diff options
| author | jussi | 2023-10-30 00:04:11 +0200 |
|---|---|---|
| committer | jussi | 2023-10-30 00:04:11 +0200 |
| commit | d287078c658d26d41a28f92b62b023048c5503ce (patch) | |
| tree | fb045110fde9329782d21324cc7a9092128a1126 /src/core.c | |
| parent | 992310fb90832ddf493ec33f1099dbbf3e0987f3 (diff) | |
| download | reilua-enhanced-d287078c658d26d41a28f92b62b023048c5503ce.tar.gz reilua-enhanced-d287078c658d26d41a28f92b62b023048c5503ce.tar.bz2 reilua-enhanced-d287078c658d26d41a28f92b62b023048c5503ce.zip | |
Userdata objects can be referenced with lightuserdata.
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 104 |
1 files changed, 52 insertions, 52 deletions
@@ -258,7 +258,7 @@ int lcoreIsWindowResized( lua_State *L ) { Set icon for window (Only PLATFORM_DESKTOP) */ int lcoreSetWindowIcon( lua_State *L ) { - Image *image = luaL_checkudata( L, 1, "Image" ); + Image *image = uluaGetImage( L, 1 ); SetWindowIcon( *image ); @@ -867,7 +867,7 @@ int lcoreLoadShaderFromMemory( lua_State *L ) { Begin custom shader drawing */ int lcoreBeginShaderMode( lua_State *L ) { - Shader *shader = luaL_checkudata( L, 1, "Shader" ); + Shader *shader = uluaGetShader( L, 1 ); BeginShaderMode( *shader ); @@ -893,7 +893,7 @@ Get shader uniform location - Success return int */ int lcoreGetShaderLocation( lua_State *L ) { - Shader *shader = luaL_checkudata( L, 1, "Shader" ); + Shader *shader = uluaGetShader( L, 1 ); lua_pushinteger( L, GetShaderLocation( *shader, luaL_checkstring( L, 2 ) ) ); @@ -908,7 +908,7 @@ Get shader attribute location - Success return int */ int lcoreGetShaderLocationAttrib( lua_State *L ) { - Shader *shader = luaL_checkudata( L, 1, "Shader" ); + Shader *shader = uluaGetShader( L, 1 ); lua_pushinteger( L, GetShaderLocationAttrib( *shader, luaL_checkstring( L, 2 ) ) ); @@ -921,7 +921,7 @@ int lcoreGetShaderLocationAttrib( lua_State *L ) { Set shader location index */ int lcoreSetShaderLocationIndex( lua_State *L ) { - Shader *shader = luaL_checkudata( L, 1, "Shader" ); + Shader *shader = uluaGetShader( L, 1 ); int shaderLocationIndex = luaL_checkinteger( L, 2 ); int location = luaL_checkinteger( L, 3 ); @@ -938,7 +938,7 @@ Get shader location index - Success return int */ int lcoreGetShaderLocationIndex( lua_State *L ) { - Shader *shader = luaL_checkudata( L, 1, "Shader" ); + Shader *shader = uluaGetShader( L, 1 ); int shaderLocationIndex = luaL_checkinteger( L, 2 ); lua_pushinteger( L, shader->locs[ shaderLocationIndex ] ); @@ -952,7 +952,7 @@ int lcoreGetShaderLocationIndex( lua_State *L ) { Set shader uniform value (matrix 4x4) */ int lcoreSetShaderValueMatrix( lua_State *L ) { - Shader *shader = luaL_checkudata( L, 1, "Shader" ); + Shader *shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); Matrix mat = uluaGetMatrixIndex( L, 3 ); @@ -967,9 +967,9 @@ int lcoreSetShaderValueMatrix( lua_State *L ) { Set shader uniform value for texture (sampler2d) */ int lcoreSetShaderValueTexture( lua_State *L ) { - Shader *shader = luaL_checkudata( L, 1, "Shader" ); + Shader *shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); - Texture *texture = luaL_checkudata( L, 3, "Texture" ); + Texture *texture = uluaGetTexture( L, 3 ); SetShaderValueTexture( *shader, locIndex, *texture ); @@ -983,7 +983,7 @@ Set shader uniform value NOTE: Even one value should be in table */ int lcoreSetShaderValue( lua_State *L ) { - Shader *shader = luaL_checkudata( L, 1, "Shader" ); + Shader *shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); size_t valueCount = uluaGetTableLenIndex( L, 3 ); int uniformType = luaL_checkinteger( L, 4 ); @@ -1025,7 +1025,7 @@ Set shader uniform value