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authorjussi2024-02-18 19:46:50 +0200
committerjussi2024-02-18 19:46:50 +0200
commit836c9d1d0005c32714c89b3adecbb232472b494a (patch)
tree885fcafb39079e83fbc7f66b5b4b2b2dc77aa321 /src/core.c
parent9b27daefc225752f3f24ea862e9c2be13f8addf6 (diff)
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Pointer variable declaration style change.
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c620
1 files changed, 310 insertions, 310 deletions
diff --git a/src/core.c b/src/core.c
index aecf9e3..e9c93ba 100644
--- a/src/core.c
+++ b/src/core.c
@@ -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 );