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); Vector3 position = uluaGetVector3( L, 2 ); float scale = luaL_checknumber( L, 3 ); Color tint = uluaGetColor( L, 4 ); @@ -890,8 +890,8 @@ int lmodelsDrawModelWires( lua_State *L ) { Draw a model wires (with texture if set) with extended parameters */ -int lmodelsDrawModelWiresEx( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsDrawModelWiresEx( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); Vector3 position = uluaGetVector3( L, 2 ); Vector3 rotationAxis = uluaGetVector3( L, 3 ); float rotationAngle = luaL_checknumber( L, 4 ); @@ -908,7 +908,7 @@ int lmodelsDrawModelWiresEx( lua_State *L ) { Draw bounding box (wires) */ -int lmodelsDrawBoundingBox( lua_State *L ) { +int lmodelsDrawBoundingBox( lua_State* L ) { BoundingBox box = uluaGetBoundingBox( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -922,9 +922,9 @@ int lmodelsDrawBoundingBox( lua_State *L ) { Draw a billboard texture */ -int lmodelsDrawBillboard( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); - Texture *texture = uluaGetTexture( L, 2 ); +int lmodelsDrawBillboard( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); + Texture* texture = uluaGetTexture( L, 2 ); Vector3 position = uluaGetVector3( L, 3 ); float size = luaL_checknumber( L, 4 ); Color tint = uluaGetColor( L, 5 ); @@ -939,9 +939,9 @@ int lmodelsDrawBillboard( lua_State *L ) { Draw a billboard texture defined by source */ -int lmodelsDrawBillboardRec( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); - Texture *texture = uluaGetTexture( L, 2 ); +int lmodelsDrawBillboardRec( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); + Texture* texture = uluaGetTexture( L, 2 ); Rectangle source = uluaGetRectangle( L, 3 ); Vector3 position = uluaGetVector3( L, 4 ); Vector2 size = uluaGetVector2( L, 5 ); @@ -957,9 +957,9 @@ int lmodelsDrawBillboardRec( lua_State *L ) { Draw a billboard texture defined by source and rotation */ -int lmodelsDrawBillboardPro( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); - Texture *texture = uluaGetTexture( L, 2 ); +int lmodelsDrawBillboardPro( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); + Texture* texture = uluaGetTexture( L, 2 ); Rectangle source = uluaGetRectangle( L, 3 ); Vector3 position = uluaGetVector3( L, 4 ); Vector3 up = uluaGetVector3( L, 5 ); @@ -983,8 +983,8 @@ int lmodelsDrawBillboardPro( lua_State *L ) { Update mesh vertex data in GPU. NOTE: Mainly intented to be used with custom meshes. */ -int lmodelsUpdateMesh( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsUpdateMesh( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); luaL_checktype( L, 2, LUA_TTABLE ); int t = 2; @@ -1107,8 +1107,8 @@ int lmodelsUpdateMesh( lua_State *L ) { Unload mesh data from CPU and GPU */ -int lmodelsUnloadMesh( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsUnloadMesh( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); UnloadMesh( *mesh ); @@ -1120,9 +1120,9 @@ int lmodelsUnloadMesh( lua_State *L ) { Draw a 3d mesh with material and transform */ -int lmodelsDrawMesh( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); - Material *material = uluaGetMaterial( L, 2 ); +int lmodelsDrawMesh( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); + Material* material = uluaGetMaterial( L, 2 ); Matrix matrix = uluaGetMatrix( L, 3 ); DrawMesh( *mesh, *material, matrix ); @@ -1135,9 +1135,9 @@ int lmodelsDrawMesh( lua_State *L ) { Draw multiple mesh instances with material and different transforms */ -int lmodelsDrawMeshInstanced( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); - Material *material = uluaGetMaterial( L, 2 ); +int lmodelsDrawMeshInstanced( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); + Material* material = uluaGetMaterial( L, 2 ); luaL_checktype( L, 3, LUA_TTABLE ); int instances = luaL_checkinteger( L, 4 ); @@ -1167,8 +1167,8 @@ NOTE: Currently only works on custom mesh - Failure return false - Success return true */ -int lmodelsSetMeshColor( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsSetMeshColor( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); Color color = uluaGetColor( L, 2 ); if ( mesh->colors == NULL ) { @@ -1198,8 +1198,8 @@ Export mesh data to file, returns true on success - Success return bool */ -int lmodelsExportMesh( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsExportMesh( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); lua_pushboolean( L, ExportMesh( *mesh, luaL_checkstring( L, 2 ) ) ); @@ -1213,8 +1213,8 @@ Compute mesh bounding box limits - Success return BoundingBox */ -int lmodelsGetMeshBoundingBox( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsGetMeshBoundingBox( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); uluaPushBoundingBox( L, GetMeshBoundingBox( *mesh ) ); @@ -1226,8 +1226,8 @@ int lmodelsGetMeshBoundingBox( lua_State *L ) { Compute mesh tangents */ -int lmodelsGenMeshTangents( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsGenMeshTangents( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); GenMeshTangents( mesh ); @@ -1245,7 +1245,7 @@ Generate polygonal mesh - Success return Mesh */ -int lmodelsGenMeshPoly( lua_State *L ) { +int lmodelsGenMeshPoly( lua_State* L ) { int sides = luaL_checkinteger( L, 1 ); float radius = luaL_checknumber( L, 2 ); @@ -1261,7 +1261,7 @@ Generate plane mesh (With subdivisions) - Success return Mesh */ -int lmodelsGenMeshPlane( lua_State *L ) { +int lmodelsGenMeshPlane( lua_State* L ) { float width = luaL_checknumber( L, 1 ); float length = luaL_checknumber( L, 2 ); int resX = luaL_checkinteger( L, 3 ); @@ -1279,7 +1279,7 @@ Generate cuboid mesh - Success return Mesh */ -int lmodelsGenMeshCube( lua_State *L ) { +int lmodelsGenMeshCube( lua_State* L ) { Vector3 size = uluaGetVector3( L, 1 ); uluaPushMesh( L, GenMeshCube( size.x, size.y, size.z ) ); @@ -1294,7 +1294,7 @@ Generate sphere mesh (Standard sphere) - Success return Mesh */ -int lmodelsGenMeshSphere( lua_State *L ) { +int lmodelsGenMeshSphere( lua_State* L ) { float radius = luaL_checknumber( L, 1 ); int rings = luaL_checkinteger( L, 2 ); int slices = luaL_checkinteger( L, 3 ); @@ -1311,7 +1311,7 @@ Generate cylinder mesh - Success return Mesh */ -int lmodelsGenMeshCylinder( lua_State *L ) { +int lmodelsGenMeshCylinder( lua_State* L ) { float radius = luaL_checknumber( L, 1 ); float height = luaL_checknumber( L, 2 ); int slices = luaL_checkinteger( L, 3 ); @@ -1328,7 +1328,7 @@ Generate cone/pyramid mesh - Success return Mesh */ -int lmodelsGenMeshCone( lua_State *L ) { +int lmodelsGenMeshCone( lua_State* L ) { float radius = luaL_checknumber( L, 1 ); float height = luaL_checknumber( L, 2 ); int slices = luaL_checkinteger( L, 3 ); @@ -1345,7 +1345,7 @@ Generate torus mesh - Success return Mesh */ -int lmodelsGenMeshTorus( lua_State *L ) { +int lmodelsGenMeshTorus( lua_State* L ) { float radius = luaL_checknumber( L, 1 ); float size = luaL_checknumber( L, 2 ); int radSeg = luaL_checkinteger( L, 3 ); @@ -1363,7 +1363,7 @@ Generate torus mesh - Success return Mesh */ -int lmodelsGenMeshKnot( lua_State *L ) { +int lmodelsGenMeshKnot( lua_State* L ) { float radius = luaL_checknumber( L, 1 ); float size = luaL_checknumber( L, 2 ); int radSeg = luaL_checkinteger( L, 3 ); @@ -1381,8 +1381,8 @@ Generate heightmap mesh from image data - Success return Mesh */ -int lmodelsGenMeshHeightmap( lua_State *L ) { - Image *heightmap = uluaGetImage( L, 1 ); +int lmodelsGenMeshHeightmap( lua_State* L ) { + Image* heightmap = uluaGetImage( L, 1 ); Vector3 size = uluaGetVector3( L, 2 ); uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) ); @@ -1397,8 +1397,8 @@ Generate cubes-based map mesh from image data - Success return Mesh */ -int lmodelsGenMeshCubicmap( lua_State *L ) { - Image *cubicmap = uluaGetImage( L, 1 ); +int lmodelsGenMeshCubicmap( lua_State* L ) { + Image* cubicmap = uluaGetImage( L, 1 ); Vector3 cubeSize = uluaGetVector3( L, 2 ); uluaPushMesh( L, GenMeshCubicmap( *cubicmap, cubeSize ) ); @@ -1413,7 +1413,7 @@ Generate custom mesh from vertex attribute data and uploads it into a VAO (if su - Success return Mesh */ -int lmodelsGenMeshCustom( lua_State *L ) { +int lmodelsGenMeshCustom( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); bool dynamic = uluaGetBoolean( L, 2 ); @@ -1573,11 +1573,11 @@ Load materials from model file - Success return Material{} */ -int lmodelsLoadMaterials( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); +int lmodelsLoadMaterials( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); int materialCount = 0; - Material *materials = LoadMaterials( fileName, &materialCount ); + Material* materials = LoadMaterials( fileName, &materialCount ); lua_createtable( L, materialCount, 0 ); for ( int i = 0; i < materialCount; i++ ) { @@ -1594,7 +1594,7 @@ Default material for reference. Return as lightuserdata - Success return Material */ -int lmodelsGetMaterialDefault( lua_State *L ) { +int lmodelsGetMaterialDefault( lua_State* L ) { lua_pushlightuserdata( L, &state->defaultMaterial ); return 1; @@ -1607,7 +1607,7 @@ Load default material as new object - Success return Material */ -int lmodelsLoadMaterialDefault( lua_State *L ) { +int lmodelsLoadMaterialDefault( lua_State* L ) { uluaPushMaterial( L, LoadMaterialDefault() ); return 1; @@ -1620,7 +1620,7 @@ Load material from table. See material table definition - Success return Material */ -int lmodelsCreateMaterial( lua_State *L ) { +int lmodelsCreateMaterial( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); Material material = LoadMaterialDefault(); @@ -1651,7 +1651,7 @@ int lmodelsCreateMaterial( lua_State *L ) { while ( lua_next( L, t4 ) != 0 ) { if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) { - Texture *texture = uluaGetTexture( L, lua_gettop( L ) ); + Texture* texture = uluaGetTexture( L, lua_gettop( L ) ); material.maps[map].texture = *texture; } else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) { @@ -1687,7 +1687,7 @@ int lmodelsCreateMaterial( lua_State *L ) { } } else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 ) { - Shader *shader = uluaGetShader( L, lua_gettop( L ) ); + Shader* shader = uluaGetShader( L, lua_gettop( L ) ); material.shader = *shader; } lua_pop( L, 1 ); @@ -1704,8 +1704,8 @@ Check if a material is ready - Success return bool */ -int lmodelsIsMaterialReady( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsIsMaterialReady( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); lua_pushboolean( L, IsMaterialReady( *material ) ); @@ -1717,8 +1717,8 @@ int lmodelsIsMaterialReady( lua_State *L ) { Unload material from GPU memory (VRAM) */ -int lmodelsUnloadMaterial( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsUnloadMaterial( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); /* Custom UnloadMaterial since we don't want to free Shaders or Textures. */ unloadMaterial( material ); @@ -1733,10 +1733,10 @@ int lmodelsUnloadMaterial( lua_State *L ) { Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...) */ -int lmodelsSetMaterialTexture( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsSetMaterialTexture( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); - Texture *texture = uluaGetTexture( L, 3 ); + Texture* texture = uluaGetTexture( L, 3 ); SetMaterialTexture( material, mapType, *texture ); @@ -1748,8 +1748,8 @@ int lmodelsSetMaterialTexture( lua_State *L ) { Set color for a material map type */ -int lmodelsSetMaterialColor( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsSetMaterialColor( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -1763,8 +1763,8 @@ int lmodelsSetMaterialColor( lua_State *L ) { Set value for a material map type */ -int lmodelsSetMaterialValue( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsSetMaterialValue( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); float value = luaL_checknumber( L, 3 ); @@ -1778,9 +1778,9 @@ int lmodelsSetMaterialValue( lua_State *L ) { Set shader for material */ -int lmodelsSetMaterialShader( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); - Shader *shader = uluaGetShader( L, 2 ); +int lmodelsSetMaterialShader( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); + Shader* shader = uluaGetShader( L, 2 ); material->shader = *shader; @@ -1792,8 +1792,8 @@ int lmodelsSetMaterialShader( lua_State *L ) { Set material generic parameters (if required) */ -int lmodelsSetMaterialParams( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsSetMaterialParams( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); size_t len = uluaGetTableLen( L, 2 ); @@ -1824,8 +1824,8 @@ Get texture from material map type. Return as lightuserdata - Success return Texture */ -int lmodelsGetMaterialTexture( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsGetMaterialTexture( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); lua_pushlightuserdata( L, &material->maps[ mapType ].texture ); @@ -1840,8 +1840,8 @@ Get color from material map type - Success return Color */ -int lmodelsGetMaterialColor( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsGetMaterialColor( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); uluaPushColor( L, material->maps[ mapType ].color ); @@ -1856,8 +1856,8 @@ Get color from material map type - Success return float */ -int lmodelsGetMaterialValue( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsGetMaterialValue( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); lua_pushnumber( L, material->maps[ mapType ].value ); @@ -1872,8 +1872,8 @@ Get material shader. Return as lightuserdata - Success return Shader */ -int lmodelsGetMaterialShader( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsGetMaterialShader( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); lua_pushlightuserdata( L, &material->shader ); @@ -1887,8 +1887,8 @@ Get material parameters - Success return float{} */ -int lmodelsGetMaterialParams( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsGetMaterialParams( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); Vector4 params = { material->params[0], @@ -1913,10 +1913,10 @@ Load model animations from file - Failure return nil - Success return ModelAnimations{} */ -int lmodelsLoadModelAnimations( lua_State *L ) { +int lmodelsLoadModelAnimations( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { int animationCount = 0; - ModelAnimation *anims = LoadModelAnimations( lua_tostring( L, 1 ), &animationCount ); + ModelAnimation* anims = LoadModelAnimations( lua_tostring( L, 1 ), &animationCount ); lua_createtable( L, animationCount, 0 ); @@ -1937,9 +1937,9 @@ int lmodelsLoadModelAnimations( lua_State *L ) { Update model animation pose */ -int lmodelsUpdateModelAnimation( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); - ModelAnimation *animation = uluaGetModelAnimation( L, 2 ); +int lmodelsUpdateModelAnimation( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); + ModelAnimation* animation = uluaGetModelAnimation( L, 2 ); int frame = luaL_checkinteger( L, 3 ); UpdateModelAnimation( *model, *animation, frame ); @@ -1952,8 +1952,8 @@ int lmodelsUpdateModelAnimation( lua_State *L ) { Unload animation data */ -int lmodelsUnloadModelAnimation( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsUnloadModelAnimation( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); UnloadModelAnimation( *animation ); @@ -1965,13 +1965,13 @@ int lmodelsUnloadModelAnimation( lua_State *L ) { Unload animation table data */ -int lmodelsUnloadModelAnimations( lua_State *L ) { +int lmodelsUnloadModelAnimations( lua_State* L ) { int t = 1, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( lua_isuserdata( L, -1 ) ) { - ModelAnimation *animation = uluaGetModelAnimation( L, lua_gettop( L ) ); + ModelAnimation* animation = uluaGetModelAnimation( L, lua_gettop( L ) ); UnloadModelAnimation( *animation ); } i++; @@ -1987,9 +1987,9 @@ Check model animation skeleton match - Success return bool */ -int lmodelsIsModelAnimationValid( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); - ModelAnimation *animation = uluaGetModelAnimation( L, 2 ); +int lmodelsIsModelAnimationValid( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); + ModelAnimation* animation = uluaGetModelAnimation( L, 2 ); lua_pushboolean( L, IsModelAnimationValid( *model, *animation ) ); @@ -2004,8 +2004,8 @@ Set modelAnimation bones information (skeleton) - Failure return false - Success return true */ -int lmodelsSetModelAnimationBone( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsSetModelAnimationBone( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); BoneInfo bone = uluaGetBoneInfo( L, 3 ); @@ -2028,8 +2028,8 @@ Set modelAnimation bones base transformation (pose) - Failure return false - Success return true */ -int lmodelsSetModelAnimationFramePose( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsSetModelAnimationFramePose( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); int frame = luaL_checkinteger( L, 2 ); int boneId = luaL_checkinteger( L, 3 ); Transform pose = uluaGetTransform( L, 4 ); @@ -2050,9 +2050,9 @@ int lmodelsSetModelAnimationFramePose( lua_State *L ) { Set modelAnimation name */ -int lmodelsSetModelAnimationName( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); - const char *name = luaL_checkstring( L, 2 ); +int lmodelsSetModelAnimationName( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); + const char* name = luaL_checkstring( L, 2 ); strncpy( animation->name, name, 32 ); @@ -2066,8 +2066,8 @@ Return modelAnimation bone count - Success return int */ -int lmodelsGetModelAnimationBoneCount( lua_State *L ) { - ModelAnimation *modelAnimation = uluaGetModelAnimation( L, 1 ); +int lmodelsGetModelAnimationBoneCount( lua_State* L ) { + ModelAnimation* modelAnimation = uluaGetModelAnimation( L, 1 ); lua_pushinteger( L, modelAnimation->boneCount ); @@ -2081,8 +2081,8 @@ Return modelAnimation frame count - Success return int */ -int lmodelsGetModelAnimationFrameCount( lua_State *L ) { - ModelAnimation *modelAnimation = uluaGetModelAnimation( L, 1 ); +int lmodelsGetModelAnimationFrameCount( lua_State* L ) { + ModelAnimation* modelAnimation = uluaGetModelAnimation( L, 1 ); lua_pushinteger( L, modelAnimation->frameCount ); @@ -2097,8 +2097,8 @@ Get modelAnimation bones information (skeleton) - Failure return nil - Success return BoneInfo */ -int lmodelsGetModelAnimationBone( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsGetModelAnimationBone( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); if ( 0 <= boneId && boneId < animation->boneCount ) { @@ -2119,8 +2119,8 @@ Get modelAnimation bones base transformation (pose) - Failure return nil - Success return Transform */ -int lmodelsGetModelAnimationFramePose( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsGetModelAnimationFramePose( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); int frame = luaL_checkinteger( L, 2 ); int boneId = luaL_checkinteger( L, 3 ); @@ -2141,8 +2141,8 @@ Get modelAnimation name - Success return string */ -int lmodelsGetModelAnimationName( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsGetModelAnimationName( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); lua_pushstring( L, animation->name ); @@ -2160,7 +2160,7 @@ Check collision between two spheres - Success return bool */ -int lmodelsCheckCollisionSpheres( lua_State *L ) { +int lmodelsCheckCollisionSpheres( lua_State* L ) { Vector3 center1 = uluaGetVector3( L, 1 ); float radius1 = luaL_checknumber( L, 2 ); Vector3 center2 = uluaGetVector3( L, 3 ); @@ -2178,7 +2178,7 @@ Check collision between two bounding boxes - Success return bool */ -int lmodelsCheckCollisionBoxes( lua_State *L ) { +int lmodelsCheckCollisionBoxes( lua_State* L ) { BoundingBox box1 = uluaGetBoundingBox( L, 1 ); BoundingBox box2 = uluaGetBoundingBox( L, 2 ); @@ -2194,7 +2194,7 @@ Check collision between box and sphere - Success return bool */ -int lmodelsCheckCollisionBoxSphere( lua_State *L ) { +int lmodelsCheckCollisionBoxSphere( lua_State* L ) { BoundingBox box = uluaGetBoundingBox( L, 1 ); Vector3 center = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -2211,7 +2211,7 @@ Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, - Success return RayCollision */ -int lmodelsGetRayCollisionSphere( lua_State *L ) { +int lmodelsGetRayCollisionSphere( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); Vector3 center = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -2228,7 +2228,7 @@ Get collision info between ray and box - Success return RayCollision */ -int lmodelsGetRayCollisionBox( lua_State *L ) { +int lmodelsGetRayCollisionBox( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); BoundingBox box = uluaGetBoundingBox( L, 2 ); @@ -2244,9 +2244,9 @@ Get collision info between ray and mesh - Success return RayCollision */ -int lmodelsGetRayCollisionMesh( lua_State *L ) { +int lmodelsGetRayCollisionMesh( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); - Mesh *mesh = uluaGetMesh( L, 2 ); + Mesh* mesh = uluaGetMesh( L, 2 ); Matrix transform = uluaGetMatrix( L, 3 ); uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) ); @@ -2261,7 +2261,7 @@ Get collision info between ray and triangle - Success return RayCollision */ -int lmodelsGetRayCollisionTriangle( lua_State *L ) { +int lmodelsGetRayCollisionTriangle( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); Vector3 p1 = uluaGetVector3( L, 2 ); Vector3 p2 = uluaGetVector3( L, 3 ); @@ -2279,7 +2279,7 @@ Get collision info between ray and quad - Success return RayCollision */ -int lmodelsGetRayCollisionQuad( lua_State *L ) { +int lmodelsGetRayCollisionQuad( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); Vector3 p1 = uluaGetVector3( L, 2 ); Vector3 p2 = uluaGetVector3( L, 3 ); diff --git a/src/platforms/core_desktop.c b/src/platforms/core_desktop.c index 3d62f53..368d27d 100644 --- a/src/platforms/core_desktop.c +++ b/src/platforms/core_desktop.c @@ -4,7 +4,7 @@ #include "platforms/core_desktop.h" void platformDefineGlobals() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_getglobal( L, "RL" ); /*DOC_DEFINES_START*/ @@ -55,11 +55,11 @@ this function returns nil but does not emit an error. - Success return string or nil */ -int lcoreGetKeyName( lua_State *L ) { +int lcoreGetKeyName( lua_State* L ) { int key = luaL_checkinteger( L, 1 ); int scancode = luaL_checkinteger( L, 2 ); - const char *keyName = glfwGetKeyName( key, scancode ); + const char* keyName = glfwGetKeyName( key, scancode ); if ( keyName != NULL ) { lua_pushstring( L, keyName ); @@ -79,7 +79,7 @@ If the key is KEY_UNKNOWN or does not exist on the keyboard this method will ret - Success return int */ -int lcoreGetKeyScancode( lua_State *L ) { +int lcoreGetKeyScancode( lua_State* L ) { int key = luaL_checkinteger( L, 1 ); lua_pushinteger( L, glfwGetKeyScancode( key ) ); @@ -98,11 +98,11 @@ int lcoreGetKeyScancode( lua_State *L ) { Called