vector NOTE: Even one value should be in table */ int lcoreSetShaderValueV( lua_State *L ) { - Shader *shader = luaL_checkudata( L, 1, "Shader" ); + Shader *shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); size_t valueCount = uluaGetTableLenIndex( L, 3 ); int uniformType = luaL_checkinteger( L, 4 ); @@ -1933,7 +1933,7 @@ int lcoreCreateCamera2D( lua_State *L ) { Begin 2D mode with custom camera (2D) */ int lcoreBeginMode2D( lua_State *L ) { - Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 1 ); BeginMode2D( *camera ); @@ -1957,7 +1957,7 @@ int lcoreEndMode2D( lua_State *L ) { Set camera target (rotation and zoom origin) */ int lcoreSetCamera2DTarget( lua_State *L ) { - Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 1 ); Vector2 target = uluaGetVector2Index( L, 2 ); camera->target = target; @@ -1971,7 +1971,7 @@ int lcoreSetCamera2DTarget( lua_State *L ) { Set camera offset (displacement from target) */ int lcoreSetCamera2DOffset( lua_State *L ) { - Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 1 ); Vector2 offset = uluaGetVector2Index( L, 2 ); camera->offset = offset; @@ -1985,7 +1985,7 @@ int lcoreSetCamera2DOffset( lua_State *L ) { Set camera rotation in degrees */ int lcoreSetCamera2DRotation( lua_State *L ) { - Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 1 ); float rotation = luaL_checknumber( L, 2 ); camera->rotation = rotation; @@ -1999,7 +1999,7 @@ int lcoreSetCamera2DRotation( lua_State *L ) { Set camera zoom (scaling), should be 1.0f by default */ int lcoreSetCamera2DZoom( lua_State *L ) { - Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 1 ); float zoom = luaL_checknumber( L, 2 ); camera->zoom = zoom; @@ -2015,7 +2015,7 @@ Get camera2D target - Success return Vector2 */ int lcoreGetCamera2DTarget( lua_State *L ) { - Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 1 ); uluaPushVector2( L, camera->target ); @@ -2030,7 +2030,7 @@ Get camera2D offset - Success return Vector2 */ int lcoreGetCamera2DOffset( lua_State *L ) { - Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 1 ); uluaPushVector2( L, camera->offset ); return 1; @@ -2044,7 +2044,7 @@ Get camera2D rotation - Success return float */ int lcoreGetCamera2DRotation( lua_State *L ) { - Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 1 ); lua_pushnumber( L, camera->rotation ); return 1; @@ -2058,7 +2058,7 @@ Get camera2D zoom - Success return float */ int lcoreGetCamera2DZoom( lua_State *L ) { - Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 1 ); lua_pushnumber( L, camera->zoom ); return 1; @@ -2095,7 +2095,7 @@ int lcoreCreateCamera3D( lua_State *L ) { Begin 3D mode with custom camera (3D) */ int lcoreBeginMode3D( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); BeginMode3D( *camera ); @@ -2119,7 +2119,7 @@ int lcoreEndMode3D( lua_State *L ) { Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes) */ int lcoreSetCamera3DPosition( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); Vector3 pos = uluaGetVector3Index( L, 2 ); camera->position = pos; @@ -2133,7 +2133,7 @@ int lcoreSetCamera3DPosition( lua_State *L ) { Set camera target it looks-at */ int lcoreSetCamera3DTarget( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); Vector3 target = uluaGetVector3Index( L, 2 ); camera->target = target; @@ -2147,7 +2147,7 @@ int lcoreSetCamera3DTarget( lua_State *L ) { Set camera up vector (Rotation over it's axis) */ int lcoreSetCamera3DUp( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); Vector3 up = uluaGetVector3Index( L, 2 ); camera->up = up; @@ -2161,7 +2161,7 @@ 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 = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); float fovy = luaL_checknumber( L, 2 ); camera->fovy = fovy; @@ -2175,7 +2175,7 @@ int lcoreSetCamera3DFovy( lua_State *L ) { Set camera projection mode (CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC) */ int lcoreSetCamera3DProjection( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); int projection = luaL_checkinteger( L, 2 ); camera->projection = projection; @@ -2191,7 +2191,7 @@ Get camera position - Success return Vector3 */ int lcoreGetCamera3DPosition( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, camera->position ); @@ -2206,7 +2206,7 @@ Get camera target it looks-at - Success return Vector3 */ int lcoreGetCamera3DTarget( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, camera->target ); @@ -2221,7 +2221,7 @@ Get camera up vector (Rotation over it's axis) - Success return Vector3 */ int lcoreGetCamera3DUp( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, camera->up ); @@ -2236,7 +2236,7 @@ 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 = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); lua_pushnumber( L, camera->fovy ); @@ -2251,7 +2251,7 @@ Get camera projection mode - Success return int */ int lcoreGetCamera3DProjection( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); lua_pushinteger( L, camera->projection ); @@ -2266,7 +2266,7 @@ Returns the cameras forward vector (normalized) - Success return Vector3 */ int lcoreGetCamera3DForward( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, GetCameraForward( camera ) ); @@ -2282,7 +2282,7 @@ Note: The up vector might not be perpendicular to the forward vector - Success return Vector3 */ int lcoreGetCamera3DUpNormalized( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, GetCameraUp( camera ) ); @@ -2297,7 +2297,7 @@ Returns the cameras right vector (normalized) - Success return Vector3 */ int lcoreGetCamera3DRight( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); uluaPushVector3( L, GetCameraRight( camera ) ); @@ -2310,7 +2310,7 @@ int lcoreGetCamera3DRight( lua_State *L ) { Moves the camera in it's forward direction */ int lcoreCamera3DMoveForward( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); float distance = luaL_checknumber( L, 2 ); bool moveInWorldPlane = uluaGetBoolean( L, 3 ); @@ -2325,7 +2325,7 @@ int lcoreCamera3DMoveForward( lua_State *L ) { Moves the camera in it's up direction */ int lcoreCamera3DMoveUp( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); float distance = luaL_checknumber( L, 2 ); CameraMoveUp( camera, distance ); @@ -2339,7 +2339,7 @@ int lcoreCamera3DMoveUp( lua_State *L ) { Moves the camera target in it's current right direction */ int lcoreCamera3DMoveRight( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); float distance = luaL_checknumber( L, 2 ); bool moveInWorldPlane = uluaGetBoolean( L, 3 ); @@ -2354,7 +2354,7 @@ int lcoreCamera3DMoveRight( lua_State *L ) { Moves the camera position closer/farther to/from the camera target */ int lcoreCamera3DMoveToTarget( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); float delta = luaL_checknumber( L, 2 ); CameraMoveToTarget( camera, delta ); @@ -2371,7 +2371,7 @@ 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 = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); float delta = luaL_checknumber( L, 2 ); bool rotateAroundTarget = uluaGetBoolean( L, 3 ); @@ -2390,7 +2390,7 @@ Rotates the camera around it's right vector, pitch is "looking up and down" NOTE: angle must be provided in radians */ int lcoreCamera3DPitch( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); float delta = luaL_checknumber( L, 2 ); bool lockView = uluaGetBoolean( L, 3 ); bool rotateAroundTarget = uluaGetBoolean( L, 4 ); @@ -2409,7 +2409,7 @@ 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 = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); float angle = luaL_checknumber( L, 2 ); CameraRoll( camera, angle ); @@ -2425,7 +2425,7 @@ Returns the camera view matrix - Success return Matrix */ int lcoreGetCamera3DViewMatrix( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); uluaPushMatrix( L, GetCameraViewMatrix( camera ) ); @@ -2440,7 +2440,7 @@ Returns the camera projection matrix - Success return Matrix */ int lcoreGetCamera3DProjectionMatrix( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); float aspect = luaL_checknumber( L, 2 ); uluaPushMatrix( L, GetCameraProjectionMatrix( camera, aspect ) ); @@ -2454,7 +2454,7 @@ int lcoreGetCamera3DProjectionMatrix( lua_State *L ) { Update camera position for selected mode */ int lcoreUpdateCamera3D( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); int mode = luaL_checkinteger( L, 2 ); UpdateCamera( camera, mode ); @@ -2468,7 +2468,7 @@ int lcoreUpdateCamera3D( lua_State *L ) { Update camera movement, movement/rotation values should be provided by user */ int lcoreUpdateCamera3DPro( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); Vector3 movement = uluaGetVector3Index( L, 2 ); Vector3 rotation = uluaGetVector3Index( L, 3 ); float zoom = luaL_checknumber( L, 4 ); @@ -2491,7 +2491,7 @@ Get a ray trace from mouse position */ int lcoreGetMouseRay( lua_State *L ) { Vector2 mousePosition = uluaGetVector2Index( L, 1 ); - Camera3D *camera = luaL_checkudata( L, 2, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 2 ); uluaPushRay( L, GetMouseRay( mousePosition, *camera ) ); @@ -2506,7 +2506,7 @@ Get camera transform matrix (view matrix) - Success return Matrix */ int lcoreGetCameraMatrix( lua_State *L ) { - Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 1 ); uluaPushMatrix( L, GetCameraMatrix( *camera ) ); @@ -2521,7 +2521,7 @@ Get camera 2d transform matrix - Success return Matrix */ int lcoreGetCameraMatrix2D( lua_State *L ) { - Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 1 ); uluaPushMatrix( L, GetCameraMatrix2D( *camera ) ); @@ -2537,7 +2537,7 @@ Get the screen space position for a 3d world space position */ int lcoreGetWorldToScreen( lua_State *L ) { Vector3 position = uluaGetVector3Index( L, 1 ); - Camera3D *camera = luaL_checkudata( L, 2, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 2 ); uluaPushVector2( L, GetWorldToScreen( position, *camera ) ); @@ -2553,7 +2553,7 @@ Get size position for a 3d world space position */ int lcoreGetWorldToScreenEx( lua_State *L ) { Vector3 position = uluaGetVector3Index( L, 1 ); - Camera3D *camera = luaL_checkudata( L, 2, "Camera3D" ); + Camera3D *camera = uluaGetCamera3D( L, 2 ); Vector2 size = uluaGetVector2Index( L, 3 ); uluaPushVector2( L, GetWorldToScreenEx( position, *camera, size.x, size.y ) ); @@ -2570,7 +2570,7 @@ Get the screen space position for a 2d camera world space position */ int lcoreGetWorldToScreen2D( lua_State *L ) { Vector2 position = uluaGetVector2Index( L, 1 ); - Camera2D *camera = luaL_checkudata( L, 2, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 2 ); uluaPushVector2( L, GetWorldToScreen2D( position, *camera ) ); @@ -2586,7 +2586,7 @@ Get the world space position for a 2d camera screen space position */ int lcoreGetScreenToWorld2D( lua_State *L ) { Vector2 position = uluaGetVector2Index( L, 1 ); - Camera2D *camera = luaL_checkudata( L, 2, "Camera2D" ); + Camera2D *camera = uluaGetCamera2D( L, 2 ); uluaPushVector2( L, GetScreenToWorld2D( position, *camera ) ); |
