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authorjussi2024-02-18 19:46:50 +0200
committerjussi2024-02-18 19:46:50 +0200
commit836c9d1d0005c32714c89b3adecbb232472b494a (patch)
tree885fcafb39079e83fbc7f66b5b4b2b2dc77aa321 /include/lua_core.h
parent9b27daefc225752f3f24ea862e9c2be13f8addf6 (diff)
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Pointer variable declaration style change.
Diffstat (limited to 'include/lua_core.h')
-rw-r--r--include/lua_core.h140
1 files changed, 70 insertions, 70 deletions
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 );