when the window is resized. Type GLFW_WINDOW_SIZE_EVENT */ -static void windowSizeEvent( GLFWwindow *window, int width, int height ) { +static void windowSizeEvent( GLFWwindow* window, int width, int height ) { /* Pass through to raylib callback. */ state->raylibWindowSizeCallback( window, width, height ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -134,11 +134,11 @@ static void windowSizeEvent( GLFWwindow *window, int width, int height ) { Called when the window is maximized or restored. Type GLFW_WINDOW_MAXIMIZE_EVENT */ -static void windowMaximizeEvent( GLFWwindow *window, int maximized ) { +static void windowMaximizeEvent( GLFWwindow* window, int maximized ) { /* Pass through to raylib callback. */ state->raylibWindowMaximizeCallback( window, maximized ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -168,11 +168,11 @@ static void windowMaximizeEvent( GLFWwindow *window, int maximized ) { Called when the window is iconified or restored. Type GLFW_WINDOW_ICONYFY_EVENT */ -static void windowIconyfyEvent( GLFWwindow *window, int iconified ) { +static void windowIconyfyEvent( GLFWwindow* window, int iconified ) { /* Pass through to raylib callback. */ state->raylibWindowIconifyCallback( window, iconified ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -200,11 +200,11 @@ static void windowIconyfyEvent( GLFWwindow *window, int iconified ) { Called when the window gains or loses input focus. Type GLFW_WINDOW_FOCUS_EVENT */ -static void windowFocusEvent( GLFWwindow *window, int focused ) { +static void windowFocusEvent( GLFWwindow* window, int focused ) { /* Pass through to raylib callback. */ state->raylibWindowFocusCallback( window, focused ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -232,11 +232,11 @@ static void windowFocusEvent( GLFWwindow *window, int focused ) { Called when files are dropped to the window. Type GLFW_WINDOW_DROP_EVENT */ -static void windowDropEvent( GLFWwindow *window, int count, const char **paths ) { +static void windowDropEvent( GLFWwindow* window, int count, const char** paths ) { /* Pass through to raylib callback. */ state->raylibWindowDropCallback( window, count, paths ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -280,7 +280,7 @@ static void keyInputEvent( GLFWwindow* window, int key, int scancode, int action /* Pass through to raylib callback. */ state->raylibKeyCallback( window, key, scancode, action, mods ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -318,7 +318,7 @@ static void charInputEvent( GLFWwindow* window, unsigned int key ) { /* Pass through to raylib callback. */ state->raylibCharCallback( window, key ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -350,7 +350,7 @@ static void mouseButtonInputEvent( GLFWwindow* window, int button, int action, i /* Pass through to raylib callback. */ state->raylibMouseButtonCallback( window, button, action, mods ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -386,7 +386,7 @@ static void mouseCursorPosInputEvent( GLFWwindow* window, double x, double y ) { /* Pass through to raylib callback. */ state->raylibMouseCursorPosCallback( window, x, y ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -420,7 +420,7 @@ static void mouseScrollInputEvent( GLFWwindow* window, double xoffset, double yo /* Pass through to raylib callback. */ state->raylibMouseScrollCallback( window, xoffset, yoffset ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -454,7 +454,7 @@ static void cursorEnterInputEvent( GLFWwindow* window, int enter ) { /* Pass through to raylib callback. */ state->raylibCursorEnterCallback( window, enter ); - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -488,7 +488,7 @@ static void joystickEvent( int jid, int event ) { state->raylibJoystickCallback( jid, event ); } - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -520,7 +520,7 @@ Called when the pen tablet data is updated. Type GLFW_PEN_TABLET_DATA_EVENT NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445 */ static void penTabletDataEvent( double x, double y, double z, double pressure, double pitch, double yaw, double roll ) { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -562,7 +562,7 @@ Called when the pen tablet cursor has changed. Type GLFW_PEN_TABLET_CURSOR_EVENT NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445 */ static void penTabletCursorEvent( unsigned int identifier ) { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -592,7 +592,7 @@ Called when the pen tablet proximity has changed. Type GLFW_PEN_TABLET_PROXIMITY NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445 */ static void penTabletProximityEvent( int proxState ) { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -640,7 +640,7 @@ static void platformRegisterEvents() { } void luaPlatformRegister() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_getglobal( L, "RL" ); /* Input-related functions: keyboard. */ diff --git a/src/platforms/core_desktop_sdl.c b/src/platforms/core_desktop_sdl.c index 4ef7705..4105b25 100644 --- a/src/platforms/core_desktop_sdl.c +++ b/src/platforms/core_desktop_sdl.c @@ -4,7 +4,7 @@ #include "platforms/core_desktop_sdl.h" void platformDefineGlobals() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_getglobal( L, "RL" ); /*DOC_DEFINES_START*/ @@ -88,7 +88,7 @@ Use this function to get a human-readable name for a key. If the key doesn't hav - Success return string */ -int lcoreGetKeyName( lua_State *L ) { +int lcoreGetKeyName( lua_State* L ) { int key = luaL_checkinteger( L, 1 ); lua_pushstring( L, SDL_GetKeyName( key ) ); @@ -103,7 +103,7 @@ Use this function to get the scancode corresponding to the given key code accord - Success return int */ -int lcoreGetScancodeFromKey( lua_State *L ) { +int lcoreGetScancodeFromKey( lua_State* L ) { int key = luaL_checkinteger( L, 1 ); lua_pushinteger( L, SDL_GetScancodeFromKey( key ) ); @@ -118,7 +118,7 @@ int lcoreGetScancodeFromKey( lua_State *L ) { */ /* This function is not thread safe so we don't use Lua inside it directly. It only adds events to another queue. */ -static int SDLEventFilter( void *userdata, SDL_Event *event ) { +static int SDLEventFilter( void* userdata, SDL_Event* event ) { /* SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ if ( event->type != SDL_QUIT && event->type != 0x7F00 && state->SDL_eventQueueLen < PLATFORM_SDL_EVENT_QUEUE_LEN ) { state->SDL_eventQueue[ state->SDL_eventQueueLen ] = *event; @@ -134,7 +134,7 @@ static void platformRegisterEvents() { } static void platformSendEvents() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_pushcfunction( L, luaTraceback ); int tracebackidx = lua_gettop( L ); @@ -546,7 +546,7 @@ Event occurs an event of type SDL_DOLLARGESTURE or SDL_DOLLARRECORD is reported. } void luaPlatformRegister() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_getglobal( L, "RL" ); /* Input-related functions: keyboard. */ diff --git a/src/platforms/core_web.c b/src/platforms/core_web.c index 2cf255a..ba9e1d5 100644 --- a/src/platforms/core_web.c +++ b/src/platforms/core_web.c @@ -3,7 +3,7 @@ #include "core.h" void platformDefineGlobals() { - lua_State *L = state->luaState; + lua_State* L = state->luaState; lua_getglobal( L, "RL" ); /*DOC_DEFINES_START*/ @@ -15,7 +15,7 @@ Enable gui controls (global state) */ -int lguiGuiEnable( lua_State *L ) { +int lguiGuiEnable( lua_State* L ) { GuiEnable(); return 0; @@ -26,7 +26,7 @@ int lguiGuiEnable( lua_State *L ) { Disable gui controls (global state) */ -int lguiGuiDisable( lua_State *L ) { +int lguiGuiDisable( lua_State* L ) { GuiDisable(); return 0; @@ -37,7 +37,7 @@ int lguiGuiDisable( lua_State *L ) { Lock gui controls (global state) */ -int lguiGuiLock( lua_State *L ) { +int lguiGuiLock( lua_State* L ) { GuiLock(); return 0; @@ -48,7 +48,7 @@ int lguiGuiLock( lua_State *L ) { Unlock gui controls (global state) */ -int lguiGuiUnlock( lua_State *L ) { +int lguiGuiUnlock( lua_State* L ) { GuiUnlock(); return 0; @@ -61,7 +61,7 @@ Check if gui is locked (global state) - Success return bool */ -int lguiGuiIsLocked( lua_State *L ) { +int lguiGuiIsLocked( lua_State* L ) { lua_pushboolean( L, GuiIsLocked() ); return 1; @@ -72,7 +72,7 @@ int lguiGuiIsLocked( lua_State *L ) { Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f */ -int lguiGuiSetAlpha( lua_State *L ) { +int lguiGuiSetAlpha( lua_State* L ) { float alpha = luaL_checknumber( L, 1 ); GuiSetAlpha( alpha ); @@ -85,7 +85,7 @@ int lguiGuiSetAlpha( lua_State *L ) { Set gui state (global state) */ -int lguiGuiSetState( lua_State *L ) { +int lguiGuiSetState( lua_State* L ) { int state = luaL_checkinteger( L, 1 ); GuiSetState( state ); @@ -100,7 +100,7 @@ Get gui state (global state) - Success return int */ -int lguiGuiGetState( lua_State *L ) { +int lguiGuiGetState( lua_State* L ) { lua_pushinteger( L, GuiGetState() ); return 1; @@ -115,8 +115,8 @@ int lguiGuiGetState( lua_State *L ) { Set gui custom font (global state) */ -int lguiGuiSetFont( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int lguiGuiSetFont( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); GuiSetFont( *font ); @@ -130,7 +130,7 @@ Get gui custom font (global state) - Success return Font */ -int lguiGuiGetFont( lua_State *L ) { +int lguiGuiGetFont( lua_State* L ) { uluaPushFont( L, GuiGetFont() ); return 1; @@ -145,7 +145,7 @@ int lguiGuiGetFont( lua_State *L ) { Set one style property */ -int lguiGuiSetStyle( lua_State *L ) { +int lguiGuiSetStyle( lua_State* L ) { int control = luaL_checkinteger( L, 1 ); int property = luaL_checkinteger( L, 2 ); int value = luaL_checkinteger( L, 3 ); @@ -162,7 +162,7 @@ Get one style property - Success return int */ -int lguiGuiGetStyle( lua_State *L ) { +int lguiGuiGetStyle( lua_State* L ) { int control = luaL_checkinteger( L, 1 ); int property = luaL_checkinteger( L, 2 ); @@ -183,7 +183,7 @@ Load style file over global style variable (.rgs) - Failure return nil - Success return true */ -int lguiGuiLoadStyle( lua_State *L ) { +int lguiGuiLoadStyle( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { GuiLoadStyle( lua_tostring( L, 1 ) ); lua_pushboolean( L, true ); @@ -201,7 +201,7 @@ int lguiGuiLoadStyle( lua_State *L ) { Load style default over global style */ -int lguiGuiLoadStyleDefault( lua_State *L ) { +int lguiGuiLoadStyleDefault( lua_State* L ) { GuiLoadStyleDefault(); return 0; @@ -216,7 +216,7 @@ int lguiGuiLoadStyleDefault( lua_State *L ) { Enable gui tooltips (global state) */ -int lguiGuiEnableTooltip( lua_State *L ) { +int lguiGuiEnableTooltip( lua_State* L ) { GuiEnableTooltip(); return 0; @@ -227,7 +227,7 @@ int lguiGuiEnableTooltip( lua_State *L ) { Disable gui tooltips (global state) */ -int lguiGuiDisableTooltip( lua_State *L ) { +int lguiGuiDisableTooltip( lua_State* L ) { GuiDisableTooltip(); return 0; @@ -238,7 +238,7 @@ int lguiGuiDisableTooltip( lua_State *L ) { Set tooltip string */ -int lguiGuiSetTooltip( lua_State *L ) { +int lguiGuiSetTooltip( lua_State* L ) { GuiSetTooltip( luaL_checkstring( L, 1 ) ); return 0; @@ -255,7 +255,7 @@ Get text with icon id prepended (if supported) - Success return string */ -int lguiGuiIconText( lua_State *L ) { +int lguiGuiIconText( lua_State* L ) { int iconId = luaL_checkinteger( L, 1 ); if ( TextIsEqual( luaL_checkstring( L, 2 ), "" ) ) { @@ -273,7 +273,7 @@ int lguiGuiIconText( lua_State *L ) { Set icon scale (1 by default) */ -int lguiGuiSetIconScale( lua_State *L ) { +int lguiGuiSetIconScale( lua_State* L ) { unsigned int scale = luaL_checkinteger( L, 1 ); GuiSetIconScale( scale ); @@ -288,7 +288,7 @@ Get raygui icons data pointer - Success return int */ -int lguiGuiGetIcons( lua_State *L ) { +int lguiGuiGetIcons( lua_State* L ) { lua_pushinteger( L, *GuiGetIcons() ); return 1; @@ -302,12 +302,12 @@ Load raygui icons file (.rgi) into internal icons data - Failure return nil - Success return strings{} */ -int lguiGuiLoadIcons( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); +int lguiGuiLoadIcons( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); bool loadIconsName = uluaGetBoolean( L, 2 ); if ( FileExists( fileName ) ) { - char **iconNames = GuiLoadIcons( fileName, loadIconsName ); + char** iconNames = GuiLoadIcons( fileName, loadIconsName ); lua_createtable( L, 255, 0 ); @@ -331,7 +331,7 @@ int lguiGuiLoadIcons( lua_State *L ) { Draw icon */ -int lguiGuiDrawIcon( lua_State *L ) { +int lguiGuiDrawIcon( lua_State* L ) { int iconId = luaL_checkinteger( L, 1 ); Vector2 pos = uluaGetVector2( L, 2 ); int pixelSize = luaL_checkinteger( L, 3 ); @@ -353,7 +353,7 @@ Window Box control, shows a window that can be closed - Success return int */ -int lguiGuiWindowBox( lua_State *L ) { +int lguiGuiWindowBox( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiWindowBox( bounds, luaL_checkstring( L, 2 ) ) ); @@ -368,7 +368,7 @@ Group Box control with text name - Success return int */ -int lguiGuiGroupBox( lua_State *L ) { +int lguiGuiGroupBox( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiGroupBox( bounds, luaL_checkstring( L, 2 ) ) ); @@ -383,7 +383,7 @@ Line separator control, could contain text - Success return int */ -int lguiGuiLine( lua_State *L ) { +int lguiGuiLine( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiLine( bounds, luaL_checkstring( L, 2 ) ) ); @@ -398,7 +398,7 @@ Panel control, useful to group controls - Success return int */ -int lguiGuiPanel( lua_State *L ) { +int lguiGuiPanel( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiPanel( bounds, luaL_checkstring( L, 2 ) ) ); @@ -413,12 +413,12 @@ Tab Bar control, returns TAB to be closed or -1 - Success return int, int */ -int lguiGuiTabBar( lua_State *L ) { +int lguiGuiTabBar( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int active = luaL_checkinteger( L, 3 ); int count = 0; - const char **text = TextSplit( luaL_checkstring( L, 2 ), ';', &count ); + const char** text = TextSplit( luaL_checkstring( L, 2 ), ';', &count ); lua_pushinteger( L, GuiTabBar( bounds, text, count, &active ) ); lua_pushinteger( L, active ); @@ -433,7 +433,7 @@ Scroll Panel control - Success return int, Vector2, Rectangle */ -int lguiGuiScrollPanel( lua_State *L ) { +int lguiGuiScrollPanel( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); Rectangle content = uluaGetRectangle( L, 3 ); Vector2 scroll = uluaGetVector2( L, 4 ); @@ -457,7 +457,7 @@ Label control, shows text - Success return int */ -int lguiGuiLabel( lua_State *L ) { +int lguiGuiLabel( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiLabel( bounds, luaL_checkstring( L, 2 ) ) ); @@ -472,7 +472,7 @@ Button control, returns true when clicked - Success return int */ -int lguiGuiButton( lua_State *L ) { +int lguiGuiButton( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiButton( bounds, luaL_checkstring( L, 2 ) ) ); @@ -487,7 +487,7 @@ Label button control, show true when clicked - Success return int */ -int lguiGuiLabelButton( lua_State *L ) { +int lguiGuiLabelButton( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiLabelButton( bounds, luaL_checkstring( L, 2 ) ) ); @@ -502,7 +502,7 @@ Toggle Button control, returns true when active - Success return int, bool */ -int lguiGuiToggle( lua_State *L ) { +int lguiGuiToggle( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); bool active = uluaGetBoolean( L, 3 ); @@ -519,7 +519,7 @@ Toggle Group control, returns active toggle index - Success return int, int */ -int lguiGuiToggleGroup( lua_State *L ) { +int lguiGuiToggleGroup( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int active = luaL_checkinteger( L, 3 ); @@ -536,7 +536,7 @@ Toggle Slider control, returns true when clicked - Success return int, int */ -int lguiGuiToggleSlider( lua_State *L ) { +int lguiGuiToggleSlider( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int active = luaL_checkinteger( L, 3 ); @@ -553,7 +553,7 @@ Check Box control, returns true when active - Success return bool, Rectangle */ -int lguiGuiCheckBox( lua_State *L ) { +int lguiGuiCheckBox( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); bool checked = uluaGetBoolean( L, 3 ); @@ -572,7 +572,7 @@ Combo Box control, returns selected item index - Success return int, int */ -int lguiGuiComboBox( lua_State *L ) { +int lguiGuiComboBox( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int active = luaL_checkinteger( L, 3 ); @@ -589,7 +589,7 @@ Dropdown Box control, returns selected item - Success return int, int */ -int lguiGuiDropdownBox( lua_State *L ) { +int lguiGuiDropdownBox( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int active = luaL_checkinteger( L, 3 ); bool editMode = uluaGetBoolean( L, 4 ); @@ -607,7 +607,7 @@ Spinner control, returns selected value - Success return int, int, Rectangle */ -int lguiGuiSpinner( lua_State *L ) { +int lguiGuiSpinner( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int value = luaL_checkinteger( L, 3 ); int minValue = luaL_checkinteger( L, 4 ); @@ -629,7 +629,7 @@ Value Box control, updates input text with numbers - Success return int, int, Rectangle */ -int lguiGuiValueBox( lua_State *L ) { +int lguiGuiValueBox( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int value = luaL_checkinteger( L, 3 ); int minValue = luaL_checkinteger( L, 4 ); @@ -651,7 +651,7 @@ Text Box control, updates input text - Success return int, string */ -int lguiGuiTextBox( lua_State *L ) { +int lguiGuiTextBox( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int textSize = luaL_checkinteger( L, 3 ); char text[ textSize + 1 ]; @@ -671,7 +671,7 @@ Slider control, returns selected value - Success return int, float, Rectangle, Rectangle */ -int lguiGuiSlider( lua_State *L ) { +int lguiGuiSlider( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); float value = luaL_checknumber( L, 4 ); float minValue = luaL_checknumber( L, 5 ); @@ -694,7 +694,7 @@ Slider Bar control, returns selected value - Success return int, float, Rectangle, Rectangle */ -int lguiGuiSliderBar( lua_State *L ) { +int lguiGuiSliderBar( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); float value = luaL_checknumber( L, 4 ); float minValue = luaL_checknumber( L, 5 ); @@ -717,7 +717,7 @@ Progress Bar control, shows current progress value - Success return int, float, Rectangle, Rectangle */ -int lguiGuiProgressBar( lua_State *L ) { +int lguiGuiProgressBar( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); float value = luaL_checknumber( L, 4 ); float minValue = luaL_checknumber( L, 5 ); @@ -740,7 +740,7 @@ Status Bar control, shows info text - Success return int */ -int lguiGuiStatusBar( lua_State *L ) { +int lguiGuiStatusBar( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiStatusBar( bounds, luaL_checkstring( L, 2 ) ) ); @@ -755,7 +755,7 @@ Dummy control for placeholders - Success return int */ -int lguiGuiDummyRec( lua_State *L ) { +int lguiGuiDummyRec( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiDummyRec( bounds, luaL_checkstring( L, 2 ) ) ); @@ -770,7 +770,7 @@ Grid control, returns mouse cell position - Success return int, Vector2 */ -int lguiGuiGrid( lua_State *L ) { +int lguiGuiGrid( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); float spacing = luaL_checknumber( L, 3 ); int subdivs = luaL_checkinteger( L, 4 ); @@ -789,7 +789,7 @@ Scroll bar control - Success return int */ -int lguiGuiScrollBar( lua_State *L ) { +int lguiGuiScrollBar( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int value = luaL_checkinteger( L, 2 ); int minValue = luaL_checkinteger( L, 3 ); @@ -811,7 +811,7 @@ List View control, returns selected list item index - Success return int, int, int */ -int lguiGuiListView( lua_State *L ) { +int lguiGuiListView( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int scrollIndex = luaL_checkinteger( L, 3 ); int active = luaL_checkinteger( L, 4 ); @@ -830,14 +830,14 @@ List View with extended parameters - Success return int, int, int, int */ -int lguiGuiListViewEx( lua_State *L ) { +int lguiGuiListViewEx( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); int scrollIndex = luaL_checkinteger( L, 3 ); int active = luaL_checkinteger( L, 4 ); int focus = luaL_checkinteger( L, 5 ); int count = 0; - const char **text = TextSplit( luaL_checkstring( L, 2 ), ';', &count ); + const char** text = TextSplit( luaL_checkstring( L, 2 ), ';', &count ); lua_pushinteger( L, GuiListViewEx( bounds, text, count, &scrollIndex, &active, &focus ) ); lua_pushinteger( L, scrollIndex ); @@ -854,7 +854,7 @@ Message Box control, displays a message - Success return int */ -int lguiGuiMessageBox( lua_State *L ) { +int lguiGuiMessageBox( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiMessageBox( bounds, luaL_checkstring( L, 2 ), luaL_checkstring( L, 3 ), luaL_checkstring( L, 4 ) ) ); @@ -869,11 +869,11 @@ Text Input Box control, ask for text, supports secret - Success return int, string, bool */ -int lguiGuiTextInputBox( lua_State *L ) { +int lguiGuiTextInputBox( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); - const char *title = luaL_checkstring( L, 2 ); - const char *message = luaL_checkstring( L, 3 ); - const char *buttons = luaL_checkstring( L, 4 ); + const char* title = luaL_checkstring( L, 2 ); + const char* message = luaL_checkstring( L, 3 ); + const char* buttons = luaL_checkstring( L, 4 ); int textMaxSize = luaL_checkinteger( L, 6 ); bool secretViewActive = uluaGetBoolean( L, 7 ); char text[ textMaxSize + 1 ]; @@ -893,7 +893,7 @@ Color Picker control (multiple color controls) - Success return int, Color */ -int lguiGuiColorPicker( lua_State *L ) { +int lguiGuiColorPicker( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); Color color = uluaGetColor( L, 3 ); @@ -910,7 +910,7 @@ Color Panel control - Success return int, Color */ -int lguiGuiColorPanel( lua_State *L ) { +int lguiGuiColorPanel( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); Color color = uluaGetColor( L, 3 ); @@ -927,7 +927,7 @@ Color Bar Alpha control - Success return int, float */ -int lguiGuiColorBarAlpha( lua_State *L ) { +int lguiGuiColorBarAlpha( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); float alpha = luaL_checknumber( L, 3 ); @@ -944,7 +944,7 @@ Color Bar Hue control - Success return int, float */ -int lguiGuiColorBarHue( lua_State *L ) { +int lguiGuiColorBarHue( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); float value = luaL_checknumber( L, 3 ); @@ -961,7 +961,7 @@ Color Picker control that avoids conversion to RGB on each call (multiple color - Success return int, Vector3 */ -int lguiGuiColorPickerHSV( lua_State *L ) { +int lguiGuiColorPickerHSV( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); Vector3 colorHsv = uluaGetVector3( L, 3 ); @@ -978,7 +978,7 @@ Color Panel control that returns HSV color value, used by GuiColorPickerHSV() - Success return int, Vector3 */ -int lguiGuiColorPanelHSV( lua_State *L ) { +int lguiGuiColorPanelHSV( lua_State* L ) { Rectangle bounds = uluaGetRectangle( L, 1 ); Vector3 colorHsv = uluaGetVector3( L, 3 ); @@ -12,7 +12,7 @@ Choose the current matrix to be transformed */ -int lrlglMatrixMode( lua_State *L ) { +int lrlglMatrixMode( lua_State* L ) { rlMatrixMode( luaL_checkinteger( L, 1 ) ); return 0; @@ -23,7 +23,7 @@ int lrlglMatrixMode( lua_State *L ) { Push the current matrix to stack */ -int lrlglPushMatrix( lua_State *L ) { +int lrlglPushMatrix( lua_State* L ) { rlPushMatrix(); return 0; @@ -34,7 +34,7 @@ int lrlglPushMatrix( lua_State *L ) { Pop latest inserted matrix from stack */ -int lrlglPopMatrix( lua_State *L ) { +int lrlglPopMatrix( lua_State* L ) { rlPopMatrix(); return 0; @@ -45,7 +45,7 @@ int lrlglPopMatrix( lua_State *L ) { Reset current matrix to identity matrix */ -int lrlglLoadIdentity( lua_State *L ) { +int lrlglLoadIdentity( lua_State* L ) { rlLoadIdentity(); return 0; @@ -56,7 +56,7 @@ int lrlglLoadIdentity( lua_State *L ) { Multiply the current matrix by a translation matrix */ -int lrlglTranslatef( lua_State *L ) { +int lrlglTranslatef( lua_State* L ) { Vector3 translation = uluaGetVector3( L, 1 ); rlTranslatef( translation.x, translation.y, translation.z ); @@ -69,7 +69,7 @@ int lrlglTranslatef( lua_State *L ) { Multiply the current matrix by a rotation matrix */ -int lrlglRotatef( lua_State *L ) { +int lrlglRotatef( lua_State* L ) { float angle = luaL_checknumber( L, 1 ); Vector3 rotation = uluaGetVector3( L, 2 ); @@ -83,7 +83,7 @@ int lrlglRotatef( lua_State *L ) { Multiply the current matrix by a scaling matrix */ -int lrlglScalef( lua_State *L ) { +int lrlglScalef( lua_State* L ) { Vector3 scale = uluaGetVector3( L, 1 ); rlScalef( scale.x, scale.y, scale.z ); @@ -96,7 +96,7 @@ int lrlglScalef( lua_State *L ) { Multiply the current matrix by another matrix */ -int lrlglMultMatrixf( lua_State *L ) { +int lrlglMultMatrixf( lua_State* L ) { Matrix matrix = uluaGetMatrix( L, 1 ); float matf[16] = { @@ -115,7 +115,7 @@ int lrlglMultMatrixf( lua_State *L ) { Multiply the current matrix by a perspective matrix generated by parameters */ -int lrlglFrustum( lua_State *L ) { +int lrlglFrustum( lua_State* L ) { double left = luaL_checknumber( L, 1 ); double right = luaL_checknumber( L, 2 ); double bottom = luaL_checknumber( L, 3 ); @@ -133,7 +133,7 @@ int lrlglFrustum( lua_State *L ) { Multiply the current matrix by an orthographic matrix generated by parameters */ -int lrlglOrtho( lua_State *L ) { +int lrlglOrtho( lua_State* L ) { double left = luaL_checknumber( L, 1 ); double right = luaL_checknumber( L, 2 ); double bottom = luaL_checknumber( L, 3 ); @@ -152,7 +152,7 @@ int lrlglOrtho( lua_State *L ) { Set the viewport area (transformation from normalized device coordinates to window coordinates) NOTE: We store current viewport dimensions */ -int lrlglViewport( lua_State *L ) { +int lrlglViewport( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); rlViewport( rect.x, rect.y, rect.width, rect.height ); @@ -169,7 +169,7 @@ int lrlglViewport( lua_State *L ) { Initialize drawing mode (how to organize vertex) */ -int lrlglBegin( lua_State *L ) { +int lrlglBegin( lua_State* L ) { rlBegin( luaL_checkinteger( L, 1 ) ); return 0; @@ -180,7 +180,7 @@ int lrlglBegin( lua_State *L ) { Finish vertex providing */ -int lrlglEnd( lua_State *L ) { +int lrlglEnd( lua_State* L ) { rlEnd(); return 0; @@ -191,7 +191,7 @@ int lrlglEnd( lua_State *L ) { Define one vertex (position) */ -int lrlglVertex2f( lua_State *L ) { +int lrlglVertex2f( lua_State* L ) { Vector2 position = uluaGetVector2( L, 1 ); rlVertex2f( position.x, position.y ); @@ -204,7 +204,7 @@ int lrlglVertex2f( lua_State *L ) { Define one vertex (position) */ -int lrlglVertex3f( lua_State *L ) { +int lrlglVertex3f( lua_State* L ) { Vector3 position = uluaGetVector3( L, 1 ); rlVertex3f( position.x, position.y, position.z ); @@ -217,7 +217,7 @@ int lrlglVertex3f( lua_State *L ) { Define one vertex (texture coordinate) - 2 float */ -int lrlglTexCoord2f( lua_State *L ) { +int lrlglTexCoord2f( lua_State* L ) { Vector2 texCoord = uluaGetVector2( L, 1 ); rlTexCoord2f( texCoord.x, texCoord.y ); @@ -230,7 +230,7 @@ int lrlglTexCoord2f( lua_State *L ) { Define one vertex (normal) - 3 float */ -int lrlglNormal3f( lua_State *L ) { +int lrlglNormal3f( lua_State* L ) { Vector3 normal = uluaGetVector3( L, 1 ); rlNormal3f( normal.x, normal.y, normal.z ); @@ -243,7 +243,7 @@ int lrlglNormal3f( lua_State *L ) { Define one vertex (color) - 4 byte */ -int lrlglColor4ub( lua_State *L ) { +int lrlglColor4ub( lua_State* L ) { Color color = uluaGetColor( L, 1 ); rlColor4ub( color.r, color.g, color.b, color.a ); @@ -256,7 +256,7 @@ int lrlglColor4ub( lua_State *L ) { Define one vertex (color) - 3 float */ -int lrlglColor3f( lua_State *L ) { +int lrlglColor3f( lua_State* L ) { Vector3 color = uluaGetVector3( L, 1 ); rlColor3f( color.x, color.y, color.z ); @@ -269,7 +269,7 @@ int lrlglColor3f( lua_State *L ) { Define one vertex (color) - 4 float */ -int lrlglColor4f( lua_State *L ) { +int lrlglColor4f( lua_State* L ) { Vector4 color = uluaGetVector4( L, 1 ); rlColor4f( color.x, color.y, color.z, color.w ); @@ -288,7 +288,7 @@ Enable vertex array (VAO, if supported) - Success return bool */ -int lrlglEnableVertexArray( lua_State *L ) { +int lrlglEnableVertexArray( lua_State* L ) { lua_pushboolean( L, rlEnableVertexArray( luaL_checkinteger( L, 1 ) ) ); return 1; @@ -299,7 +299,7 @@ int lrlglEnableVertexArray( lua_State *L ) { Disable vertex array (VAO, if supported) */ -int lrlglDisableVertexArray( lua_State *L ) { +int lrlglDisableVertexArray( lua_State* L ) { rlDisableVertexArray(); return 0; @@ -313,7 +313,7 @@ Enable vertex buffer (VBO) - Failure return false - Success return true */ -int lrlglEnableVertexBuffer( lua_State *L ) { +int lrlglEnableVertexBuffer( lua_State* L ) { rlEnableVertexBuffer( luaL_checkinteger( L, 1 ) ); return 0; @@ -324,7 +324,7 @@ int lrlglEnableVertexBuffer( lua_State *L ) { Disable vertex buffer (VBO) */ -int lrlglDisableVertexBuffer( lua_State *L ) { +int lrlglDisableVertexBuffer( lua_State* L ) { rlDisableVertexBuffer(); return 0; @@ -335,7 +335,7 @@ int lrlglDisableVertexBuffer( lua_State *L ) { Enable vertex buffer element (VBO element) */ -int lrlglEnableVertexBufferElement( lua_State *L ) { +int lrlglEnableVertexBufferElement( lua_State* L ) { rlEnableVertexBufferElement( luaL_checkinteger( L, 1 ) ); return 0; @@ -346,7 +346,7 @@ int lrlglEnableVertexBufferElement( lua_State *L ) { Disable vertex buffer element (VBO element) */ -int lrlglDisableVertexBufferElement( lua_State *L ) { +int lrlglDisableVertexBufferElement( lua_State* L ) { rlDisableVertexBufferElement(); return 0; @@ -357,7 +357,7 @@ int lrlglDisableVertexBufferElement( lua_State *L ) { Enable vertex attribute index */ -int lrlglEnableVertexAttribute( lua_State *L ) { +int lrlglEnableVertexAttribute( lua_State* L ) { rlEnableVertexAttribute( luaL_checkinteger( L, 1 ) ); return 0; @@ -368,7 +368,7 @@ int lrlglEnableVertexAttribute( lua_State *L ) { Disable vertex attribute index */ -int lrlglDisableVertexAttribute( lua_State *L ) { +int lrlglDisableVertexAttribute( lua_State* L ) { rlDisableVertexAttribute( luaL_checkinteger( L, 1 ) ); return 0; @@ -383,7 +383,7 @@ int lrlglDisableVertexAttribute( lua_State *L ) { Select and active a texture slot */ -int lrlglActiveTextureSlot( lua_State *L ) { +int lrlglActiveTextureSlot( lua_State* L ) { rlActiveTextureSlot( luaL_checkinteger( L, 1 ) ); return 0; @@ -394,7 +394,7 @@ int lrlglActiveTextureSlot( lua_State *L ) { Enable texture */ -int lrlglEnableTexture( lua_State *L ) { +int lrlglEnableTexture( lua_State* L ) { rlEnableTexture( luaL_checkinteger( L, 1 ) ); return 0; @@ -405,7 +405,7 @@ int lrlglEnableTexture( lua_State *L ) { Disable texture */ -int lrlglDisableTexture( lua_State *L ) { +int lrlglDisableTexture( lua_State* L ) { rlDisableTexture(); return 0; @@ -416,7 +416,7 @@ int lrlglDisableTexture( lua_State *L ) { Enable texture cubemap */ -int lrlglEnableTextureCubemap( lua_State *L ) { +int lrlglEnableTextureCubemap( lua_State* L ) { rlEnableTextureCubemap( luaL_checkinteger( L, 1 ) ); return 0; @@ -427,7 +427,7 @@ int lrlglEnableTextureCubemap( lua_State *L ) { Disable texture cubemap */ -int lrlglDisableTextureCubemap( lua_State *L ) { +int lrlglDisableTextureCubemap( lua_State* L ) { rlDisableTextureCubemap(); return 0; @@ -438,7 +438,7 @@ int lrlglDisableTextureCubemap( lua_State *L ) { Set texture parameters (filter, wrap) */ -int lrlglTextureParameters( lua_State *L ) { +int lrlglTextureParameters( lua_State* L ) { unsigned int id = luaL_checkinteger( L, 1 ); int param = luaL_checkinteger( L, 2 ); int value = luaL_checkinteger( L, 3 ); @@ -453,7 +453,7 @@ int lrlglTextureParameters( lua_State *L ) { Set cubemap parameters (filter, wrap) */ -int lrlglCubemapParameters( lua_State *L ) { +int lrlglCubemapParameters( lua_State* L ) { unsigned int id = luaL_checkinteger( L, 1 ); int param = luaL_checkinteger( L, 2 ); int value = luaL_checkinteger( L, 3 ); @@ -472,7 +472,7 @@ int lrlglCubemapParameters( lua_State *L ) { Enable shader program */ -int lrlglEnableShader( lua_State *L ) { +int lrlglEnableShader( lua_State* L ) { rlEnableShader( luaL_checkinteger( L, 1 ) ); return 0; @@ -483,7 +483,7 @@ int lrlglEnableShader( lua_State *L ) { Disable shader program */ -int lrlglDisableShader( lua_State *L ) { +int lrlglDisableShader( lua_State* L ) { rlDisableShader(); return 0; @@ -498,7 +498,7 @@ int lrlglDisableShader( lua_State *L ) { Enable render texture (fbo) */ -int lrlglEnableFramebuffer( lua_State *L ) { +int lrlglEnableFramebuffer( lua_State* L ) { rlEnableFramebuffer( luaL_checkinteger( L, 1 ) ); return 0; @@ -509,7 +509,7 @@ int lrlglEnableFramebuffer( lua_State *L ) { Disable render texture (fbo), return to default framebuffer */ -int lrlglDisableFramebuffer( lua_State *L ) { +int lrlglDisableFramebuffer( lua_State* L ) { rlDisableFramebuffer(); return 0; @@ -520,7 +520,7 @@ int lrlglDisableFramebuffer( lua_State *L ) { Activate multiple draw color buffers */ -int lrlglActiveDrawBuffers( lua_State *L ) { +int lrlglActiveDrawBuffers( lua_State* L ) { rlActiveDrawBuffers( luaL_checkinteger( L, 1 ) ); return 0; @@ -535,7 +535,7 @@ int lrlglActiveDrawBuffers( lua_State *L ) { Enable color blending */ -int lrlglEnableColorBlend( lua_State *L ) { +int lrlglEnableColorBlend( lua_State* L ) { rlEnableColorBlend(); return 0; @@ -546,7 +546,7 @@ int lrlglEnableColorBlend( lua_State *L ) { Disable color blending */ -int lrlglDisableColorBlend( lua_State *L ) { +int lrlglDisableColorBlend( lua_State* L ) { rlDisableColorBlend(); return 0; @@ -557,7 +557,7 @@ int lrlglDisableColorBlend( lua_State *L ) { Enable depth test */ -int lrlglEnableDepthTest( lua_State *L ) { +int lrlglEnableDepthTest( lua_State* L ) { rlEnableDepthTest(); return 0; @@ -568,7 +568,7 @@ int lrlglEnableDepthTest( lua_State *L ) { Disable depth test */ -int lrlglDisableDepthTest( lua_State *L ) { +int lrlglDisableDepthTest( lua_State* L ) { rlDisableDepthTest(); return 0; @@ -579,7 +579,7 @@ int lrlglDisableDepthTest( lua_State *L ) { Enable depth write */ -int lrlglEnableDepthMask( lua_State *L ) { +int lrlglEnableDepthMask( lua_State* L ) { rlEnableDepthMask(); return 0; @@ -590,7 +590,7 @@ int lrlglEnableDepthMask( lua_State *L ) { Disable depth write */ -int lrlglDisableDepthMask( lua_State *L ) { +int lrlglDisableDepthMask( lua_State* L ) { rlDisableDepthMask(); return 0; @@ -601,7 +601,7 @@ int lrlglDisableDepthMask( lua_State *L ) { Enable backface culling */ -int lrlglEnableBackfaceCulling( lua_State *L ) { +int lrlglEnableBackfaceCulling( lua_State* L ) { rlEnableBackfaceCulling(); return 0; @@ -612,7 +612,7 @@ int lrlglEnableBackfaceCulling( lua_State *L ) { Disable backface culling */ -int lrlglDisableBackfaceCulling( lua_State *L ) { +int lrlglDisableBackfaceCulling( lua_State* L ) { rlDisableBackfaceCulling(); return 0; @@ -623,7 +623,7 @@ int lrlglDisableBackfaceCulling( lua_State *L ) { Set face culling mode */ -int lrlglSetCullFace( lua_State *L ) { +int lrlglSetCullFace( lua_State* L ) { rlSetCullFace( luaL_checkinteger( L, 1 ) ); return 0; @@ -634,7 +634,7 @@ int lrlglSetCullFace( lua_State *L ) { Enable scissor test */ -int lrlglEnableScissorTest( lua_State *L ) { +int lrlglEnableScissorTest( lua_State* L ) { rlEnableScissorTest(); return 0; @@ -645,7 +645,7 @@ int lrlglEnableScissorTest( lua_State *L ) { Disable scissor test */ -int lrlglDisableScissorTest( lua_State *L ) { +int lrlglDisableScissorTest( lua_State* L ) { rlDisableScissorTest(); return 0; @@ -656,7 +656,7 @@ int lrlglDisableScissorTest( lua_State *L ) { Scissor test */ -int lrlglScissor( lua_State *L ) { +int lrlglScissor( lua_State* L ) { Rectangle area = uluaGetRectangle( L, 1 ); rlScissor( area.x, area.y, area.width, area.height ); @@ -669,7 +669,7 @@ int lrlglScissor( lua_State *L ) { Enable wire mode */ -int lrlglEnableWireMode( lua_State *L ) { +int lrlglEnableWireMode( lua_State* L ) { rlEnableWireMode(); return 0; @@ -680,7 +680,7 @@ int lrlglEnableWireMode( lua_State *L ) { Disable wire mode */ -int lrlglDisableWireMode( lua_State *L ) { +int lrlglDisableWireMode( lua_State* L ) { rlDisableWireMode(); return 0; @@ -691,7 +691,7 @@ int lrlglDisableWireMode( lua_State *L ) { Set the line drawing width */ -int lrlglSetLineWidth( lua_State *L ) { +int lrlglSetLineWidth( lua_State* L ) { rlSetLineWidth( luaL_checknumber( L, 1 ) ); return 0; @@ -704,7 +704,7 @@ Get the line drawing width - Success return float */ -int lrlglGetLineWidth( lua_State *L ) { +int lrlglGetLineWidth( lua_State* L ) { lua_pushnumber( L, rlGetLineWidth() ); return 1; @@ -715,7 +715,7 @@ int lrlglGetLineWidth( lua_State *L ) { Enable line aliasing */ -int lrlglEnableSmoothLines( lua_State *L ) { +int lrlglEnableSmoothLines( lua_State* L ) { rlEnableSmoothLines(); return 0; @@ -726,7 +726,7 @@ int lrlglEnableSmoothLines( lua_State *L ) { Disable line aliasing */ -int lrlglDisableSmoothLines( lua_State *L ) { +int lrlglDisableSmoothLines( lua_State* L ) { rlDisableSmoothLines(); return 0; @@ -737,7 +737,7 @@ int lrlglDisableSmoothLines( lua_State *L ) { Enable stereo rendering */ -int lrlglEnableStereoRender( lua_State *L ) { +int lrlglEnableStereoRender( lua_State* L ) { rlEnableStereoRender(); return 0; @@ -748,7 +748,7 @@ int lrlglEnableStereoRender( lua_State *L ) { Enable stereo rendering */ -int lrlglDisableStereoRender( lua_State *L ) { +int lrlglDisableStereoRender( lua_State* L ) { rlDisableStereoRender(); return 0; @@ -761,7 +761,7 @@ Check if stereo render is enabled - Success return bool */ -int lrlglIsStereoRenderEnabled( lua_State *L ) { +int lrlglIsStereoRenderEnabled( lua_State* L ) { lua_pushboolean( L, rlIsStereoRenderEnabled() ); return 1; @@ -772,7 +772,7 @@ int lrlglIsStereoRenderEnabled( lua_State *L ) { Clear color buffer with color */ -int lrlglClearColor( lua_State *L ) { +int lrlglClearColor( lua_State* L ) { Color color = uluaGetColor( L, 1 ); rlClearColor( color.r, color.g, color.b, color.a ); @@ -785,7 +785,7 @@ int lrlglClearColor( lua_State *L ) { Clear used screen buffers (color and depth) */ -int lrlglClearScreenBuffers( lua_State *L ) { +int lrlglClearScreenBuffers( lua_State* L ) { rlClearScreenBuffers(); return 0; @@ -796,7 +796,7 @@ int lrlglClearScreenBuffers( lua_State *L ) { Check and log OpenGL error codes */ -int lrlglCheckErrors( lua_State *L ) { +int lrlglCheckErrors( lua_State* L ) { rlCheckErrors(); return 0; @@ -807,7 +807,7 @@ int lrlglCheckErrors( lua_State *L ) { Set blending mode */ -int lrlglSetBlendMode( lua_State *L ) { +int lrlglSetBlendMode( lua_State* L ) { rlSetBlendMode( luaL_checkinteger( L, 1 ) ); return 0; @@ -818,7 +818,7 @@ int lrlglSetBlendMode( lua_State *L ) { Set blending mode factor and equation (using OpenGL factors) */ -int lrlglSetBlendFactors( lua_State *L ) { +int lrlglSetBlendFactors( lua_State* L ) { int glSrcFactor = luaL_checkinteger( L, 1 ); int glDstFactor = luaL_checkinteger( L, 2 ); int glEquation = luaL_checkinteger( L, 3 ); @@ -833,7 +833,7 @@ int lrlglSetBlendFactors( lua_State *L ) { Set blending mode factors and equations separately (using OpenGL factors) */ -int lrlglSetBlendFactorsSeparate( lua_State *L ) { +int lrlglSetBlendFactorsSeparate( lua_State* L ) { int glSrcRGB = luaL_checkinteger( L, 1 ); int glDstRGB = luaL_checkinteger( L, 2 ); int glSrcAlpha = luaL_checkinteger( L, 3 ); @@ -858,7 +858,7 @@ Get current OpenGL version - Success return int */ -int lrlglGetVersion( lua_State *L ) { +int lrlglGetVersion( lua_State* L ) { lua_pushinteger( L, rlGetVersion() ); return 1; @@ -869,7 +869,7 @@ int lrlglGetVersion( lua_State *L ) { Set current framebuffer width */ -int lrlglSetFramebufferWidth( lua_State *L ) { +int lrlglSetFramebufferWidth( lua_State* L ) { int width = luaL_checkinteger( L, 1 ); rlSetFramebufferWidth( width ); @@ -884,7 +884,7 @@ Get default framebuffer width - Success return int */ -int lrlglGetFramebufferWidth( lua_State *L ) { +int lrlglGetFramebufferWidth( lua_State* L ) { lua_pushinteger( L, rlGetFramebufferWidth() ); return 1; @@ -895,7 +895,7 @@ int lrlglGetFramebufferWidth( lua_State *L ) { Set current framebuffer height */ -int lrlglSetFramebufferHeight( lua_State *L ) { +int lrlglSetFramebufferHeight( lua_State* L ) { int height = luaL_checkinteger( L, 1 ); rlSetFramebufferWidth( height ); @@ -910,7 +910,7 @@ Get default framebuffer height - Success return int */ -int lrlglGetFramebufferHeight( lua_State *L ) { +int lrlglGetFramebufferHeight( lua_State* L ) { lua_pushinteger( L, rlGetFramebufferHeight() ); return 1; @@ -923,7 +923,7 @@ Get default texture id - Success return int */ -int lrlglGetTextureIdDefault( lua_State *L ) { +int lrlglGetTextureIdDefault( lua_State* L ) { lua_pushinteger( L, rlGetTextureIdDefault() ); return 1; @@ -936,7 +936,7 @@ Get default shader id - Success return int */ -int lrlglGetShaderIdDefault( lua_State *L ) { +int lrlglGetShaderIdDefault( lua_State* L ) { lua_pushinteger( L, rlGetShaderIdDefault() ); return 1; @@ -949,8 +949,8 @@ Get default shader locations - Success return int{} */ -int lrlglGetShaderLocsDefault( lua_State *L ) { - int *locs = rlGetShaderLocsDefault(); +int lrlglGetShaderLocsDefault( lua_State* L ) { + int* locs = rlGetShaderLocsDefault(); lua_createtable( L, RL_MAX_SHADER_LOCATIONS, 0 ); @@ -973,7 +973,7 @@ Load a render batch system - Success return rlRenderBatch */ -int lrlglLoadRenderBatch( lua_State *L ) { +int lrlglLoadRenderBatch( lua_State* L ) { int numBuffers = luaL_checkinteger( L, 1 ); int bufferElements = luaL_checkinteger( L, 2 ); @@ -987,8 +987,8 @@ int lrlglLoadRenderBatch( lua_State *L ) { Unload render batch system */ -int lrlglUnloadRenderBatch( lua_State *L ) { - rlRenderBatch *renderBatch = uluaGetRLRenderBatch( L, 1 ); +int lrlglUnloadRenderBatch( lua_State* L ) { + rlRenderBatch* renderBatch = uluaGetRLRenderBatch( L, 1 ); rlUnloadRenderBatch( *renderBatch ); @@ -1000,8 +1000,8 @@ int lrlglUnloadRenderBatch( lua_State *L ) { Draw render batch data (Update->Draw->Reset) */ -int lrlglDrawRenderBatch( lua_State *L ) { - rlRenderBatch *renderBatch = uluaGetRLRenderBatch( L, 1 ); +int lrlglDrawRenderBatch( lua_State* L ) { + rlRenderBatch* renderBatch = uluaGetRLRenderBatch( L, 1 ); rlDrawRenderBatch( renderBatch ); @@ -1013,8 +1013,8 @@ int lrlglDrawRenderBatch( lua_State *L ) { Set the active render batch for rlgl (nil for default internal) */ -int lrlglSetRenderBatchActive( lua_State *L ) { - rlRenderBatch *renderBatch = NULL; +int lrlglSetRenderBatchActive( lua_State* L ) { + rlRenderBatch* renderBatch = NULL; if ( !lua_isnil( L, 1 ) ) { renderBatch = uluaGetRLRenderBatch( L, 1 ); @@ -1029,7 +1029,7 @@ int lrlglSetRenderBatchActive( lua_State *L ) { Update and draw internal render batch */ -int lrlglDrawRenderBatchActive( lua_State *L ) { +int lrlglDrawRenderBatchActive( lua_State* L ) { rlDrawRenderBatchActive(); return 0; @@ -1042,7 +1042,7 @@ Check internal buffer overflow for a given number of vertex and force a rlRender - Success return bool */ -int lrlglCheckRenderBatchLimit( lua_State *L ) { +int lrlglCheckRenderBatchLimit( lua_State* L ) { lua_pushboolean( L, rlCheckRenderBatchLimit( luaL_checkinteger( L, 1 ) ) ); return 1; @@ -1053,7 +1053,7 @@ int lrlglCheckRenderBatchLimit( lua_State *L ) { Set current texture for render batch and check buffers limits */ -int lrlglSetTexture( lua_State *L ) { +int lrlglSetTexture( lua_State* L ) { rlSetTexture( luaL_checkinteger( L, 1 ) ); return 0; @@ -1070,7 +1070,7 @@ Load vertex array (vao) if supported - Success return int */ -int lrlglLoadVertexArray( lua_State *L ) { +int lrlglLoadVertexArray( lua_State* L ) { lua_pushinteger( L, rlLoadVertexArray() ); return 1; @@ -1083,8 +1083,8 @@ Load a vertex buffer attribute - Success return int */ -int lrlglLoadVertexBuffer( lua_State *L ) { - Buffer *buffer = uluaGetBuffer( L, 1 ); +int lrlglLoadVertexBuffer( lua_State* L ) { + Buffer* buffer = uluaGetBuffer( L, 1 ); bool dynamic = uluaGetBoolean( L, 2 ); lua_pushinteger( L, rlLoadVertexBuffer( buffer->data, buffer->size, dynamic ) ); @@ -1099,8 +1099,8 @@ Load a new attributes element buffer - Success return int */ -int lrlglLoadVertexBufferElement( lua_State *L ) { - Buffer *buffer = uluaGetBuffer( L, 1 ); +int lrlglLoadVertexBufferElement( lua_State* L ) { + Buffer* buffer = uluaGetBuffer( L, 1 ); bool dynamic = uluaGetBoolean( L, 2 ); lua_pushinteger( L, rlLoadVertexBufferElement( buffer->data, buffer->size, dynamic ) ); @@ -1113,9 +1113,9 @@ int lrlglLoadVertexBufferElement( lua_State *L ) { Update GPU buffer with new data */ -int lrlglUpdateVertexBuffer( lua_State *L ) { +int lrlglUpdateVertexBuffer( lua_State* L ) { int bufferId = luaL_checkinteger( L, 1 ); - Buffer *buffer = uluaGetBuffer( L, 2 ); + Buffer* buffer = uluaGetBuffer( L, 2 ); int offset = luaL_checkinteger( L, 3 ); rlUpdateVertexBuffer( bufferId, buffer->data, buffer->size, offset ); @@ -1128,9 +1128,9 @@ int lrlglUpdateVertexBuffer( lua_State *L ) { Update vertex buffer elements with new data */ -int lrlglUpdateVertexBufferElements( lua_State *L ) { +int lrlglUpdateVertexBufferElements( lua_State* L ) { int bufferId = luaL_checkinteger( L, 1 ); - Buffer *buffer = uluaGetBuffer( L, 2 ); + Buffer* buffer = uluaGetBuffer( L, 2 ); int offset = luaL_checkinteger( L, 3 ); rlUpdateVertexBufferElements( bufferId, buffer->data, buffer->size, offset ); @@ -1143,7 +1143,7 @@ int lrlglUpdateVertexBufferElements( lua_State *L ) { Unload vertex array object (VAO) */ -int lrlglUnloadVertexArray( lua_State *L ) { +int lrlglUnloadVertexArray( lua_State* L ) { rlUnloadVertexArray( luaL_checkinteger( L, 1 ) ); return 0; @@ -1154,7 +1154,7 @@ int lrlglUnloadVertexArray( lua_State *L ) { Unload vertex buffer (VBO) */ -int lrlglUnloadVertexBuffer( lua_State *L ) { +int lrlglUnloadVertexBuffer( lua_State* L ) { rlUnloadVertexBuffer( luaL_checkinteger( L, 1 ) ); return 0; @@ -1165,7 +1165,7 @@ int lrlglUnloadVertexBuffer( lua_State *L ) { Set vertex attribute. NOTE: Pointer should be given in size of bytes */ -int lrlglSetVertexAttribute( lua_State *L ) { +int lrlglSetVertexAttribute( lua_State* L ) { int index = luaL_checkinteger( L, 1 ); int compSize = luaL_checkinteger( L, 2 ); int type = luaL_checkinteger( L, 3 ); @@ -1183,7 +1183,7 @@ int lrlglSetVertexAttribute( lua_State *L ) { Set vertex attribute divisor */ -int lrlglSetVertexAttributeDivisor( lua_State *L ) { +int lrlglSetVertexAttributeDivisor( lua_State* L ) { unsigned int index = (unsigned int)luaL_checkinteger( L, 1 ); int divisor = luaL_checkinteger( L, 2 ); @@ -1197,7 +1197,7 @@ int lrlglSetVertexAttributeDivisor( lua_State *L ) { Set vertex attribute default value */ -int lrlglSetVertexAttributeDefault( lua_State *L ) { +int lrlglSetVertexAttributeDefault( lua_State* L ) { int locIndex = luaL_checkinteger( L, 1 ); int attribType = luaL_checkinteger( L, 3 ); int count = uluaGetTableLen( L, 2 ); @@ -1222,7 +1222,7 @@ int lrlglSetVertexAttributeDefault( lua_State *L ) { Draw vertex array */ -int lrlglDrawVertexArray( lua_State *L ) { +int lrlglDrawVertexArray( lua_State* L ) { int offset = luaL_checkinteger( L, 1 ); int count = luaL_checkinteger( L, 2 ); @@ -1236,10 +1236,10 @@ int lrlglDrawVertexArray( lua_State *L ) { Draw vertex array elements */ -int lrlglDrawVertexArrayElements( lua_State *L ) { +int lrlglDrawVertexArrayElements( lua_State* L ) { int offset = luaL_checkinteger( L, 1 ); int count = luaL_checkinteger( L, 2 ); - Buffer *buffer = uluaGetBuffer( L, 3 ); + Buffer* buffer = uluaGetBuffer( L, 3 ); rlDrawVertexArrayElements( offset, count, buffer->data ); @@ -1251,7 +1251,7 @@ int lrlglDrawVertexArrayElements( lua_State *L ) { Draw vertex array instanced */ -int lrlglDrawVertexArrayInstanced( lua_State *L ) { +int lrlglDrawVertexArrayInstanced( lua_State* L ) { int offset = luaL_checkinteger( L, 1 ); int count = luaL_checkinteger( L, 2 ); int instances = luaL_checkinteger( L, 3 ); @@ -1266,10 +1266,10 @@ int lrlglDrawVertexArrayInstanced( lua_State *L ) { Draw vertex array elements instanced */ -int lrlglDrawVertexArrayElementsInstanced( lua_State *L ) { +int lrlglDrawVertexArrayElementsInstanced( lua_State* L ) { int offset = luaL_checkinteger( L, 1 ); int count = luaL_checkinteger( L, 2 ); - Buffer *buffer = uluaGetBuffer( L, 3 ); + Buffer* buffer = uluaGetBuffer( L, 3 ); int instances = luaL_checkinteger( L, 4 ); rlDrawVertexArrayElementsInstanced( offset, count, buffer->data, instances ); @@ -1288,8 +1288,8 @@ Load texture in GPU - Success return int */ -int lrlglLoadTexture( lua_State *L ) { - Buffer *data = uluaGetBuffer( L, 1 ); +int lrlglLoadTexture( lua_State* L ) { + Buffer* data = uluaGetBuffer( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); int format = luaL_checkinteger( L, 3 ); int mipmapCount = luaL_checkinteger( L, 4 ); @@ -1306,7 +1306,7 @@ Load depth texture/renderbuffer (to be attached to fbo) - Success return int */ -int lrlglLoadTextureDepth( lua_State *L ) { +int lrlglLoadTextureDepth( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); bool useRenderBuffer = uluaGetBoolean( L, 2 ); @@ -1322,8 +1322,8 @@ Load texture cubemap - Success return int */ -int lrlglLoadTextureCubemap( lua_State *L ) { - Buffer *data = uluaGetBuffer( L, 1 ); +int lrlglLoadTextureCubemap( lua_State* L ) { + Buffer* data = uluaGetBuffer( L, 1 ); int size = luaL_checkinteger( L, 2 ); int format = luaL_checkinteger( L, 3 ); @@ -1337,12 +1337,12 @@ int lrlglLoadTextureCubemap( lua_State *L ) { Update GPU texture with new data */ -int lrlglUpdateTexture( lua_State *L ) { +int lrlglUpdateTexture( lua_State* L ) { unsigned int id = (unsigned int)luaL_checkinteger( L, 1 ); Vector2 offset = uluaGetVector2( L, 2 ); Vector2 size = uluaGetVector2( L, 3 ); int format = luaL_checkinteger( L, 4 ); - Buffer *data = uluaGetBuffer( L, 5 ); + Buffer* data = uluaGetBuffer( L, 5 ); rlUpdateTexture( id, (int)offset.x, (int)offset.y, (int)size.x, (int)size.y, format, data->data ); @@ -1356,7 +1356,7 @@ Get OpenGL internal formats - Success return int, int, int */ -int lrlglGetGlTextureFormats( lua_State *L ) { +int lrlglGetGlTextureFormats( lua_State* L ) { int format = luaL_checkinteger( L, 1 ); unsigned int glInternalFormat, glFormat, glType; @@ -1376,7 +1376,7 @@ Get name string for pixel format - Success return string */ -int lrlglGetPixelFormatName( lua_State *L ) { +int lrlglGetPixelFormatName( lua_State* L ) { int format = luaL_checkinteger( L, 1 ); lua_pushstring( L, rlGetPixelFormatName( format ) ); @@ -1389,7 +1389,7 @@ int lrlglGetPixelFormatName( lua_State *L ) { Unload texture from GPU memory */ -int lrlglUnloadTexture( lua_State *L ) { +int lrlglUnloadTexture( lua_State* L ) { rlUnloadTexture( (unsigned int)luaL_checkinteger( L, 1 ) ); return 0; @@ -1402,7 +1402,7 @@ Generate mipmap data for selected texture - Success return int */ -int lrlglGenTextureMipmaps( lua_State *L ) { +int lrlglGenTextureMipmaps( lua_State* L ) { unsigned int id = (unsigned int)luaL_checkinteger( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); int format = luaL_checkinteger( L, 3 ); @@ -1422,7 +1422,7 @@ Read texture pixel data - Success return Buffer */ -int lrlglReadTexturePixels( lua_State *L ) { +int lrlglReadTexturePixels( lua_State* L ) { unsigned int id = (unsigned int)luaL_checkinteger( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); int format = luaL_checkinteger( L, 3 ); @@ -1447,7 +1447,7 @@ Read screen pixel data (color buffer) - Success return Buffer */ -int lrlglReadScreenPixels( lua_State *L ) { +int lrlglReadScreenPixels( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); size_t dataSize = (int)size.x * (int)size.y * 4 * sizeof(unsigned char); @@ -1474,7 +1474,7 @@ Load an empty framebuffer - Success return int */ -int lrlglLoadFramebuffer( lua_State *L ) { +int lrlglLoadFramebuffer( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); lua_pushinteger( L, rlLoadFramebuffer( size.x, size.y ) ); @@ -1487,7 +1487,7 @@ int lrlglLoadFramebuffer( lua_State *L ) { Attach texture/renderbuffer to a framebuffer */ -int lrlglFramebufferAttach( lua_State *L ) { +int lrlglFramebufferAttach( lua_State* L ) { unsigned int fboId = luaL_checkinteger( L, 1 ); unsigned int texId = luaL_checkinteger( L, 2 ); int attachType = luaL_checkinteger( L, 3 ); @@ -1506,7 +1506,7 @@ Verify framebuffer is complete - Success return bool */ -int lrlglFramebufferComplete( lua_State *L ) { +int lrlglFramebufferComplete( lua_State* L ) { unsigned int id = luaL_checkinteger( L, 1 ); lua_pushboolean( L, rlFramebufferComplete( id ) ); @@ -1519,7 +1519,7 @@ int lrlglFramebufferComplete( lua_State *L ) { Delete framebuffer from GPU */ -int lrlglUnloadFramebuffer( lua_State *L ) { +int lrlglUnloadFramebuffer( lua_State* L ) { unsigned int id = luaL_checkinteger( L, 1 ); rlUnloadFramebuffer( id ); @@ -1538,7 +1538,7 @@ Load shader from code strings - Success return int */ -int lrlglLoadShaderCode( lua_State *L ) { +int lrlglLoadShaderCode( lua_State* L ) { lua_pushinteger( L, rlLoadShaderCode( luaL_checkstring( L, 1 ), luaL_checkstring( L, 2 ) ) ); return 1; @@ -1551,7 +1551,7 @@ Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_ - Success return int */ -int lrlglCompileShader( lua_State *L ) { +int lrlglCompileShader( lua_State* L ) { int type = luaL_checkinteger( L, 2 ); lua_pushinteger( L, rlCompileShader( luaL_checkstring( L, 1 ), type ) ); @@ -1566,7 +1566,7 @@ Load custom shader program - Success return int */ -int lrlglLoadShaderProgram( lua_State *L ) { +int lrlglLoadShaderProgram( lua_State* L ) { unsigned int vShaderId = (unsigned int)luaL_checkinteger( L, 1 ); unsigned int fShaderId = (unsigned int)luaL_checkinteger( L, 2 ); @@ -1580,7 +1580,7 @@ int lrlglLoadShaderProgram( lua_State *L ) { Unload shader program */ -int lrlglUnloadShaderProgram( lua_State *L ) { +int lrlglUnloadShaderProgram( lua_State* L ) { unsigned int id = (unsigned int)luaL_checkinteger( L, 1 ); rlUnloadShaderProgram( id ); @@ -1595,7 +1595,7 @@ Get shader location uniform - Success return int */ -int lrlglGetLocationUniform( lua_State *L ) { +int lrlglGetLocationUniform( lua_State* L ) { unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 ); lua_pushinteger( L, rlGetLocationUniform( shaderId, luaL_checkstring( L, 2 ) ) ); @@ -1610,7 +1610,7 @@ Get shader location attribute - Success return int */ -int lrlglGetLocationAttrib( lua_State *L ) { +int lrlglGetLocationAttrib( lua_State* L ) { unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 ); lua_pushinteger( L, rlGetLocationAttrib( shaderId, luaL_checkstring( L, 2 ) ) ); @@ -1623,9 +1623,9 @@ int lrlglGetLocationAttrib( lua_State *L ) { Set shader value uniform */ -int lrlglSetUniform( lua_State *L ) { +int lrlglSetUniform( lua_State* L ) { int locIndex = luaL_checkinteger( L, 1 ); - Buffer *value = uluaGetBuffer( L, 2 ); + Buffer* value = uluaGetBuffer( L, 2 ); int uniformType = luaL_checkinteger( L, 3 ); int count = luaL_checkinteger( L, 4 ); @@ -1639,7 +1639,7 @@ int lrlglSetUniform( lua_State *L ) { Set shader value matrix */ -int lrlglSetUniformMatrix( lua_State *L ) { +int lrlglSetUniformMatrix( lua_State* L ) { int locIndex = luaL_checkinteger( L, 1 ); Matrix mat = uluaGetMatrix( L, 2 ); @@ -1653,7 +1653,7 @@ int lrlglSetUniformMatrix( lua_State *L ) { Set shader value sampler */ -int lrlglSetUniformSampler( lua_State *L ) { +int lrlglSetUniformSampler( lua_State* L ) { int locIndex = luaL_checkinteger( L, 1 ); unsigned int textureId = (unsigned int)luaL_checkinteger( L, 2 ); @@ -1667,7 +1667,7 @@ int lrlglSetUniformSampler( lua_State *L ) { Set shader currently active (id and locations) */ -int lrlglSetShader( lua_State *L ) { +int lrlglSetShader( lua_State* L ) { unsigned int id = (unsigned int)luaL_checkinteger( L, 1 ); int t = 2, i = 0; @@ -1698,7 +1698,7 @@ Load compute shader program - Success return int */ -int lrlglLoadComputeShaderProgram( lua_State *L ) { +int lrlglLoadComputeShaderProgram( lua_State* L ) { unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 ); lua_pushinteger( L, rlLoadComputeShaderProgram( shaderId ) ); @@ -1711,7 +1711,7 @@ int lrlglLoadComputeShaderProgram( lua_State *L ) { Dispatch compute shader (equivalent to *draw* for graphics pipeline) */ -int lrlglComputeShaderDispatch( lua_State *L ) { +int lrlglComputeShaderDispatch( lua_State* L ) { unsigned int groupX = (unsigned int)luaL_checkinteger( L, 1 ); unsigned int groupY = (unsigned int)luaL_checkinteger( L, 2 ); unsigned int groupZ = (unsigned int)luaL_checkinteger( L, 3 ); @@ -1732,9 +1732,9 @@ Load shader storage buffer object (SSBO) - Success return int */ -int lrlglLoadShaderBuffer( lua_State *L ) { +int lrlglLoadShaderBuffer( lua_State* L ) { unsigned int size = (unsigned int)luaL_checkinteger( L, 1 ); - Buffer *data = uluaGetBuffer( L, 2 ); + Buffer* data = uluaGetBuffer( L, 2 ); int usageHint = luaL_checkinteger( L, 3 ); lua_pushinteger( L, rlLoadShaderBuffer( size, data->data, usageHint ) ); @@ -1747,7 +1747,7 @@ int lrlglLoadShaderBuffer( lua_State *L ) { Unload shader storage buffer object (SSBO) */ -int lrlglUnloadShaderBuffer( lua_State *L ) { +int lrlglUnloadShaderBuffer( lua_State* L ) { unsigned int ssboId = (unsigned int)luaL_checkinteger( L, 1 ); rlUnloadShaderBuffer( ssboId ); @@ -1760,9 +1760,9 @@ int lrlglUnloadShaderBuffer( lua_State *L ) { Update SSBO buffer data */ -int lrlglUpdateShaderBuffer( lua_State *L ) { +int lrlglUpdateShaderBuffer( lua_State* L ) { unsigned int id = (unsigned int)luaL_checkinteger( L, 1 ); - Buffer *data = uluaGetBuffer( L, 2 ); + Buffer* data = uluaGetBuffer( L, 2 ); unsigned int offset = (unsigned int)luaL_checkinteger( L, 3 ); rlUpdateShaderBuffer( id, data->data, data->size, offset ); @@ -1775,7 +1775,7 @@ int lrlglUpdateShaderBuffer( lua_State *L ) { Bind SSBO buffer */ -int lrlglBindShaderBuffer( lua_State *L ) { +int lrlglBindShaderBuffer( lua_State* L ) { unsigned int id = (unsigned int)luaL_checkinteger( L, 1 ); unsigned int index = (unsigned int)luaL_checkinteger( L, 2 ); @@ -1791,7 +1791,7 @@ Read SSBO buffer data (GPU->CPU) - Success return Buffer */ -int lrlglReadShaderBuffer( lua_State *L ) { +int lrlglReadShaderBuffer( lua_State* L ) { unsigned int id = (unsigned int)luaL_checkinteger( L, 1 ); unsigned int count = (unsigned int)luaL_checkinteger( L, 2 ); unsigned int offset = (unsigned int)luaL_checkinteger( L, 3 ); @@ -1812,7 +1812,7 @@ int lrlglReadShaderBuffer( lua_State *L ) { Copy SSBO data between buffers */ -int lrlglCopyShaderBuffer( lua_State *L ) { +int lrlglCopyShaderBuffer( lua_State* L ) { unsigned int destId = (unsigned int)luaL_checkinteger( L, 1 ); unsigned int srcId = (unsigned int)luaL_checkinteger( L, 2 ); unsigned int destOffset = (unsigned int)luaL_checkinteger( L, 3 ); @@ -1831,7 +1831,7 @@ Get SSBO buffer size - Success return int */ -int lrlglGetShaderBufferSize( lua_State *L ) { +int lrlglGetShaderBufferSize( lua_State* L ) { unsigned int id = (unsigned int)luaL_checkinteger( L, 1 ); lua_pushinteger( L, rlGetShaderBufferSize( id ) ); @@ -1848,7 +1848,7 @@ int lrlglGetShaderBufferSize( lua_State *L ) { Bind image texture */ -int lrlglBindImageTexture( lua_State *L ) { +int lrlglBindImageTexture( lua_State* L ) { unsigned int id = (unsigned int)luaL_checkinteger( L, 1 ); unsigned int index = (unsigned int)luaL_checkinteger( L, 2 ); int format = luaL_checkinteger( L, 3 ); @@ -1870,7 +1870,7 @@ Get internal modelview matrix - Success return Matrix */ -int lrlglGetMatrixModelview( lua_State *L ) { +int lrlglGetMatrixModelview( lua_State* L ) { uluaPushMatrix( L, rlGetMatrixModelview() ); return 1; @@ -1883,7 +1883,7 @@ Get internal projection matrix - Success return Matrix */ -int lrlglGetMatrixProjection( lua_State *L ) { +int lrlglGetMatrixProjection( lua_State* L ) { uluaPushMatrix( L, rlGetMatrixProjection() ); return 1; @@ -1896,7 +1896,7 @@ Get internal accumulated transform matrix - Success return Matrix */ -int lrlglGetMatrixTransform( lua_State *L ) { +int lrlglGetMatrixTransform( lua_State* L ) { uluaPushMatrix( L, rlGetMatrixTransform() ); return 1; @@ -1909,7 +1909,7 @@ Get internal projection matrix for stereo render (selected eye) - Success return Matrix */ -int lrlglGetMatrixProjectionStereo( lua_State *L ) { +int lrlglGetMatrixProjectionStereo( lua_State* L ) { uluaPushMatrix( L, rlGetMatrixProjectionStereo( luaL_checkinteger( L, 1 ) ) ); return 1; @@ -1922,7 +1922,7 @@ Get internal view offset matrix for stereo render (selected eye) - Success return Matrix */ -int lrlglGetMatrixViewOffsetStereo( lua_State *L ) { +int lrlglGetMatrixViewOffsetStereo( lua_State* L ) { uluaPushMatrix( L, rlGetMatrixViewOffsetStereo( luaL_checkinteger( L, 1 ) ) ); return 1; @@ -1933,7 +1933,7 @@ int lrlglGetMatrixViewOffsetStereo( lua_State *L ) { Set a custom projection matrix (replaces internal projection matrix) */ -int lrlglSetMatrixProjection( lua_State *L ) { +int lrlglSetMatrixProjection( lua_State* L ) { rlSetMatrixProjection( uluaGetMatrix( L, 1 ) ); return 0; @@ -1944,7 +1944,7 @@ int lrlglSetMatrixProjection( lua_State *L ) { Set a custom modelview matrix (replaces internal modelview matrix) */ -int lrlglSetMatrixModelview( lua_State *L ) { +int lrlglSetMatrixModelview( lua_State* L ) { rlSetMatrixModelview( uluaGetMatrix( L, 1 ) ); return 0; @@ -1955,7 +1955,7 @@ int lrlglSetMatrixModelview( lua_State *L ) { Set eyes projection matrices for stereo rendering */ -int lrlglSetMatrixProjectionStereo( lua_State *L ) { +int lrlglSetMatrixProjectionStereo( lua_State* L ) { rlSetMatrixProjectionStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) ); return 0; @@ -1966,7 +1966,7 @@ int lrlglSetMatrixProjectionStereo( lua_State *L ) { Set eyes view offsets matrices for stereo rendering */ -int lrlglSetMatrixViewOffsetStereo( lua_State *L ) { +int lrlglSetMatrixViewOffsetStereo( lua_State* L ) { rlSetMatrixViewOffsetStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) ); return 0; diff --git a/src/rmath.c b/src/rmath.c index 23a93bf..d8f85b6 100644 --- a/src/rmath.c +++ b/src/rmath.c @@ -22,7 +22,7 @@ Clamp float value - Success return float */ -int lmathClamp( lua_State *L ) { +int lmathClamp( lua_State* L ) { float value = luaL_checknumber( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -39,7 +39,7 @@ Calculate linear interpolation between two floats - Success return float */ -int lmathLerp( lua_State *L ) { +int lmathLerp( lua_State* L ) { float start = luaL_checknumber( L, 1 ); float end = luaL_checknumber( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -56,7 +56,7 @@ Normalize input value within input range - Success return float */ -int lmathNormalize( lua_State *L ) { +int lmathNormalize( lua_State* L ) { float value = luaL_checknumber( L, 1 ); float start = luaL_checknumber( L, 2 ); float end = luaL_checknumber( L, 3 ); @@ -73,7 +73,7 @@ Remap input value within input range to output range - Success return float */ -int lmathRemap( lua_State *L ) { +int lmathRemap( lua_State* L ) { float value = luaL_checknumber( L, 1 ); float inputStart = luaL_checknumber( L, 2 ); float inputEnd = luaL_checknumber( L, 3 ); @@ -92,7 +92,7 @@ Wrap input value from min to max - Success return float */ -int lmathWrap( lua_State *L ) { +int lmathWrap( lua_State* L ) { float value = luaL_checknumber( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -109,7 +109,7 @@ Check whether two given floats are almost equal - Success return int */ -int lmathFloatEquals( lua_State *L ) { +int lmathFloatEquals( lua_State* L ) { float x = luaL_checknumber( L, 1 ); float y = luaL_checknumber( L, 2 ); @@ -129,7 +129,7 @@ Vector with components value 0.0f - Success return Vector2 */ -int lmathVector2Zero( lua_State *L ) { +int lmathVector2Zero( lua_State* L ) { uluaPushVector2( L, Vector2Zero() ); return 1; @@ -142,7 +142,7 @@ Vector with components value 1.0f - Success return Vector2 */ -int lmathVector2One( lua_State *L ) { +int lmathVector2One( lua_State* L ) { uluaPushVector2( L, Vector2One() ); return 1; @@ -155,7 +155,7 @@ Add two vectors (v1 + v2) - Success return Vector2 */ -int lmathVector2Add( lua_State *L ) { +int lmathVector2Add( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -171,7 +171,7 @@ Add vector and float value - Success return Vector2 */ -int lmathVector2AddValue( lua_State *L ) { +int lmathVector2AddValue( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); float add = luaL_checknumber( L, 2 ); @@ -187,7 +187,7 @@ Subtract two vectors (v1 - v2) - Success return Vector2 */ -int lmathVector2Subtract( lua_State *L ) { +int lmathVector2Subtract( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -203,7 +203,7 @@ Subtract vector by float value - Success return Vector2 */ -int lmathVector2SubtractValue( lua_State *L ) { +int lmathVector2SubtractValue( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); float sub = luaL_checknumber( L, 2 ); @@ -219,7 +219,7 @@ Calculate vector length - Success return float */ -int lmathVector2Length( lua_State *L ) { +int lmathVector2Length( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); lua_pushnumber( L, Vector2Length( v ) ); @@ -234,7 +234,7 @@ Calculate vector square length - Success return float */ -int lmathVector2LengthSqr( lua_State *L ) { +int lmathVector2LengthSqr( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); lua_pushnumber( L, Vector2LengthSqr( v ) ); @@ -249,7 +249,7 @@ Calculate two vectors dot product - Success return float */ -int lmathVector2DotProduct( lua_State *L ) { +int lmathVector2DotProduct( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -265,7 +265,7 @@ Calculate distance between two vectors - Success return float */ -int lmathVector2Distance( lua_State *L ) { +int lmathVector2Distance( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -281,7 +281,7 @@ Calculate square distance between two vectors - Success return float */ -int lmathVector2DistanceSqr( lua_State *L ) { +int lmathVector2DistanceSqr( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -298,7 +298,7 @@ NOTE: Angle is calculated from origin point (0, 0) - Success return float */ -int lmathVector2Angle( lua_State *L ) { +int lmathVector2Angle( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -316,7 +316,7 @@ Current implementation should be aligned with glm::angle - Success return float */ -int lmathVector2LineAngle( lua_State *L ) { +int lmathVector2LineAngle( lua_State* L ) { Vector2 start = uluaGetVector2( L, 1 ); Vector2 end = uluaGetVector2( L, 2 ); @@ -332,7 +332,7 @@ Scale vector (multiply by value) - Success return Vector2 */ -int lmathVector2Scale( lua_State *L ) { +int lmathVector2Scale( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); float scale = luaL_checknumber( L, 2 ); @@ -348,7 +348,7 @@ Multiply vector by vector - Success return Vector2 */ -int lmathVector2Multiply( lua_State *L ) { +int lmathVector2Multiply( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -364,7 +364,7 @@ Negate vector - Success return Vector2 */ -int lmathVector2Negate( lua_State *L ) { +int lmathVector2Negate( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Negate( v ) ); @@ -379,7 +379,7 @@ Divide vector by vector - Success return Vector2 */ -int lmathVector2Divide( lua_State *L ) { +int lmathVector2Divide( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -395,7 +395,7 @@ Normalize provided vector - Success return Vector2 */ -int lmathVector2Normalize( lua_State *L ) { +int lmathVector2Normalize( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Normalize( v ) ); @@ -410,7 +410,7 @@ Transforms a Vector2 by a given Matrix - Success return Vector2 */ -int lmathVector2Transform( lua_State *L ) { +int lmathVector2Transform( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); Matrix mat = uluaGetMatrix( L, 2 ); @@ -426,7 +426,7 @@ Calculate linear interpolation between two vectors - Success return Vector2 */ -int lmathVector2Lerp( lua_State *L ) { +int lmathVector2Lerp( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -443,7 +443,7 @@ Calculate reflected vector to normal - Success return Vector2 */ -int lmathVector2Reflect( lua_State *L ) { +int lmathVector2Reflect( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -459,7 +459,7 @@ Rotate vector by angle - Success return Vector2 */ -int lmathVector2Rotate( lua_State *L ) { +int lmathVector2Rotate( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); float degs = luaL_checknumber( L, 2 ); @@ -475,7 +475,7 @@ Move Vector towards target - Success return Vector2 */ -int lmathVector2MoveTowards( lua_State *L ) { +int lmathVector2MoveTowards( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); float maxDistance = luaL_checknumber( L, 3 ); @@ -492,7 +492,7 @@ Invert the given vector - Success return Vector2 */ -int lmathVector2Invert( lua_State *L ) { +int lmathVector2Invert( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Invert( v ) ); @@ -508,7 +508,7 @@ min and max values specified by the given vectors - Success return Vector2 */ -int lmathVector2Clamp( lua_State *L ) { +int lmathVector2Clamp( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); Vector2 min = uluaGetVector2( L, 2 ); Vector2 max = uluaGetVector2( L, 3 ); @@ -525,7 +525,7 @@ Clamp the magnitude of the vector between two min and max values - Success return Vector2 */ -int lmathVector2ClampValue( lua_State *L ) { +int lmathVector2ClampValue( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -542,7 +542,7 @@ Check whether two given vectors are almost equal - Success return int */ -int lmathVector2Equals( lua_State *L ) { +int lmathVector2Equals( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -562,7 +562,7 @@ Vector with components value 0.0f - Success return Vector3 */ -int lmathVector3Zero( lua_State *L ) { +int lmathVector3Zero( lua_State* L ) { uluaPushVector3( L, Vector3Zero() ); return 1; @@ -575,7 +575,7 @@ Vector with components value 1.0f - Success return Vector3 */ -int lmathVector3One( lua_State *L ) { +int lmathVector3One( lua_State* L ) { uluaPushVector3( L, Vector3One() ); return 1; @@ -588,7 +588,7 @@ Add two vectors - Success return Vector3 */ -int lmathVector3Add( lua_State *L ) { +int lmathVector3Add( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -604,7 +604,7 @@ Add vector and float value - Success return Vector3 */ -int lmathVector3AddValue( lua_State *L ) { +int lmathVector3AddValue( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); float add = luaL_checknumber( L, 2 ); @@ -620,7 +620,7 @@ Subtract two vectors - Success return Vector3 */ -int lmathVector3Subtract( lua_State *L ) { +int lmathVector3Subtract( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -636,7 +636,7 @@ Subtract vector by float value - Success return Vector3 */ -int lmathVector3SubtractValue( lua_State *L ) { +int lmathVector3SubtractValue( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); float sub = luaL_checknumber( L, 2 ); @@ -652,7 +652,7 @@ Multiply vector by scalar - Success return Vector3 */ -int lmathVector3Scale( lua_State *L ) { +int lmathVector3Scale( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); float scalar = luaL_checknumber( L, 2 ); @@ -668,7 +668,7 @@ Multiply vector by vector - Success return Vector3 */ -int lmathVector3Multiply( lua_State *L ) { +int lmathVector3Multiply( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -684,7 +684,7 @@ Calculate two vectors cross product - Success return Vector3 */ -int lmathVector3CrossProduct( lua_State *L ) { +int lmathVector3CrossProduct( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -700,7 +700,7 @@ Calculate one vector perpendicular vector - Success return Vector3 */ -int lmathVector3Perpendicular( lua_State *L ) { +int lmathVector3Perpendicular( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Perpendicular( v ) ); @@ -715,7 +715,7 @@ Calculate vector length - Success return float */ -int lmathVector3Length( lua_State *L ) { +int lmathVector3Length( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); lua_pushnumber( L, Vector3Length( v ) ); @@ -730,7 +730,7 @@ Calculate vector square length - Success return float */ -int lmathVector3LengthSqr( lua_State *L ) { +int lmathVector3LengthSqr( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); lua_pushnumber( L, Vector3LengthSqr( v ) ); @@ -745,7 +745,7 @@ Calculate two vectors dot product - Success return float */ -int lmathVector3DotProduct( lua_State *L ) { +int lmathVector3DotProduct( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -761,7 +761,7 @@ Calculate distance between two vectors - Success return float */ -int lmathVector3Distance( lua_State *L ) { +int lmathVector3Distance( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -777,7 +777,7 @@ Calculate square distance between two vectors - Success return float */ -int lmathVector3DistanceSqr( lua_State *L ) { +int lmathVector3DistanceSqr( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -793,7 +793,7 @@ Calculate angle between two vectors - Success return float */ -int lmathVector3Angle( lua_State *L ) { +int lmathVector3Angle( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -809,7 +809,7 @@ Negate provided vector (invert direction) - Success return Vector3 */ -int lmathVector3Negate( lua_State *L ) { +int lmathVector3Negate( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Negate( v ) ); @@ -824,7 +824,7 @@ Divide vector by vector - Success return Vector3 */ -int lmathVector3Divide( lua_State *L ) { +int lmathVector3Divide( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -840,7 +840,7 @@ Normalize provided vector - Success return Vector3 */ -int lmathVector3Normalize( lua_State *L ) { +int lmathVector3Normalize( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Normalize( v ) ); @@ -856,7 +856,7 @@ Gram-Schmidt function implementation - Success return Vector3, Vector3 */ -int lmathVector3OrthoNormalize( lua_State *L ) { +int lmathVector3OrthoNormalize( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -875,7 +875,7 @@ Transforms a Vector3 by a given Matrix - Success return Vector3 */ -int lmathVector3Transform( lua_State *L ) { +int lmathVector3Transform( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Matrix mat = uluaGetMatrix( L, 2 ); @@ -891,7 +891,7 @@ Transform a vector by quaternion rotation - Success return Vector3 */ -int lmathVector3RotateByQuaternion( lua_State *L ) { +int lmathVector3RotateByQuaternion( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Quaternion q = uluaGetQuaternion( L, 2 ); @@ -907,7 +907,7 @@ Rotates a vector around an axis - Success return Vector3 */ -int lmathVector3RotateByAxisAngle( lua_State *L ) { +int lmathVector3RotateByAxisAngle( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Vector3 axis = uluaGetVector3( L, 2 ); float angle = luaL_checknumber( L, 3 ); @@ -924,7 +924,7 @@ Calculate linear interpolation between two vectors - Success return Vector3 */ -int lmathVector3Lerp( lua_State *L ) { +int lmathVector3Lerp( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -941,7 +941,7 @@ Calculate reflected vector to normal - Success return Vector3 */ -int lmathVector3Reflect( lua_State *L ) { +int lmathVector3Reflect( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Vector3 normal = uluaGetVector3( L, 2 ); @@ -957,7 +957,7 @@ Get min value for each pair of components - Success return Vector3 */ -int lmathVector3Min( lua_State *L ) { +int lmathVector3Min( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -973,7 +973,7 @@ Get max value for each pair of components - Success return Vector3 */ -int lmathVector3Max( lua_State *L ) { +int lmathVector3Max( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -990,7 +990,7 @@ NOTE: Assumes P is on the plane of the triangle - Success return Vector3 */ -int lmathVector3Barycenter( lua_State *L ) { +int lmathVector3Barycenter( lua_State* L ) { Vector3 p = uluaGetVector3( L, 1 ); Vector3 a = uluaGetVector3( L, 2 ); Vector3 b = uluaGetVector3( L, 3 ); @@ -1009,7 +1009,7 @@ NOTE: We are avoiding calling other raymath functions despite available - Success return Vector3 */ -int lmathVector3Unproject( lua_State *L ) { +int lmathVector3Unproject( lua_State* L ) { Vector3 source = uluaGetVector3( L, 1 ); Matrix projection = uluaGetMatrix( L, 2 ); Matrix view = uluaGetMatrix( L, 3 ); @@ -1026,7 +1026,7 @@ Invert the given vector - Success return Vector3 */ -int lmathVector3Invert( lua_State *L ) { +int lmathVector3Invert( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Invert( v ) ); @@ -1042,7 +1042,7 @@ min and max values specified by the given vectors - Success return Vector3 */ -int lmathVector3Clamp( lua_State *L ) { +int lmathVector3Clamp( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Vector3 min = uluaGetVector3( L, 2 ); Vector3 max = uluaGetVector3( L, 3 ); @@ -1059,7 +1059,7 @@ Clamp the magnitude of the vector between two values - Success return Vector3 */ -int lmathVector3ClampValue( lua_State *L ) { +int lmathVector3ClampValue( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -1076,7 +1076,7 @@ Check whether two given vectors are almost equal - Success return int */ -int lmathVector3Equals( lua_State *L ) { +int lmathVector3Equals( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -1097,7 +1097,7 @@ on the other side of the surface - Success return Vector3 */ -int lmathVector3Refract( lua_State *L ) { +int lmathVector3Refract( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Vector3 n = uluaGetVector3( L, 2 ); float r = luaL_checknumber( L, 3 ); @@ -1118,7 +1118,7 @@ Compute matrix determinant - Success return float */ -int lmathMatrixDeterminant( lua_State *L ) { +int lmathMatrixDeterminant( lua_State* L ) { Matrix mat = uluaGetMatrix( L, 1 ); lua_pushnumber( L, MatrixDeterminant( mat ) ); @@ -1133,7 +1133,7 @@ Get the trace of the matrix (sum of the values along the diagonal) - Success return float */ -int lmathMatrixTrace( lua_State *L ) { +int lmathMatrixTrace( lua_State* L ) { Matrix mat = uluaGetMatrix( L, 1 ); lua_pushnumber( L, MatrixTrace( mat ) ); @@ -1148,7 +1148,7 @@ Transposes provided matrix - Success return Matrix */ -int lmathMatrixTranspose( lua_State *L ) { +int lmathMatrixTranspose( lua_State* L ) { Matrix mat = uluaGetMatrix( L, 1 ); uluaPushMatrix( L, MatrixTranspose( mat ) ); @@ -1163,7 +1163,7 @@ Invert provided matrix - Success return Matrix */ -int lmathMatrixInvert( lua_State *L ) { +int lmathMatrixInvert( lua_State* L ) { Matrix mat = uluaGetMatrix( L, 1 ); uluaPushMatrix( L, MatrixInvert( mat ) ); @@ -1178,7 +1178,7 @@ Get identity matrix - Success return Matrix */ -int lmathMatrixIdentity( lua_State *L ) { +int lmathMatrixIdentity( lua_State* L ) { uluaPushMatrix( L, MatrixIdentity() ); return 1; @@ -1191,7 +1191,7 @@ Add two matrices - Success return Matrix */ -int lmathMatrixAdd( lua_State *L ) { +int lmathMatrixAdd( lua_State* L ) { Matrix mat1 = uluaGetMatrix( L, 1 ); Matrix mat2 = uluaGetMatrix( L, 2 ); @@ -1207,7 +1207,7 @@ Subtract two matrices (left - right) - Success return Matrix */ -int lmathMatrixSubtract( lua_State *L ) { +int lmathMatrixSubtract( lua_State* L ) { Matrix mat1 = uluaGetMatrix( L, 1 ); Matrix mat2 = uluaGetMatrix( L, 2 ); @@ -1223,7 +1223,7 @@ Get two matrix multiplication - Success return Matrix */ -int lmathMatrixMultiply( lua_State *L ) { +int lmathMatrixMultiply( lua_State* L ) { Matrix mat1 = uluaGetMatrix( L, 1 ); Matrix mat2 = uluaGetMatrix( L, 2 ); @@ -1239,7 +1239,7 @@ Get translation matrix - Success return Matrix */ -int lmathMatrixTranslate( lua_State *L ) { +int lmathMatrixTranslate( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixTranslate( v.x, v.y, v.z ) ); @@ -1254,7 +1254,7 @@ Create rotation matrix from axis and angle. NOTE: Angle should be provided in ra - Success return Matrix */ -int lmathMatrixRotate( lua_State *L ) { +int lmathMatrixRotate( lua_State* L ) { Vector3 axis = uluaGetVector3( L, 1 ); float angle = luaL_checknumber( L, 2 ); @@ -1270,7 +1270,7 @@ Get x-rotation matrix (angle in radians) - Success return Matrix */ -int lmathMatrixRotateX( lua_State *L ) { +int lmathMatrixRotateX( lua_State* L ) { float angle = luaL_checknumber( L, 1 ); uluaPushMatrix( L, MatrixRotateX( angle ) ); @@ -1285,7 +1285,7 @@ Get y-rotation matrix (angle in radians) - Success return Matrix */ -int lmathMatrixRotateY( lua_State *L ) { +int lmathMatrixRotateY( lua_State* L ) { float angle = luaL_checknumber( L, 1 ); uluaPushMatrix( L, MatrixRotateY( angle ) ); @@ -1300,7 +1300,7 @@ Get z-rotation matrix (angle in radians) - Success return Matrix */ -int lmathMatrixRotateZ( lua_State *L ) { +int lmathMatrixRotateZ( lua_State* L ) { float angle = luaL_checknumber( L, 1 ); uluaPushMatrix( L, MatrixRotateZ( angle ) ); @@ -1315,7 +1315,7 @@ Get xyz-rotation matrix (angles in radians) - Success return Matrix */ -int lmathMatrixRotateXYZ( lua_State *L ) { +int lmathMatrixRotateXYZ( lua_State* L ) { Vector3 angle = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixRotateXYZ( angle ) ); @@ -1330,7 +1330,7 @@ Get zyx-rotation matrix (angles in radians) - Success return Matrix */ -int lmathMatrixRotateZYX( lua_State *L ) { +int lmathMatrixRotateZYX( lua_State* L ) { Vector3 angle = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixRotateZYX( angle ) ); @@ -1345,7 +1345,7 @@ Get scaling matrix - Success return Matrix */ -int lmathMatrixScale( lua_State *L ) { +int lmathMatrixScale( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixScale( v.x, v.y, v.z ) ); @@ -1360,7 +1360,7 @@ Get perspective projection matrix - Success return Matrix */ -int lmathMatrixFrustum( lua_State *L ) { +int lmathMatrixFrustum( lua_State* L ) { float left = luaL_checknumber( L, 1 ); float right = luaL_checknumber( L, 2); float bottom = luaL_checknumber( L, 3 ); @@ -1380,7 +1380,7 @@ Get perspective projection matrix - Success return Matrix */ -int lmathMatrixPerspective( lua_State *L ) { +int lmathMatrixPerspective( lua_State* L ) { float fovy = luaL_checknumber( L, 1 ); float aspect = luaL_checknumber( L, 2 ); float near = luaL_checknumber( L, 3 ); @@ -1398,7 +1398,7 @@ Get orthographic projection matrix - Success return Matrix */ -int lmathMatrixOrtho( lua_State *L ) { +int lmathMatrixOrtho( lua_State* L ) { float left = luaL_checknumber( L, 1 ); float right = luaL_checknumber( L, 2 ); float bottom = luaL_checknumber( L, 3 ); @@ -1418,7 +1418,7 @@ Get camera look-at matrix (View matrix) - Success return Matrix */ -int lmathMatrixLookAt( lua_State *L ) { +int lmathMatrixLookAt( lua_State* L ) { Vector3 eye = uluaGetVector3( L, 1 ); Vector3 target = uluaGetVector3( L, 2 ); Vector3 up = uluaGetVector3( L, 3 ); @@ -1439,7 +1439,7 @@ Add two quaternions - Success return Quaternion */ -int lmathQuaternionAdd( lua_State *L ) { +int lmathQuaternionAdd( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); @@ -1455,7 +1455,7 @@ Add quaternion and float value - Success return Quaternion */ -int lmathQuaternionAddValue( lua_State *L ) { +int lmathQuaternionAddValue( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); float add = luaL_checknumber( L, 2 ); @@ -1471,7 +1471,7 @@ Subtract two quaternions - Success return Quaternion */ -int lmathQuaternionSubtract( lua_State *L ) { +int lmathQuaternionSubtract( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); @@ -1487,7 +1487,7 @@ Subtract quaternion and float value - Success return Quaternion */ -int lmathQuaternionSubtractValue( lua_State *L ) { +int lmathQuaternionSubtractValue( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); float sub = luaL_checknumber( L, 2 ); @@ -1503,7 +1503,7 @@ Get identity quaternion - Success return Quaternion */ -int lmathQuaternionIdentity( lua_State *L ) { +int lmathQuaternionIdentity( lua_State* L ) { uluaPushQuaternion( L, QuaternionIdentity() ); return 1; @@ -1516,7 +1516,7 @@ Computes the length of a quaternion - Success return float */ -int lmathQuaternionLength( lua_State *L ) { +int lmathQuaternionLength( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); lua_pushnumber( L, QuaternionLength( q ) ); @@ -1531,7 +1531,7 @@ Normalize provided quaternion - Success return Quaternion */ -int lmathQuaternionNormalize( lua_State *L ) { +int lmathQuaternionNormalize( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushQuaternion( L, QuaternionNormalize( q ) ); @@ -1546,7 +1546,7 @@ Invert provided quaternion - Success return Quaternion */ -int lmathQuaternionInvert( lua_State *L ) { +int lmathQuaternionInvert( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushQuaternion( L, QuaternionInvert( q ) ); @@ -1561,7 +1561,7 @@ Calculate two quaternion multiplication - Success return Quaternion */ -int lmathQuaternionMultiply( lua_State *L ) { +int lmathQuaternionMultiply( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); @@ -1577,7 +1577,7 @@ Scale quaternion by float value - Success return Quaternion */ -int lmathQuaternionScale( lua_State *L ) { +int lmathQuaternionScale( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); float mul = luaL_checknumber( L, 2 ); @@ -1593,7 +1593,7 @@ Divide two quaternions - Success return Quaternion */ -int lmathQuaternionDivide( lua_State *L ) { +int lmathQuaternionDivide( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); @@ -1609,7 +1609,7 @@ Calculate linear interpolation between two quaternions - Success return Quaternion */ -int lmathQuaternionLerp( lua_State *L ) { +int lmathQuaternionLerp( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -1626,7 +1626,7 @@ Calculate slerp-optimized interpolation between two quaternions - Success return Quaternion */ -int lmathQuaternionNlerp( lua_State *L ) { +int lmathQuaternionNlerp( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -1643,7 +1643,7 @@ Calculates spherical linear interpolation between two quaternions - Success return Quaternion */ -int lmathQuaternionSlerp( lua_State *L ) { +int lmathQuaternionSlerp( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -1660,7 +1660,7 @@ Calculate quaternion based on the rotation from one vector to another - Success return Quaternion */ -int lmathQuaternionFromVector3ToVector3( lua_State *L ) { +int lmathQuaternionFromVector3ToVector3( lua_State* L ) { Vector3 from = uluaGetVector3( L, 1 ); Vector3 to = uluaGetVector3( L, 2 ); @@ -1676,7 +1676,7 @@ Get a quaternion for a given rotation matrix - Success return Quaternion */ -int lmathQuaternionFromMatrix( lua_State *L ) { +int lmathQuaternionFromMatrix( lua_State* L ) { Matrix mat = uluaGetMatrix( L, 1 ); uluaPushQuaternion( L, QuaternionFromMatrix( mat ) ); @@ -1691,7 +1691,7 @@ Get a quaternion for a given rotation matrix - Success return Matrix */ -int lmathQuaternionToMatrix( lua_State *L ) { +int lmathQuaternionToMatrix( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushMatrix( L, QuaternionToMatrix( q ) ); @@ -1707,7 +1707,7 @@ NOTE: angle must be provided in radians - Success return Quaternion */ -int lmathQuaternionFromAxisAngle( lua_State *L ) { +int lmathQuaternionFromAxisAngle( lua_State* L ) { Vector3 axis = uluaGetVector3( L, 1 ); float angle = luaL_checknumber( L, 2 ); @@ -1723,7 +1723,7 @@ Get the rotation angle and axis for a given quaternion - Success return Vector3, float */ -int lmathQuaternionToAxisAngle( lua_State *L ) { +int lmathQuaternionToAxisAngle( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); float angle = 0.0; Vector3 axis = { 0.0 }; @@ -1744,7 +1744,7 @@ NOTE: Rotation order is ZYX - Success return Quaternion */ -int lmathQuaternionFromEuler( lua_State *L ) { +int lmathQuaternionFromEuler( lua_State* L ) { float pitch = luaL_checknumber( L, 1 ); float yaw = luaL_checknumber( L, 2 ); float roll = luaL_checknumber( L, 3 ); @@ -1762,7 +1762,7 @@ NOTE: Angles are returned in a Vector3 struct in radians - Success return Vector3 */ -int lmathQuaternionToEuler( lua_State *L ) { +int lmathQuaternionToEuler( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushVector3( L, QuaternionToEuler( q ) ); @@ -1777,7 +1777,7 @@ Transform a quaternion given a transformation matrix - Success return Quaternion */ -int lmathQuaternionTransform( lua_State *L ) { +int lmathQuaternionTransform( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); Matrix mat = uluaGetMatrix( L, 2 ); @@ -1793,7 +1793,7 @@ Check whether two given quaternions are almost equal - Success return int */ -int lmathQuaternionEquals( lua_State *L ) { +int lmathQuaternionEquals( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); diff --git a/src/shapes.c b/src/shapes.c index ad8ed92..b2bcfaf 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -4,7 +4,7 @@ #include "lua_core.h" #include "textures.h" -static inline void getVector2Array( lua_State *L, int index, Vector2 points[] ) { +static inline void getVector2Array( lua_State* L, int index, Vector2 points[] ) { int t = index, i = 0; lua_pushnil( L ); @@ -26,8 +26,8 @@ Set texture and rectangle to be used on shapes drawing NOTE: It can be useful when using basic shapes and one single font, defining a font char white rectangle would allow drawing everything in a single draw call */ -int lshapesSetShapesTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int lshapesSetShapesTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Rectangle source = uluaGetRectangle( L, 2 ); SetShapesTexture( *texture, source ); @@ -40,7 +40,7 @@ int lshapesSetShapesTexture( lua_State *L ) { Draw a pixel */ -int lshapesDrawPixel( lua_State *L ) { +int lshapesDrawPixel( lua_State* L ) { Vector2 pos = uluaGetVector2( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -54,7 +54,7 @@ int lshapesDrawPixel( lua_State *L ) { Draw a line defining thickness */ -int lshapesDrawLine( lua_State *L ) { +int lshapesDrawLine( lua_State* L ) { Vector2 startPos = uluaGetVector2( L, 1 ); Vector2 endPos = uluaGetVector2( L, 2 ); float thickness = luaL_checknumber( L, 3 ); @@ -70,7 +70,7 @@ int lshapesDrawLine( lua_State *L ) { Draw lines sequence */ -int lshapesDrawLineStrip( lua_State *L ) { +int lshapesDrawLineStrip( lua_State* L ) { int pointsCount = uluaGetTableLen( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -95,7 +95,7 @@ int lshapesDrawLineStrip( lua_State *L ) { Draw a line using cubic-bezier curves in-out */ -int lshapesDrawLineBezier( lua_State *L ) { +int lshapesDrawLineBezier( lua_State* L ) { Vector2 startPos = uluaGetVector2( L, 1 ); Vector2 endPos = uluaGetVector2( L, 2 ); float thickness = luaL_checknumber( L, 3 ); @@ -111,7 +111,7 @@ int lshapesDrawLineBezier( lua_State *L ) { Draw a color-filled circle */ -int lshapesDrawCircle( lua_State *L ) { +int lshapesDrawCircle( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -126,7 +126,7 @@ int lshapesDrawCircle( lua_State *L ) { Draw a piece of a circle */ -int lshapesDrawCircleSector( lua_State *L ) { +int lshapesDrawCircleSector( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); float startAngle = luaL_checknumber( L, 3 ); @@ -144,7 +144,7 @@ int lshapesDrawCircleSector( lua_State *L ) { Draw circle sector outline */ -int lshapesDrawCircleSectorLines( lua_State *L ) { +int lshapesDrawCircleSectorLines( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); float startAngle = luaL_checknumber( L, 3 ); @@ -162,7 +162,7 @@ int lshapesDrawCircleSectorLines( lua_State *L ) { Draw a gradient-filled circle */ -int lshapesDrawCircleGradient( lua_State *L ) { +int lshapesDrawCircleGradient( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color1 = uluaGetColor( L, 3 ); @@ -178,7 +178,7 @@ int lshapesDrawCircleGradient( lua_State *L ) { Draw circle outline */ -int lshapesDrawCircleLines( lua_State *L ) { +int lshapesDrawCircleLines( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -193,7 +193,7 @@ int lshapesDrawCircleLines( lua_State *L ) { Draw ellipse */ -int lshapesDrawEllipse( lua_State *L ) { +int lshapesDrawEllipse( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radiusH = luaL_checknumber( L, 2 ); float radiusV = luaL_checknumber( L, 3 ); @@ -209,7 +209,7 @@ int lshapesDrawEllipse( lua_State *L ) { Draw ellipse outline */ -int lshapesDrawEllipseLines( lua_State *L ) { +int lshapesDrawEllipseLines( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radiusH = luaL_checknumber( L, 2 ); float radiusV = luaL_checknumber( L, 3 ); @@ -225,7 +225,7 @@ int lshapesDrawEllipseLines( lua_State *L ) { Draw ring */ -int lshapesDrawRing( lua_State *L ) { +int lshapesDrawRing( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float innerRadius = luaL_checknumber( L, 2 ); float outerRadius = luaL_checknumber( L, 3 ); @@ -244,7 +244,7 @@ int lshapesDrawRing( lua_State *L ) { Draw ring outline */ -int lshapesDrawRingLines( lua_State *L ) { +int lshapesDrawRingLines( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float innerRadius = luaL_checknumber( L, 2 ); float outerRadius = luaL_checknumber( L, 3 ); @@ -263,7 +263,7 @@ int lshapesDrawRingLines( lua_State *L ) { Draw a color-filled rectangle */ -int lshapesDrawRectangle( lua_State *L ) { +int lshapesDrawRectangle( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -277,7 +277,7 @@ int lshapesDrawRectangle( lua_State *L ) { Draw a color-filled rectangle with pro parameters */ -int lshapesDrawRectanglePro( lua_State *L ) { +int lshapesDrawRectanglePro( lua_State* L ) { Rectangle rec = uluaGetRectangle( L, 1 ); Vector2 origin = uluaGetVector2( L, 2 ); float rotation = luaL_checknumber( L, 3 ); @@ -293,7 +293,7 @@ int lshapesDrawRectanglePro( lua_State *L ) { Draw a vertical-gradient-filled rectangle */ -int lshapesDrawRectangleGradientV( lua_State *L ) { +int lshapesDrawRectangleGradientV( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); Color color1 = uluaGetColor( L, 2 ); Color color2 = uluaGetColor( L, 3 ); @@ -308,7 +308,7 @@ int lshapesDrawRectangleGradientV( lua_State *L ) { Draw a horizontal-gradient-filled rectangle */ -int lshapesDrawRectangleGradientH( lua_State *L ) { +int lshapesDrawRectangleGradientH( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); Color color1 = uluaGetColor( L, 2 ); Color color2 = uluaGetColor( L, 3 ); @@ -323,7 +323,7 @@ int lshapesDrawRectangleGradientH( lua_State *L ) { Draw a gradient-filled rectangle with custom vertex colors */ -int lshapesDrawRectangleGradientEx( lua_State *L ) { +int lshapesDrawRectangleGradientEx( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); Color color1 = uluaGetColor( L, 2 ); Color color2 = uluaGetColor( L, 3 ); @@ -340,7 +340,7 @@ int lshapesDrawRectangleGradientEx( lua_State *L ) { Draw rectangle outline */ -int lshapesDrawRectangleLines( lua_State *L ) { +int lshapesDrawRectangleLines( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -354,7 +354,7 @@ int lshapesDrawRectangleLines( lua_State *L ) { Draw rectangle outline with extended parameters */ -int lshapesDrawRectangleLinesEx( lua_State *L ) { +int lshapesDrawRectangleLinesEx( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); int lineThick = luaL_checkinteger( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -369,7 +369,7 @@ int lshapesDrawRectangleLinesEx( lua_State *L ) { Draw rectangle with rounded edges */ -int lshapesDrawRectangleRounded( lua_State *L ) { +int lshapesDrawRectangleRounded( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); float roundness = luaL_checknumber( L, 2 ); int segments = luaL_checkinteger( L, 3 ); @@ -385,7 +385,7 @@ int lshapesDrawRectangleRounded( lua_State *L ) { Draw rectangle with rounded edges outline */ -int lshapesDrawRectangleRoundedLines( lua_State *L ) { +int lshapesDrawRectangleRoundedLines( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); float roundness = luaL_checknumber( L, 2 ); int segments = luaL_checkinteger( L, 3 ); @@ -402,7 +402,7 @@ int lshapesDrawRectangleRoundedLines( lua_State *L ) { Draw a color-filled triangle (Vertex in counter-clockwise order!) */ -int lshapesDrawTriangle( lua_State *L ) { +int lshapesDrawTriangle( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); Vector2 v3 = uluaGetVector2( L, 3 ); @@ -418,7 +418,7 @@ int lshapesDrawTriangle( lua_State *L ) { Draw triangle outline (Vertex in counter-clockwise order!) */ -int lshapesDrawTriangleLines( lua_State *L ) { +int lshapesDrawTriangleLines( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); Vector2 v3 = uluaGetVector2( L, 3 ); @@ -434,7 +434,7 @@ int lshapesDrawTriangleLines( lua_State *L ) { Draw a triangle fan defined by points (first vertex is the center) */ -int lshapesDrawTriangleFan( lua_State *L ) { +int lshapesDrawTriangleFan( lua_State* L ) { int pointsCount = uluaGetTableLen( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -459,7 +459,7 @@ int lshapesDrawTriangleFan( lua_State *L ) { Draw a triangle strip defined by points */ -int lshapesDrawTriangleStrip( lua_State *L ) { +int lshapesDrawTriangleStrip( lua_State* L ) { int pointsCount = uluaGetTableLen( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -484,7 +484,7 @@ int lshapesDrawTriangleStrip( lua_State *L ) { Draw a regular polygon (Vector version) */ -int lshapesDrawPoly( lua_State *L ) { +int lshapesDrawPoly( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -501,7 +501,7 @@ int lshapesDrawPoly( lua_State *L ) { Draw a polygon outline of n sides */ -int lshapesDrawPolyLines( lua_State *L ) { +int lshapesDrawPolyLines( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -518,7 +518,7 @@ int lshapesDrawPolyLines( lua_State *L ) { Draw a polygon outline of n sides with extended parameters */ -int lshapesDrawPolyLinesEx( lua_State *L ) { +int lshapesDrawPolyLinesEx( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -540,7 +540,7 @@ int lshapesDrawPolyLinesEx( lua_State *L ) { Draw spline: Linear, minimum 2 points */ -int lshapesDrawSplineLinear( lua_State *L ) { +int lshapesDrawSplineLinear( lua_State* L ) { int pointCount = uluaGetTableLen( L, 1 ); Vector2 points[ pointCount ]; float thick = luaL_checknumber( L, 2 ); @@ -557,7 +557,7 @@ int lshapesDrawSplineLinear( lua_State *L ) { Draw spline: B-Spline, minimum 4 points */ -int lshapesDrawSplineBasis( lua_State *L ) { +int lshapesDrawSplineBasis( lua_State* L ) { int pointCount = uluaGetTableLen( L, 1 ); Vector2 points[ pointCount ]; float thick = luaL_checknumber( L, 2 ); @@ -574,7 +574,7 @@ int lshapesDrawSplineBasis( lua_State *L ) { Draw spline: Catmull-Rom, minimum 4 points */ -int lshapesDrawSplineCatmullRom( lua_State *L ) { +int lshapesDrawSplineCatmullRom( lua_State* L ) { int pointCount = uluaGetTableLen( L, 1 ); Vector2 points[ pointCount ]; float thick = luaL_checknumber( L, 2 ); @@ -591,7 +591,7 @@ int lshapesDrawSplineCatmullRom( lua_State *L ) { Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] */ -int lshapesDrawSplineBezierQuadratic( lua_State *L ) { +int lshapesDrawSplineBezierQuadratic( lua_State* L ) { int pointCount = uluaGetTableLen( L, 1 ); Vector2 points[ pointCount ]; float thick = luaL_checknumber( L, 2 ); @@ -608,7 +608,7 @@ int lshapesDrawSplineBezierQuadratic( lua_State *L ) { Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] */ -int lshapesDrawSplineBezierCubic( lua_State *L ) { +int lshapesDrawSplineBezierCubic( lua_State* L ) { int pointCount = uluaGetTableLen( L, 1 ); Vector2 points[ pointCount ]; float thick = luaL_checknumber( L, 2 ); @@ -625,7 +625,7 @@ int lshapesDrawSplineBezierCubic( lua_State *L ) { Draw spline segment: Linear, 2 points */ -int lshapesDrawSplineSegmentLinear( lua_State *L ) { +int lshapesDrawSplineSegmentLinear( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); float thick = luaL_checknumber( L, 3 ); @@ -641,7 +641,7 @@ int lshapesDrawSplineSegmentLinear( lua_State *L ) { Draw spline segment: B-Spline, 4 points */ -int lshapesDrawSplineSegmentBasis( lua_State *L ) { +int lshapesDrawSplineSegmentBasis( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); @@ -659,7 +659,7 @@ int lshapesDrawSplineSegmentBasis( lua_State *L ) { Draw spline segment: Catmull-Rom, 4 points */ -int lshapesDrawSplineSegmentCatmullRom( lua_State *L ) { +int lshapesDrawSplineSegmentCatmullRom( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); @@ -677,7 +677,7 @@ int lshapesDrawSplineSegmentCatmullRom( lua_State *L ) { Draw spline segment: Quadratic Bezier, 2 points, 1 control point */ -int lshapesDrawSplineSegmentBezierQuadratic( lua_State *L ) { +int lshapesDrawSplineSegmentBezierQuadratic( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 c2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); @@ -694,7 +694,7 @@ int lshapesDrawSplineSegmentBezierQuadratic( lua_State *L ) { Draw spline segment: Cubic Bezier, 2 points, 2 control points */ -int lshapesDrawSplineSegmentBezierCubic( lua_State *L ) { +int lshapesDrawSplineSegmentBezierCubic( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 c2 = uluaGetVector2( L, 2 ); Vector2 c3 = uluaGetVector2( L, 3 ); @@ -718,7 +718,7 @@ Get (evaluate) spline point: Linear - Success return Vector2 */ -int lshapesGetSplinePointLinear( lua_State *L ) { +int lshapesGetSplinePointLinear( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); float t = luaL_checknumber( L, 3 ); @@ -735,7 +735,7 @@ Get (evaluate) spline point: B-Spline - Success return Vector2 */ -int lshapesGetSplinePointBasis( lua_State *L ) { +int lshapesGetSplinePointBasis( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); @@ -754,7 +754,7 @@ Get (evaluate) spline point: Catmull-Rom - Success return Vector2 */ -int lshapesGetSplinePointCatmullRom( lua_State *L ) { +int lshapesGetSplinePointCatmullRom( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); @@ -773,7 +773,7 @@ Get (evaluate) spline point: Quadratic Bezier - Success return Vector2 */ -int lshapesGetSplinePointBezierQuad( lua_State *L ) { +int lshapesGetSplinePointBezierQuad( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 c2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); @@ -791,7 +791,7 @@ Get (evaluate) spline point: Cubic Bezier - Success return Vector2 */ -int lshapesGetSplinePointBezierCubic( lua_State *L ) { +int lshapesGetSplinePointBezierCubic( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 c2 = uluaGetVector2( L, 2 ); Vector2 c3 = uluaGetVector2( L, 3 ); @@ -814,7 +814,7 @@ Check collision between two rectangles - Success return bool */ -int lshapesCheckCollisionRecs( lua_State *L ) { +int lshapesCheckCollisionRecs( lua_State* L ) { Rectangle rect1 = uluaGetRectangle( L, 1 ); Rectangle rect2 = uluaGetRectangle( L, 2 ); @@ -830,7 +830,7 @@ Check collision between two circles - Success return bool */ -int lshapesCheckCollisionCircles( lua_State *L ) { +int lshapesCheckCollisionCircles( lua_State* L ) { Vector2 center1 = uluaGetVector2( L, 1 ); float radius1 = luaL_checknumber( L, 2 ); Vector2 center2 = uluaGetVector2( L, 3 ); @@ -848,7 +848,7 @@ Check collision between circle and rectangle - Success return bool */ -int lshapesCheckCollisionCircleRec( lua_State *L ) { +int lshapesCheckCollisionCircleRec( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); Rectangle rec = uluaGetRectangle( L, 3 ); @@ -865,7 +865,7 @@ Check if point is inside rectangle - Success return bool */ -int lshapesCheckCollisionPointRec( lua_State *L ) { +int lshapesCheckCollisionPointRec( lua_State* L ) { Vector2 point = uluaGetVector2( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); @@ -881,7 +881,7 @@ Check if point is inside circle - Success return bool */ -int lshapesCheckCollisionPointCircle( lua_State *L ) { +int lshapesCheckCollisionPointCircle( lua_State* L ) { Vector2 point = uluaGetVector2( L, 1 ); Vector2 center = uluaGetVector2( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -898,7 +898,7 @@ Check if point is inside a triangle - Success return bool */ -int lshapesCheckCollisionPointTriangle( lua_State *L ) { +int lshapesCheckCollisionPointTriangle( lua_State* L ) { Vector2 point = uluaGetVector2( L, 1 ); Vector2 p1 = uluaGetVector2( L, 2 ); Vector2 p2 = uluaGetVector2( L, 3 ); @@ -916,7 +916,7 @@ Check if point is within a polygon described by array of vertices - Success return bool */ -int lshapesCheckCollisionPointPoly( lua_State *L ) { +int lshapesCheckCollisionPointPoly( lua_State* L ) { Vector2 point = uluaGetVector2( L, 1 ); int pointCount = uluaGetTableLen( L, 2 ); Vector2 points[ pointCount ]; @@ -942,7 +942,7 @@ Check the collision between two lines defined by two points each, returns collis - Success return bool, Vector2 */ -int lshapesCheckCollisionLines( lua_State *L ) { +int lshapesCheckCollisionLines( lua_State* L ) { Vector2 startPos1 = uluaGetVector2( L, 1 ); Vector2 endPos1 = uluaGetVector2( L, 2 ); Vector2 startPos2 = uluaGetVector2( L, 3 ); @@ -963,7 +963,7 @@ Check if point belongs to line created between two points [p1] and [p2] with def - Success return bool */ -int lshapesCheckCollisionPointLine( lua_State *L ) { +int lshapesCheckCollisionPointLine( lua_State* L ) { Vector2 point = uluaGetVector2( L, 1 ); Vector2 p1 = uluaGetVector2( L, 2 ); Vector2 p2 = uluaGetVector2( L, 3 ); @@ -981,7 +981,7 @@ Get collision rectangle for two rectangles collision - Success return Rectangle */ -int lshapesGetCollisionRec( lua_State *L ) { +int lshapesGetCollisionRec( lua_State* L ) { Rectangle rec1 = uluaGetRectangle( L, 1 ); Rectangle rec2 = uluaGetRectangle( L, 2 ); diff --git a/src/state.c b/src/state.c index 716bf4e..a3d5b20 100644 --- a/src/state.c +++ b/src/state.c @@ -6,7 +6,7 @@ State *state; -bool stateInit( int argn, const char **argc, const char *exePath ) { +bool stateInit( int argn, const char** argc, const char* exePath ) { state = malloc( sizeof( State ) ); state->exePath = malloc( STRING_LEN * sizeof( char ) ); @@ -32,7 +32,7 @@ bool stateInit( int argn, const char **argc, const char *exePath ) { state->defaultMaterial = LoadMaterialDefault(); state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 }; state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) ); - int *defaultShaderLocs = rlGetShaderLocsDefault(); + int* defaultShaderLocs = rlGetShaderLocsDefault(); for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ ) { state->RLGLcurrentShaderLocs[i] = defaultShaderLocs[i]; @@ -45,7 +45,7 @@ bool stateInit( int argn, const char **argc, const char *exePath ) { return state->run; } -void stateInitInterpret( int argn, const char **argc ) { +void stateInitInterpret( int argn, const char** argc ) { state = malloc( sizeof( State ) ); luaInit( argn, argc ); } @@ -4,15 +4,15 @@ #include "textures.h" #include "lua_core.h" -void unloadGlyphInfo( GlyphInfo *glyph ) { +void unloadGlyphInfo( GlyphInfo* glyph ) { UnloadImage( glyph->image ); } // DrawTextBoxed is modified DrawTextBoxedSelectable from raylib [text] example - Rectangle bounds // Draw text using font inside rectangle limits -static int DrawTextBoxed( Font font, const char *text, Rectangle rec, float fontSize, float spacing, -bool wordWrap, Color *tints, int tintCount, Color *backTints, int backTintCount ) +static int DrawTextBoxed( Font font, const char* text, Rectangle rec, float fontSize, float spacing, +bool wordWrap, Color* tints, int tintCount, Color* backTints, int backTintCount ) { int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop @@ -161,7 +161,7 @@ bool wordWrap, Color *tints, int tintCount, Color *backTints, int backTintCount return mouseChar; } -static inline void getCodepoints( lua_State *L, int codepoints[], int index ) { +static inline void getCodepoints( lua_State* L, int codepoints[], int index ) { int t = index; int i = 0; lua_pushnil( L ); @@ -184,7 +184,7 @@ Get the default Font. Return as lightuserdata - Success return Font */ -int ltextGetFontDefault( lua_State *L ) { +int ltextGetFontDefault( lua_State* L ) { lua_pushlightuserdata( L, &state->defaultFont ); return 1; @@ -198,7 +198,7 @@ Load font from file into GPU memory (VRAM) - Failure return nil - Success return Font */ -int ltextLoadFont( lua_State *L ) { +int ltextLoadFont( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushFont( L, LoadFont( lua_tostring( L, 1 ) ) ); @@ -218,7 +218,7 @@ Load font from file with extended parameters, use NULL for codepoints to load th - Failure return nil - Success return Font */ -int ltextLoadFontEx( lua_State *L ) { +int ltextLoadFontEx( lua_State* L ) { int fontSize = luaL_checkinteger( L, 2 ); if ( FileExists( luaL_checkstring( L, 1 ) ) ) { @@ -248,8 +248,8 @@ Load font from Image (XNA style) - Success return Font */ -int ltextLoadFontFromImage( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltextLoadFontFromImage( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color key = uluaGetColor( L, 2 ); int firstChar = luaL_checkinteger( L, 3 ); @@ -265,9 +265,9 @@ Load font from memory buffer, fileType refers to extension: i.e. '.ttf'. NOTE: f - Success return Font */ -int ltextLoadFontFromMemory( lua_State *L ) { - const char *fileType = luaL_checkstring( L, 1 ); - Buffer *fileData = uluaGetBuffer( L, 2 ); +int ltextLoadFontFromMemory( lua_State* L ) { + const char* fileType = luaL_checkstring( L, 1 ); + Buffer* fileData = uluaGetBuffer( L, 2 ); int fontSize = luaL_checkinteger( L, 3 ); if ( lua_istable( L, 4 ) ) { @@ -292,7 +292,7 @@ Load Font from data - Success return Font */ -int ltextLoadFontFromData( lua_State *L ) { +int ltextLoadFontFromData( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); Font font = { 0 }; @@ -353,8 +353,8 @@ Check if a font is ready - Success return bool */ -int ltextIsFontReady( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextIsFontReady( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); lua_pushboolean( L, IsFontReady( *font ) ); @@ -368,8 +368,8 @@ Load font data for further use. NOTE: fileData type should be unsigned char - Success return GlyphInfo{} */ -int ltextLoadFontData( lua_State *L ) { - Buffer *fileData = uluaGetBuffer( L, 1 ); +int ltextLoadFontData( lua_State* L ) { + Buffer* fileData = uluaGetBuffer( L, 1 ); int fontSize = luaL_checkinteger( L, 2 ); int type = luaL_checkinteger( L, 4 ); int codepointCount = 95; // In case no chars count provided, default to 95. @@ -379,7 +379,7 @@ int ltextLoadFontData( lua_State *L ) { int codepoints[ codepointCount ]; getCodepoints( L, codepoints, 3 ); - GlyphInfo *glyphs = LoadFontData( fileData->data, fileData->size, fontSize, codepoints, codepointCount, type ); + GlyphInfo* glyphs = LoadFontData( fileData->data, fileData->size, fontSize, codepoints, codepointCount, type ); lua_createtable( L, codepointCount, 0 ); for ( int i = 0; i < codepointCount; i++ ) { @@ -391,7 +391,7 @@ int ltextLoadFontData( lua_State *L ) { return 1; } /* If no codepoints provided. */ - GlyphInfo *glyphs = LoadFontData( fileData->data, fileData->size, fontSize, NULL, 0, type ); + GlyphInfo* glyphs = LoadFontData( fileData->data, fileData->size, fontSize, NULL, 0, type ); lua_createtable( L, codepointCount, 0 ); for ( int i = 0; i < codepointCount; i++ ) { @@ -410,7 +410,7 @@ Generate image font atlas using chars info. NOTE: Packing method: 0-Default, 1-S - Success Image, Rectangle{} */ -int ltextGenImageFontAtlas( lua_State *L ) { +int ltextGenImageFontAtlas( lua_State* L ) { int fontSize = luaL_checkinteger( L, 2 ); int padding = luaL_checkinteger( L, 3 ); int packMethod = luaL_checkinteger( L, 4 ); @@ -444,8 +444,8 @@ int ltextGenImageFontAtlas( lua_State *L ) { Unload font from GPU memory (VRAM) */ -int ltextUnloadFont( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextUnloadFont( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); UnloadFont( *font ); @@ -459,9 +459,9 @@ Export font as code file, returns true on success - Success return bool */ -int ltextExportFontAsCode( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); - const char *fileName = luaL_checkstring( L, 2 ); +int ltextExportFontAsCode( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); + const char* fileName = luaL_checkstring( L, 2 ); lua_pushboolean( L, ExportFontAsCode( *font, fileName ) ); @@ -477,7 +477,7 @@ int ltextExportFontAsCode( lua_State *L ) { Draw current FPS */ -int ltextDrawFPS( lua_State *L ) { +int ltextDrawFPS( lua_State* L ) { Vector2 pos = uluaGetVector2( L, 1 ); DrawFPS( pos.x, pos.y ); @@ -490,7 +490,7 @@ int ltextDrawFPS( lua_State *L ) { Draw text (using default font) */ -int ltextDrawText( lua_State *L ) { +int ltextDrawText( lua_State* L ) { Vector2 position = uluaGetVector2( L, 2 ); float fontSize = luaL_checknumber( L, 3 ); Color tint = uluaGetColor( L, 4 ); @@ -505,8 +505,8 @@ int ltextDrawText( lua_State *L ) { Draw text using font and additional parameters */ -int ltextDrawTextEx( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextDrawTextEx( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); Vector2 position = uluaGetVector2( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); float spacing = luaL_checknumber( L, 5 ); @@ -522,8 +522,8 @@ int ltextDrawTextEx( lua_State *L ) { Draw text using Font and pro parameters (rotation) */ -int ltextDrawTextPro( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextDrawTextPro( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); Vector2 position = uluaGetVector2( L, 3 ); Vector2 origin = uluaGetVector2( L, 4 ); float rotation = luaL_checknumber( L, 5 ); @@ -541,8 +541,8 @@ int ltextDrawTextPro( lua_State *L ) { Draw one character (codepoint) */ -int ltextDrawTextCodepoint( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextDrawTextCodepoint( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); int codepoint = luaL_checkinteger( L, 2 ); Vector2 position = uluaGetVector2( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); @@ -558,8 +558,8 @@ int ltextDrawTextCodepoint( lua_State *L ) { Draw multiple character (codepoint) */ -int ltextDrawTextCodepoints( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextDrawTextCodepoints( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); Vector2 position = uluaGetVector2( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); float spacing = luaL_checknumber( L, 5 ); @@ -590,9 +590,9 @@ Draw text using font inside rectangle limits. Return character id from mouse pos - Success return int */ -int ltextDrawTextBoxed( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); - const char *text = luaL_checkstring( L, 2 ); +int ltextDrawTextBoxed( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); + const char* text = luaL_checkstring( L, 2 ); Rectangle rec = uluaGetRectangle( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); float spacing = luaL_checknumber( L, 5 ); @@ -611,9 +611,9 @@ Draw text using font inside rectangle limits with support for tint and backgroun - Success return int */ -int ltextDrawTextBoxedTinted( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); - const char *text = luaL_checkstring( L, 2 ); +int ltextDrawTextBoxedTinted( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); + const char* text = luaL_checkstring( L, 2 ); Rectangle rec = uluaGetRectangle( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); float spacing = luaL_checknumber( L, 5 ); @@ -656,7 +656,7 @@ int ltextDrawTextBoxedTinted( lua_State *L ) { Set vertical line spacing when drawing with line-breaks */ -int ltextSetTextLineSpacing( lua_State *L ) { +int ltextSetTextLineSpacing( lua_State* L ) { int spacing = luaL_checkinteger( L, 1 ); SetTextLineSpacing( spacing ); @@ -669,8 +669,8 @@ Measure string size for Font - Success return Vector2 */ -int ltextMeasureText( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextMeasureText( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); float fontSize = luaL_checknumber( L, 3 ); float spacing = luaL_checknumber( L, 4 ); @@ -686,8 +686,8 @@ Get glyph index position in font for a codepoint (unicode character), fallback t - Success return int */ -int ltextGetGlyphIndex( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextGetGlyphIndex( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); int codepoint = luaL_checkinteger( L, 2 ); lua_pushinteger( L, GetGlyphIndex( *font, codepoint ) ); @@ -702,8 +702,8 @@ Get glyph font info data for a codepoint (unicode character), fallback to '?' if - Success return GlyphInfo */ -int ltextGetGlyphInfo( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextGetGlyphInfo( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); int codepoint = luaL_checkinteger( L, 2 ); int id = GetGlyphIndex( *font, codepoint ); @@ -720,8 +720,8 @@ Get glyph font info data by index. Return as lightuserdata - Failure return nil - Success return GlyphInfo */ -int ltextGetGlyphInfoByIndex( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextGetGlyphInfoByIndex( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); int index = luaL_checkinteger( L, 2 ); if ( 0 <= index && index < font->glyphCount ) { @@ -742,8 +742,8 @@ Get glyph rectangle in font atlas for a codepoint (unicode character), fallback - Success return Rectangle */ -int ltextGetGlyphAtlasRec( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextGetGlyphAtlasRec( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); int codepoint = luaL_checkinteger( L, 2 ); uluaPushRectangle( L, GetGlyphAtlasRec( *font, codepoint ) ); @@ -759,8 +759,8 @@ Get glyph rectangle in font atlas by index - Failure return nil - Success return Rectangle */ -int ltextGetGlyphAtlasRecByIndex( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextGetGlyphAtlasRecByIndex( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); int index = luaL_checkinteger( L, 2 ); if ( 0 <= index && index < font->glyphCount ) { @@ -781,8 +781,8 @@ Get font base size (default chars height) - Success return int */ -int ltextGetFontBaseSize( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextGetFontBaseSize( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); lua_pushinteger( L, font->baseSize ); @@ -796,8 +796,8 @@ Get font number of glyph characters - Success return int */ -int ltextGetFontGlyphCount( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextGetFontGlyphCount( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); lua_pushinteger( L, font->glyphCount ); @@ -811,8 +811,8 @@ Get font padding around the glyph characters - Success return int */ -int ltextGetFontGlyphPadding( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextGetFontGlyphPadding( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); lua_pushinteger( L, font->glyphPadding ); @@ -826,8 +826,8 @@ Get font texture atlas containing the glyphs. Return as lightuserdata - Success return Texture */ -int ltextGetFontTexture( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltextGetFontTexture( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); lua_pushlightuserdata( L, &font->texture ); @@ -845,7 +845,7 @@ Load GlyphInfo from data - Success return GlyphInfo */ -int ltextLoadGlyphInfo( lua_State *L ) { +int ltextLoadGlyphInfo( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); GlyphInfo glyph = { 0 }; @@ -881,8 +881,8 @@ int ltextLoadGlyphInfo( lua_State *L ) { Unload glyphInfo image from CPU memory (RAM) */ -int ltextUnloadGlyphInfo( lua_State *L ) { - GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 ); +int ltextUnloadGlyphInfo( lua_State* L ) { + GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); unloadGlyphInfo( glyph ); @@ -894,8 +894,8 @@ int ltextUnloadGlyphInfo( lua_State *L ) { Set glyphInfo character value (Unicode) */ -int ltextSetGlyphInfoValue( lua_State *L ) { - GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 ); +int ltextSetGlyphInfoValue( lua_State* L ) { + GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); int value = luaL_checkinteger( L, 2 ); glyph->value = value; @@ -908,8 +908,8 @@ int ltextSetGlyphInfoValue( lua_State *L ) { Set glyphInfo character offset when drawing */ -int ltextSetGlyphInfoOffset( lua_State *L ) { - GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 ); +int ltextSetGlyphInfoOffset( lua_State* L ) { + GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); Vector2 offset = uluaGetVector2( L, 2 ); glyph->offsetX = (int)offset.x; @@ -923,8 +923,8 @@ int ltextSetGlyphInfoOffset( lua_State *L ) { Set glyphInfo character advance position X */ -int ltextSetGlyphInfoAdvanceX( lua_State *L ) { - GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 ); +int ltextSetGlyphInfoAdvanceX( lua_State* L ) { + GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); int advanceX = luaL_checkinteger( L, 2 ); glyph->advanceX = advanceX; @@ -937,8 +937,8 @@ int ltextSetGlyphInfoAdvanceX( lua_State *L ) { Set glyphInfo character image data */ -int ltextSetGlyphInfoImage( lua_State *L ) { - GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 ); +int ltextSetGlyphInfoImage( lua_State* L ) { + GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); Image image = *uluaGetImage( L, 2 ); glyph->image = image; @@ -953,8 +953,8 @@ Get glyphInfo character value (Unicode) - Success return int */ -int ltextGetGlyphInfoValue( lua_State *L ) { - GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 ); +int ltextGetGlyphInfoValue( lua_State* L ) { + GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); lua_pushinteger( L, glyph->value ); @@ -968,8 +968,8 @@ Get glyphInfo character offset when drawing - Success return Vector2 */ -int ltextGetGlyphInfoOffset( lua_State *L ) { - GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 ); +int ltextGetGlyphInfoOffset( lua_State* L ) { + GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); uluaPushVector2( L, (Vector2){ glyph->offsetX, glyph->offsetY } ); @@ -983,8 +983,8 @@ Get glyphInfo character advance position X - Success return int */ -int ltextGetGlyphInfoAdvanceX( lua_State *L ) { - GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 ); +int ltextGetGlyphInfoAdvanceX( lua_State* L ) { + GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); lua_pushinteger( L, glyph->advanceX ); @@ -998,8 +998,8 @@ Get glyphInfo character image data. Return as lightuserdata - Success return Image */ -int ltextGetGlyphInfoImage( lua_State *L ) { - GlyphInfo *glyph = uluaGetGlyphInfo( L, 1 ); +int ltextGetGlyphInfoImage( lua_State* L ) { + GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); lua_pushlightuserdata( L, &glyph->image ); @@ -1017,7 +1017,7 @@ Load UTF-8 text encoded from codepoints array - Success return string */ -int ltextLoadUTF8( lua_State *L ) { +int ltextLoadUTF8( lua_State* L ) { int codepointCount = uluaGetTableLen( L, 1 ); int codepoints[ codepointCount ]; getCodepoints( L, codepoints, 1 ); @@ -1036,7 +1036,7 @@ Load all codepoints from a UTF-8 text string - Success return int{} */ -int ltextLoadCodepoints( lua_State *L ) { +int ltextLoadCodepoints( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); int count = 0; @@ -1060,7 +1060,7 @@ Get total number of codepoints in a UTF-8 encoded string - Success return int */ -int ltextGetCodepointCount( lua_State *L ) { +int ltextGetCodepointCount( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); lua_pushinteger( L, GetCodepointCount( text ) ); @@ -1075,7 +1075,7 @@ Get codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - Success return int, int */ -int ltextGetCodepoint( lua_State *L ) { +int ltextGetCodepoint( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); int codepointSize = 0; @@ -1092,7 +1092,7 @@ Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - Success return int, int */ -int ltextGetCodepointNext( lua_State *L ) { +int ltextGetCodepointNext( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); int codepointSize = 0; @@ -1109,7 +1109,7 @@ Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failu - Success return int, int */ -int ltextGetCodepointPrevious( lua_State *L ) { +int ltextGetCodepointPrevious( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); int codepointSize = 0; @@ -1126,7 +1126,7 @@ Encode one codepoint into UTF-8 byte array - Success return string */ -int ltextCodepointToUTF8( lua_State *L ) { +int ltextCodepointToUTF8( lua_State* L ) { int codepoint = luaL_checkinteger( L, 1 ); int utf8Size = 0; @@ -1150,7 +1150,7 @@ Insert text in a specific position, moves all text forward - Success return string */ -int ltextTextInsert( lua_State *L ) { +int ltextTextInsert( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); const char* insert = luaL_checkstring( L, 2 ); int position = luaL_checkinteger( L, 3 ); @@ -1180,7 +1180,7 @@ Split text into multiple strings - Success return string{} */ -int ltextTextSplit( lua_State *L ) { +int ltextTextSplit( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); const char* delimiter = luaL_checkstring( L, 2 ); diff --git a/src/textures.c b/src/textures.c index 48ba2cd..aa9a053 100644 --- a/src/textures.c +++ b/src/textures.c @@ -16,7 +16,7 @@ Load image from file into CPU memory (RAM) - Failure return nil - Success return Image */ -int ltexturesLoadImage( lua_State *L ) { +int ltexturesLoadImage( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushImage( L, LoadImage( luaL_checkstring( L, 1 ) ) ); @@ -36,8 +36,8 @@ Load image from RAW file data - Failure return nil - Success return Image */ -int ltexturesLoadImageRaw( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); +int ltexturesLoadImageRaw( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); int format = luaL_checkinteger( L, 3 ); int headerSize = luaL_checkinteger( L, 4 ); @@ -60,8 +60,8 @@ Load image from SVG file data or string with specified size - Success return Image */ -int ltexturesLoadImageSvg( lua_State *L ) { - const char *fileNameOrString = luaL_checkstring( L, 1 ); +int ltexturesLoadImageSvg( lua_State* L ) { + const char* fileNameOrString = luaL_checkstring( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); uluaPushImage( L, LoadImageSvg( fileNameOrString, (int)size.x, (int)size.y ) ); @@ -77,8 +77,8 @@ Load image sequence from file (frames appended to image.data). All frames are re - Failure return nil - Success return Image, int */ -int ltexturesLoadImageAnim( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); +int ltexturesLoadImageAnim( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); if ( FileExists( fileName ) ) { int frameCount = 0; @@ -100,9 +100,9 @@ Load image from memory buffer, fileType refers to extension: i.e. '.png' - Success return Image */ -int ltexturesLoadImageFromMemory( lua_State *L ) { - const char *fileType = luaL_checkstring( L, 1 ); - Buffer *data = uluaGetBuffer( L, 2 ); +int ltexturesLoadImageFromMemory( lua_State* L ) { + const char* fileType = luaL_checkstring( L, 1 ); + Buffer* data = uluaGetBuffer( L, 2 ); uluaPushImage( L, LoadImageFromMemory( fileType, data->data, data->size ) ); @@ -116,8 +116,8 @@ Load image from data - Success return Image */ -int ltexturesLoadImageFromData( lua_State *L ) { - Buffer *data = uluaGetBuffer( L, 1 ); +int ltexturesLoadImageFromData( lua_State* L ) { + Buffer* data = uluaGetBuffer( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); int mipmaps = luaL_checkinteger( L, 3 ); int format = luaL_checkinteger( L, 4 ); @@ -144,8 +144,8 @@ Load image from GPU texture data - Success return Image */ -int ltexturesLoadImageFromTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesLoadImageFromTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); uluaPushImage( L, LoadImageFromTexture( *texture ) ); return 1; @@ -158,7 +158,7 @@ Load image from screen buffer and (screenshot) - Success return Image */ -int ltexturesLoadImageFromScreen( lua_State *L ) { +int ltexturesLoadImageFromScreen( lua_State* L ) { uluaPushImage( L, LoadImageFromScreen() ); return 1; @@ -171,8 +171,8 @@ Check if an image is ready - Success return bool */ -int ltextureIsImageReady( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltextureIsImageReady( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); lua_pushboolean( L, IsImageReady( *image ) ); @@ -184,8 +184,8 @@ int ltextureIsImageReady( lua_State *L ) { Unload image from CPU memory (RAM) */ -int ltextureUnloadImage( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltextureUnloadImage( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); UnloadImage( *image ); @@ -199,8 +199,8 @@ Export image data to file, returns true on success - Success return bool */ -int ltexturesExportImage( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesExportImage( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); lua_pushboolean( L, ExportImage( *image, luaL_checkstring( L, 2 ) ) ); return 1; @@ -213,9 +213,9 @@ Export image to memory buffer - Success return Buffer */ -int ltexturesExportImageToMemory( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); - const char *fileType = luaL_checkstring( L, 2 ); +int ltexturesExportImageToMemory( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); + const char* fileType = luaL_checkstring( L, 2 ); Buffer buffer = { .type = BUFFER_UNSIGNED_CHAR @@ -234,8 +234,8 @@ Export image as code file defining an array of bytes, returns true on success - Success return bool */ -int ltexturesExportImageAsCode( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesExportImageAsCode( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); lua_pushboolean( L, ExportImageAsCode( *image, luaL_checkstring( L, 2 ) ) ); return 1; @@ -252,7 +252,7 @@ Generate image: plain color - Success return Image */ -int ltexturesGenImageColor( lua_State *L ) { +int ltexturesGenImageColor( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); Color color = uluaGetColor( L, 1 ); @@ -268,7 +268,7 @@ Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradi - Success return Image */ -int ltexturesGenImageGradientLinear( lua_State *L ) { +int ltexturesGenImageGradientLinear( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); int direction = luaL_checkinteger( L, 2 ); Color start = uluaGetColor( L, 3 ); @@ -286,7 +286,7 @@ Generate image: radial gradient - Success return Image */ -int ltexturesGenImageGradientRadial( lua_State *L ) { +int ltexturesGenImageGradientRadial( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); float density = luaL_checknumber( L, 2 ); Color inner = uluaGetColor( L, 3 ); @@ -304,7 +304,7 @@ Generate image: square gradient - Success return Image */ -int ltexturesGenImageGradientSquare( lua_State *L ) { +int ltexturesGenImageGradientSquare( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); float density = luaL_checknumber( L, 2 ); Color inner = uluaGetColor( L, 3 ); @@ -322,7 +322,7 @@ Generate image: checked - Success return Image */ -int ltexturesGenImageChecked( lua_State *L ) { +int ltexturesGenImageChecked( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); Vector2 checks = uluaGetVector2( L, 2 ); Color col1 = uluaGetColor( L, 3 ); @@ -340,7 +340,7 @@ Generate image: white noise - Success return Image */ -int ltexturesGenImageWhiteNoise( lua_State *L ) { +int ltexturesGenImageWhiteNoise( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); float factor = luaL_checknumber( L, 2 ); @@ -356,7 +356,7 @@ Generate image: perlin noise - Success return Image */ -int ltexturesGenImagePerlinNoise( lua_State *L ) { +int ltexturesGenImagePerlinNoise( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); Vector2 offset = uluaGetVector2( L, 2 ); float factor = luaL_checknumber( L, 3 ); @@ -373,7 +373,7 @@ Generate image: cellular algorithm. Bigger tileSize means bigger cells - Success return Image */ -int ltexturesGenImageCellular( lua_State *L ) { +int ltexturesGenImageCellular( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); int tileSize = luaL_checkinteger( L, 2 ); @@ -389,7 +389,7 @@ Generate image: grayscale image from text data - Success return Image */ -int ltexturesGenImageText( lua_State *L ) { +int ltexturesGenImageText( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); uluaPushImage( L, GenImageText( (int)size.x, (int)size.y, luaL_checkstring( L, 2 ) ) ); @@ -408,8 +408,8 @@ Create an image duplicate (useful for transformations) - Success return Image */ -int ltexturesImageCopy( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageCopy( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); uluaPushImage( L, ImageCopy( *image ) ); @@ -423,8 +423,8 @@ Create an image from another image piece - Success return Image */ -int ltexturesImageFromImage( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageFromImage( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); uluaPushImage( L, ImageFromImage( *image, rec ) ); @@ -439,8 +439,8 @@ Create an image from text (custom sprite font) - Success return Image */ -int ltexturesImageText( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltexturesImageText( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); float fontSize = lua_tonumber( L, 3 ); float spacing = lua_tonumber( L, 4 ); Color tint = uluaGetColor( L, 5 ); @@ -455,8 +455,8 @@ int ltexturesImageText( lua_State *L ) { Convert image data to desired format */ -int ltexturesImageFormat( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageFormat( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int newFormat = luaL_checkinteger( L, 2 ); ImageFormat( image, newFormat ); @@ -469,8 +469,8 @@ int ltexturesImageFormat( lua_State *L ) { Convert image to POT (power-of-two) */ -int ltexturesImageToPOT( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageToPOT( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color fill = uluaGetColor( L, 2 ); ImageToPOT( image, fill ); @@ -483,8 +483,8 @@ int ltexturesImageToPOT( lua_State *L ) { Crop an image to a defined rectangle */ -int ltexturesImageCrop( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageCrop( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Rectangle crop = uluaGetRectangle( L, 2 ); ImageCrop( image, crop ); @@ -497,8 +497,8 @@ int ltexturesImageCrop( lua_State *L ) { Crop image depending on alpha value */ -int ltexturesImageAlphaCrop( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageAlphaCrop( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); float threshold = lua_tonumber( L, 2 ); ImageAlphaCrop( image, threshold ); @@ -511,8 +511,8 @@ int ltexturesImageAlphaCrop( lua_State *L ) { Clear alpha channel to desired color */ -int ltexturesImageAlphaClear( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageAlphaClear( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color color = uluaGetColor( L, 2 ); float threshold = lua_tonumber( L, 3 ); @@ -526,9 +526,9 @@ int ltexturesImageAlphaClear( lua_State *L ) { Apply alpha mask to image */ -int ltexturesImageAlphaMask( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); - Image *alphaMask = uluaGetImage( L, 2 ); +int ltexturesImageAlphaMask( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); + Image* alphaMask = uluaGetImage( L, 2 ); ImageAlphaMask( image, *alphaMask ); @@ -540,8 +540,8 @@ int ltexturesImageAlphaMask( lua_State *L ) { Premultiply alpha channel */ -int ltexturesImageAlphaPremultiply( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageAlphaPremultiply( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageAlphaPremultiply( image ); @@ -553,8 +553,8 @@ int ltexturesImageAlphaPremultiply( lua_State *L ) { Apply Gaussian blur using a box blur approximation */ -int ltexturesImageBlurGaussian( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageBlurGaussian( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int blurSize = luaL_checkinteger( L, 2 ); ImageBlurGaussian( image, blurSize ); @@ -567,8 +567,8 @@ int ltexturesImageBlurGaussian( lua_State *L ) { Resize image (Bicubic scaling algorithm) */ -int ltexturesImageResize( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageResize( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); ImageResize( image, (int)size.x, (int)size.y ); @@ -581,8 +581,8 @@ int ltexturesImageResize( lua_State *L ) { Resize image (Nearest-Neighbor scaling algorithm) */ -int ltexturesImageResizeNN( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageResizeNN( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); ImageResizeNN( image, (int)size.x, (int)size.y ); @@ -595,8 +595,8 @@ int ltexturesImageResizeNN( lua_State *L ) { Resize canvas and fill with color */ -int ltexturesImageResizeCanvas( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageResizeCanvas( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); Vector2 offset = uluaGetVector2( L, 3 ); Color fill = uluaGetColor( L, 4 ); @@ -611,8 +611,8 @@ int ltexturesImageResizeCanvas( lua_State *L ) { Generate all mipmap levels for a provided image */ -int ltexturesImageMipmaps( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageMipmaps( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageMipmaps( image ); @@ -624,8 +624,8 @@ int ltexturesImageMipmaps( lua_State *L ) { Dither image data to 16bpp or lower (Floyd-Steinberg dithering) */ -int ltexturesImageDither( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDither( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color bpp = uluaGetColor( L, 2 ); ImageDither( image, bpp.r, bpp.g, bpp.b, bpp.a ); @@ -638,8 +638,8 @@ int ltexturesImageDither( lua_State *L ) { Flip image vertically */ -int ltexturesImageFlipVertical( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageFlipVertical( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageFlipVertical( image ); @@ -651,8 +651,8 @@ int ltexturesImageFlipVertical( lua_State *L ) { Flip image horizontally */ -int ltexturesImageFlipHorizontal( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageFlipHorizontal( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageFlipHorizontal( image ); @@ -664,8 +664,8 @@ int ltexturesImageFlipHorizontal( lua_State *L ) { Rotate image by input angle in degrees (-359 to 359) */ -int ltexturesImageRotate( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageRotate( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int degrees = luaL_checkinteger( L, 2 ); ImageRotate( image, degrees ); @@ -678,8 +678,8 @@ int ltexturesImageRotate( lua_State *L ) { Rotate image clockwise 90deg */ -int ltexturesImageRotateCW( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageRotateCW( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageRotateCW( image ); @@ -691,8 +691,8 @@ int ltexturesImageRotateCW( lua_State *L ) { Rotate image counter-clockwise 90deg */ -int ltexturesImageRotateCCW( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageRotateCCW( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageRotateCCW( image ); @@ -704,8 +704,8 @@ int ltexturesImageRotateCCW( lua_State *L ) { Modify image color: tint */ -int ltexturesImageColorTint( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorTint( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color color = uluaGetColor( L, 2 ); ImageColorTint( image, color ); @@ -718,8 +718,8 @@ int ltexturesImageColorTint( lua_State *L ) { Modify image color: invert */ -int ltexturesImageColorInvert( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorInvert( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageColorInvert( image ); @@ -731,8 +731,8 @@ int ltexturesImageColorInvert( lua_State *L ) { Modify image color: grayscale */ -int ltexturesImageColorGrayscale( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorGrayscale( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageColorGrayscale( image ); @@ -744,8 +744,8 @@ int ltexturesImageColorGrayscale( lua_State *L ) { Modify image color: contrast (-100 to 100) */ -int ltexturesImageColorContrast( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorContrast( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); float contrast = luaL_checkinteger( L, 2 ); ImageColorContrast( image, contrast ); @@ -758,8 +758,8 @@ int ltexturesImageColorContrast( lua_State *L ) { Modify image color: brightness (-255 to 255) */ -int ltexturesImageColorBrightness( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorBrightness( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int brightness = luaL_checkinteger( L, 2 ); ImageColorBrightness( image, brightness ); @@ -772,8 +772,8 @@ int ltexturesImageColorBrightness( lua_State *L ) { Modify image color: replace color */ -int ltexturesImageColorReplace( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorReplace( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color color = uluaGetColor( L, 2 ); Color replace = uluaGetColor( L, 3 ); @@ -789,11 +789,11 @@ Load color data from image as a Color array (RGBA - 32bit) - Success return Color{} */ -int ltexturesLoadImageColors( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesLoadImageColors( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int colorCount = image->width * image->height; - Color *colors = LoadImageColors( *image ); + Color* colors = LoadImageColors( *image ); lua_createtable( L, colorCount, 0 ); @@ -813,12 +813,12 @@ Load colors palette from image as a Color array (RGBA - 32bit) - Success return Color{} */ -int ltexturesLoadImagePalette( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesLoadImagePalette( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int maxPaletteSize = luaL_checkinteger( L, 2 ); int colorCount = 0; - Color *colors = LoadImagePalette( *image, maxPaletteSize, &colorCount ); + Color* colors = LoadImagePalette( *image, maxPaletteSize, &colorCount ); lua_createtable( L, colorCount, 0 ); @@ -838,8 +838,8 @@ Get image alpha border rectangle - Success return Rectangle */ -int ltexturesGetImageAlphaBorder( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageAlphaBorder( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); float threshold = luaL_checknumber( L, 2 ); uluaPushRectangle( L, GetImageAlphaBorder( *image, threshold ) ); @@ -854,8 +854,8 @@ Get image pixel color at (x, y) position - Success return Color */ -int ltexturesGetImageColor( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageColor( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 pixelPos = uluaGetVector2( L, 2 ); uluaPushColor( L, GetImageColor( *image, pixelPos.x, pixelPos.y ) ); @@ -874,8 +874,8 @@ Get image data as Buffer - Success return Buffer */ -int ltexturesGetImageData( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageData( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Buffer buffer = (Buffer){ .type = BUFFER_UNSIGNED_CHAR, @@ -896,8 +896,8 @@ Get image size - Success return Vector2 */ -int ltexturesGetImageSize( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageSize( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); uluaPushVector2( L, (Vector2){ image->width, image->height } ); @@ -911,8 +911,8 @@ Get image mipmaps. Mipmap levels, 1 by default - Success return int */ -int ltexturesGetImageMipmaps( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageMipmaps( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); lua_pushinteger( L, image->mipmaps ); @@ -926,8 +926,8 @@ Get image data format (PixelFormat type) - Success return int */ -int ltexturesGetImageFormat( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageFormat( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); lua_pushinteger( L, image->format ); @@ -943,8 +943,8 @@ int ltexturesGetImageFormat( lua_State *L ) { Clear image background with given color */ -int ltexturesImageClearBackground( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageClearBackground( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color color = uluaGetColor( L, 2 ); ImageClearBackground( image, color ); @@ -957,8 +957,8 @@ int ltexturesImageClearBackground( lua_State *L ) { Draw pixel within an image */ -int ltexturesImageDrawPixel( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawPixel( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 position = uluaGetVector2( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -972,8 +972,8 @@ int ltexturesImageDrawPixel( lua_State *L ) { Draw line within an image */ -int ltexturesImageDrawLine( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawLine( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 start = uluaGetVector2( L, 2 ); Vector2 end = uluaGetVector2( L, 3 ); Color color = uluaGetColor( L, 4 ); @@ -988,8 +988,8 @@ int ltexturesImageDrawLine( lua_State *L ) { Draw circle within an image */ -int ltexturesImageDrawCircle( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawCircle( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 center = uluaGetVector2( L, 2 ); int radius = luaL_checkinteger( L, 3 ); Color color = uluaGetColor( L, 4 ); @@ -1004,8 +1004,8 @@ int ltexturesImageDrawCircle( lua_State *L ) { Draw circle outline within an image */ -int ltexturesImageDrawCircleLines( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawCircleLines( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 center = uluaGetVector2( L, 2 ); int radius = luaL_checkinteger( L, 3 ); Color color = uluaGetColor( L, 4 ); @@ -1020,8 +1020,8 @@ int ltexturesImageDrawCircleLines( lua_State *L ) { Draw rectangle within an image */ -int ltexturesImageDrawRectangle( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawRectangle( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -1035,8 +1035,8 @@ int ltexturesImageDrawRectangle( lua_State *L ) { Draw rectangle lines within an image */ -int ltexturesImageDrawRectangleLines( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawRectangleLines( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); int thick = luaL_checkinteger( L, 3 ); Color color = uluaGetColor( L, 4 ); @@ -1051,9 +1051,9 @@ int ltexturesImageDrawRectangleLines( lua_State *L ) { Draw a source image within a destination image (Tint applied to source) */ -int ltexturesImageDraw( lua_State *L ) { - Image *imageDstId = uluaGetImage( L, 1 ); - Image *imageSrcId = uluaGetImage( L, 2 ); +int ltexturesImageDraw( lua_State* L ) { + Image* imageDstId = uluaGetImage( L, 1 ); + Image* imageSrcId = uluaGetImage( L, 2 ); Rectangle srcRec = uluaGetRectangle( L, 3 ); Rectangle dstRec = uluaGetRectangle( L, 4 ); Color tint = uluaGetColor( L, 5 ); @@ -1068,9 +1068,9 @@ int ltexturesImageDraw( lua_State *L ) { Draw text (Custom sprite font) within an image (Destination) */ -int ltexturesImageDrawTextEx( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); - Font *font = uluaGetFont( L, 2 ); +int ltexturesImageDrawTextEx( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); + Font* font = uluaGetFont( L, 2 ); Vector2 position = uluaGetVector2( L, 4 ); float fontSize = luaL_checknumber( L, 5 ); float spacing = luaL_checknumber( L, 6 ); @@ -1092,7 +1092,7 @@ Get default texture. Return as lightuserdata - Success return Texture */ -int ltexturesGetTextureDefault( lua_State *L ) { +int ltexturesGetTextureDefault( lua_State* L ) { lua_pushlightuserdata( L, &state->defaultTexture ); return 1; @@ -1106,7 +1106,7 @@ Load texture from file into GPU memory ( VRAM ) - Failure return nil - Success return Texture */ -int ltexturesLoadTexture( lua_State *L ) { +int ltexturesLoadTexture( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushTexture( L, LoadTexture( lua_tostring( L, 1 ) ) ); @@ -1125,8 +1125,8 @@ Load texture from image data - Success return Texture */ -int ltexturesLoadTextureFromImage( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesLoadTextureFromImage( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); uluaPushTexture( L, LoadTextureFromImage( *image ) ); @@ -1140,8 +1140,8 @@ Load cubemap from image, multiple image cubemap layouts supported - Success return Texture */ -int ltexturesLoadTextureCubemap( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesLoadTextureCubemap( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int layout = luaL_checkinteger( L, 2 ); uluaPushTexture( L, LoadTextureCubemap( *image, layout ) ); @@ -1156,7 +1156,7 @@ Load Texture from data - Success return Texture */ -int ltexturesLoadTextureFromData( lua_State *L ) { +int ltexturesLoadTextureFromData( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); Texture texture = { 0 }; @@ -1194,7 +1194,7 @@ Load texture for rendering (framebuffer) - Success return RenderTexture */ -int ltexturesLoadRenderTexture( lua_State *L ) { +int ltexturesLoadRenderTexture( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); uluaPushRenderTexture( L, LoadRenderTexture( (int)size.x, (int)size.y ) ); @@ -1209,7 +1209,7 @@ Load RenderTexture from data (framebuffer) - Success return RenderTexture */ -int ltexturesLoadRenderTextureFromData( lua_State *L ) { +int ltexturesLoadRenderTextureFromData( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); RenderTexture renTexture = { 0 }; @@ -1222,11 +1222,11 @@ int ltexturesLoadRenderTextureFromData( lua_State *L ) { renTexture.id = (unsigned int)luaL_checkinteger( L, -1 ); } else if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) { - Texture *texture = uluaGetTexture( L, -1 ); + Texture* texture = uluaGetTexture( L, -1 ); renTexture.texture = *texture; } else if ( strcmp( "depth", (char*)lua_tostring( L, -2 ) ) == 0 ) { - Texture *depth = uluaGetTexture( L, -1 ); + Texture* depth = uluaGetTexture( L, -1 ); renTexture.depth = *depth; } lua_pop( L, 1 ); @@ -1243,8 +1243,8 @@ Check if a texture is ready - Success return bool */ -int ltexturesIsTextureReady( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesIsTextureReady( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); lua_pushboolean( L, IsTextureReady( *texture ) ); @@ -1256,8 +1256,8 @@ int ltexturesIsTextureReady( lua_State *L ) { Unload texture from GPU memory (VRAM) */ -int ltextureUnloadTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltextureUnloadTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); UnloadTexture( *texture ); @@ -1271,8 +1271,8 @@ Check if a render texture is ready - Success return bool */ -int ltexturesIsRenderTextureReady( lua_State *L ) { - RenderTexture *target = uluaGetRenderTexture( L, 1 ); +int ltexturesIsRenderTextureReady( lua_State* L ) { + RenderTexture* target = uluaGetRenderTexture( L, 1 ); lua_pushboolean( L, IsRenderTextureReady( *target ) ); @@ -1284,8 +1284,8 @@ int ltexturesIsRenderTextureReady( lua_State *L ) { Unload render texture from GPU memory (VRAM) */ -int ltextureUnloadRenderTexture( lua_State *L ) { - RenderTexture *target = uluaGetRenderTexture( L, 1 ); +int ltextureUnloadRenderTexture( lua_State* L ) { + RenderTexture* target = uluaGetRenderTexture( L, 1 ); UnloadRenderTexture( *target ); @@ -1298,11 +1298,11 @@ int ltextureUnloadRenderTexture( lua_State *L ) { Update GPU texture with new data NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format */ -int ltexturesUpdateTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesUpdateTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); size_t len = uluaGetTableLen( L, 2 ); - unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) ); + unsigned char* pixels = malloc( len * 4 * sizeof( unsigned char ) ); int t = lua_gettop( L ); unsigned int i = 0; @@ -1336,12 +1336,12 @@ int ltexturesUpdateTexture( lua_State *L ) { Update GPU texture rectangle with new data. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format */ -int ltexturesUpdateTextureRec( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesUpdateTextureRec( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); size_t len = uluaGetTableLen( L, 3 ); - unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) ); + unsigned char* pixels = malloc( len * 4 * sizeof( unsigned char ) ); int t = lua_gettop( L ); unsigned int i = 0; @@ -1380,8 +1380,8 @@ int ltexturesUpdateTextureRec( lua_State *L ) { Generate GPU mipmaps for a texture */ -int ltexturesGenTextureMipmaps( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGenTextureMipmaps( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); GenTextureMipmaps( texture ); @@ -1393,8 +1393,8 @@ int ltexturesGenTextureMipmaps( lua_State *L ) { Set texture scaling filter mode (TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR...) */ -int ltexturesSetTextureFilter( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesSetTextureFilter( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); int filter = luaL_checkinteger( L, 2 ); SetTextureFilter( *texture, filter ); @@ -1407,8 +1407,8 @@ int ltexturesSetTextureFilter( lua_State *L ) { Set texture wrapping mode (TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP...) */ -int ltexturesSetTextureWrap( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesSetTextureWrap( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); int wrap = luaL_checkinteger( L, 2 ); SetTextureWrap( *texture, wrap ); @@ -1423,8 +1423,8 @@ Get OpenGL texture id - Success return int */ -int ltexturesGetTextureId( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGetTextureId( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); lua_pushinteger( L, texture->id ); @@ -1438,8 +1438,8 @@ Get texture size - Success return Vector2 */ -int ltexturesGetTextureSize( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGetTextureSize( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); uluaPushVector2( L, (Vector2){ texture->width, texture->height } ); @@ -1453,8 +1453,8 @@ Get texture mipmaps. Mipmap levels, 1 by default - Success return int */ -int ltexturesGetTextureMipmaps( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGetTextureMipmaps( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); lua_pushinteger( L, texture->mipmaps ); @@ -1468,8 +1468,8 @@ Get texture data format (PixelFormat type) - Success return int */ -int ltexturesGetTextureFormat( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGetTextureFormat( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); lua_pushinteger( L, texture->format ); @@ -1485,8 +1485,8 @@ int ltexturesGetTextureFormat( lua_State *L ) { Draw a Texture2D */ -int ltexturesDrawTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesDrawTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Vector2 pos = uluaGetVector2( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -1499,8 +1499,8 @@ int ltexturesDrawTexture( lua_State *L ) { Draw a part of a texture defined by a rectangle */ -int ltexturesDrawTextureRec( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesDrawTextureRec( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Rectangle srcRect = uluaGetRectangle( L, 2 ); Vector2 pos = uluaGetVector2( L, 3 ); Color tint = uluaGetColor( L, 4 ); @@ -1514,8 +1514,8 @@ int ltexturesDrawTextureRec( lua_State *L ) { Draw a part of a texture defined by a rectangle with "pro" parameters */ -int ltexturesDrawTexturePro( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesDrawTexturePro( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Rectangle srcRect = uluaGetRectangle( L, 2 ); Rectangle dstRect = uluaGetRectangle( L, 3 ); Vector2 origin = uluaGetVector2( L, 4 ); @@ -1532,8 +1532,8 @@ int ltexturesDrawTexturePro( lua_State *L ) { Draws a texture (or part of it) that stretches or shrinks nicely */ -int ltexturesDrawTextureNPatch( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesDrawTextureNPatch( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); NPatchInfo nPatchInfo = uluaGetNPatchInfo( L, 2 ); Rectangle dest = uluaGetRectangle( L, 3 ); Vector2 origin = uluaGetVector2( L, 4 ); @@ -1586,8 +1586,8 @@ inline static void drawNPatchArea( Vector4 src, Vector4 dst, Vector2 texSize ) { } } -int ltexturesDrawTextureNPatchRepeat( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesDrawTextureNPatchRepeat( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); NPatchInfo nPatchInfo = uluaGetNPatchInfo( L, 2 ); Rectangle dest = uluaGetRectangle( L, 3 ); Vector2 origin = uluaGetVector2( L, 4 ); @@ -1774,8 +1774,8 @@ Get OpenGL framebuffer object id - Success return int */ -int ltexturesGetRenderTextureId( lua_State *L ) { - RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 ); +int ltexturesGetRenderTextureId( lua_State* L ) { + RenderTexture* renderTexture = uluaGetRenderTexture( L, 1 ); lua_pushinteger( L, renderTexture->id ); @@ -1789,8 +1789,8 @@ Get color buffer attachment texture. Returns as lightuserdata - Success return Texture */ -int ltexturesGetRenderTextureTexture( lua_State *L ) { - RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 ); +int ltexturesGetRenderTextureTexture( lua_State* L ) { + RenderTexture* renderTexture = uluaGetRenderTexture( L, 1 ); lua_pushlightuserdata( L, &renderTexture->texture ); @@ -1804,8 +1804,8 @@ Get depth buffer attachment texture. Returns as lightuserdata - Success return Texture */ -int ltexturesGetRenderTextureDepthTexture( lua_State *L ) { - RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 ); +int ltexturesGetRenderTextureDepthTexture( lua_State* L ) { + RenderTexture* renderTexture = uluaGetRenderTexture( L, 1 ); lua_pushlightuserdata( L, &renderTexture->depth ); @@ -1823,7 +1823,7 @@ Returns color with alpha applied, alpha goes from 0.0f to 1.0f - Success return Color */ -int ltexturesFade( lua_State *L ) { +int ltexturesFade( lua_State* L ) { Color color = uluaGetColor( L, 1 ); float alpha = luaL_checknumber( L, 2 ); @@ -1839,7 +1839,7 @@ Returns hexadecimal value for a Color - Success return int */ -int ltexturesColorToInt( lua_State *L ) { +int ltexturesColorToInt( lua_State* L ) { Color color = uluaGetColor( L, 1 ); lua_pushinteger( L, ColorToInt( color ) ); @@ -1854,7 +1854,7 @@ Returns Color normalized as float [0..1] - Success return Vector4 */ -int ltexturesColorNormalize( lua_State *L ) { +int ltexturesColorNormalize( lua_State* L ) { Color color = uluaGetColor( L, 1 ); uluaPushVector4( L, ColorNormalize( color ) ); @@ -1869,7 +1869,7 @@ Color from normalized values [0..1] - Success return Color */ -int ltexturesColorFromNormalized( lua_State *L ) { +int ltexturesColorFromNormalized( lua_State* L ) { Vector4 normalized = uluaGetVector4( L, 1 ); uluaPushColor( L, ColorFromNormalized( normalized ) ); @@ -1884,7 +1884,7 @@ Returns HSV values for a Color, hue [0..360], saturation/value [0..1] - Success return Vector3 */ -int ltexturesColorToHSV( lua_State *L ) { +int ltexturesColorToHSV( lua_State* L ) { Color color = uluaGetColor( L, 1 ); uluaPushVector3( L, ColorToHSV( color ) ); @@ -1899,7 +1899,7 @@ Returns a Color from HSV values, hue [0..360], saturation/value [0..1] - Success return Color */ -int ltexturesColorFromHSV( lua_State *L ) { +int ltexturesColorFromHSV( lua_State* L ) { float hue = luaL_checknumber( L, 1 ); float saturation = luaL_checknumber( L, 2 ); float value = luaL_checknumber( L, 3 ); @@ -1916,7 +1916,7 @@ Get color multiplied with another color - Success return Color */ -int ltexturesColorTint( lua_State *L ) { +int ltexturesColorTint( lua_State* L ) { Color color = uluaGetColor( L, 1 ); Color tint = uluaGetColor( L, 2 ); @@ -1932,7 +1932,7 @@ Get color with brightness correction, brightness factor goes from -1.0f to 1.0f - Success return Color */ -int ltexturesColorBrightness( lua_State *L ) { +int ltexturesColorBrightness( lua_State* L ) { Color color = uluaGetColor( L, 1 ); float factor = luaL_checknumber( L, 2 ); @@ -1948,7 +1948,7 @@ Get color with contrast correction, contrast values between -1.0f and 1.0f - Success return Color */ -int ltexturesColorContrast( lua_State *L ) { +int ltexturesColorContrast( lua_State* L ) { Color color = uluaGetColor( L, 1 ); float contrast = luaL_checknumber( L, 2 ); @@ -1964,7 +1964,7 @@ Returns color with alpha applied, alpha goes from 0.0f to 1.0f - Success return Color */ -int ltexturesColorAlpha( lua_State *L ) { +int ltexturesColorAlpha( lua_State* L ) { Color color = uluaGetColor( L, 1 ); float alpha = luaL_checknumber( L, 2 ); @@ -1980,7 +1980,7 @@ Returns src alpha-blended into dst color with tint - Success return Color */ -int ltexturesColorAlphaBlend( lua_State *L ) { +int ltexturesColorAlphaBlend( lua_State* L ) { Color dst = uluaGetColor( L, 1 ); Color src = uluaGetColor( L, 2 ); Color tint = uluaGetColor( L, 3 ); @@ -1997,7 +1997,7 @@ Get Color structure from hexadecimal value - Success return Color */ -int ltexturesGetColor( lua_State *L ) { +int ltexturesGetColor( lua_State* L ) { unsigned int hexValue = (unsigned int)luaL_checkinteger( L, 1 ); uluaPushColor( L, GetColor( hexValue ) ); @@ -2012,8 +2012,8 @@ Get pixel color from source texture - Success return Color */ -int ltexturesGetPixelColor( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGetPixelColor( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Vector2 pos = uluaGetVector2( L, 2 ); Image srcImage = LoadImageFromTexture( *texture ); @@ -2030,7 +2030,7 @@ Get pixel data size in bytes for certain format - Success return int */ -int ltexturesGetPixelDataSize( lua_State *L ) { +int ltexturesGetPixelDataSize( lua_State* L ) { int width = luaL_checkinteger( L, 1 ); int height = luaL_checkinteger( L, 2 ); int format = luaL_checkinteger( L, 3 ); |
