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authorjussi2023-10-31 17:15:48 +0200
committerjussi2023-10-31 17:15:48 +0200
commitb9903277bcea27a26fe591d10bdfcc4c2dc03654 (patch)
tree3f0ef10571764a11b686cea427a2c490c37cc58e /src/core.c
parentbe39fd96344ee1f4f85ac5c63b4e5f9daf6e5171 (diff)
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Merged uluaGet*Index functions to uluaGet* functions.
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c56
1 files changed, 28 insertions, 28 deletions
diff --git a/src/core.c b/src/core.c
index 28b531d..ea29083 100644
--- a/src/core.c
+++ b/src/core.c
@@ -105,7 +105,7 @@ int lcoreSetWindowMonitor( lua_State *L ) {
Set window position on screen
*/
int lcoreSetWindowPosition( lua_State *L ) {
- Vector2 pos = uluaGetVector2Index( L, 1 );
+ Vector2 pos = uluaGetVector2( L, 1 );
SetWindowPosition( pos.x, pos.y );
@@ -118,7 +118,7 @@ int lcoreSetWindowPosition( lua_State *L ) {
Set window dimensions
*/
int lcoreSetWindowSize( lua_State *L ) {
- Vector2 size = uluaGetVector2Index( L, 1 );
+ Vector2 size = uluaGetVector2( L, 1 );
SetWindowSize( (int)size.x, (int)size.y );
@@ -157,7 +157,7 @@ int lcoreGetWindowHandle( lua_State *L ) {
Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
*/
int lcoreSetWindowMinSize( lua_State *L ) {
- Vector2 size = uluaGetVector2Index( L, 1 );
+ Vector2 size = uluaGetVector2( L, 1 );
SetWindowMinSize( (int)size.x, (int)size.y );
@@ -297,7 +297,7 @@ int lcoreSetWindowIcon( lua_State *L ) {
Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
*/
int lcoreSetWindowIcons( lua_State *L ) {
- int count = uluaGetTableLenIndex( L, 1 );
+ int count = uluaGetTableLen( L, 1 );
Image images[ count ];
int t = 1;
@@ -603,7 +603,7 @@ int lcoreLoadBuffer( lua_State *L ) {
int type = luaL_checkinteger( L, 2 );
Buffer buffer = { 0 };
- int len = uluaGetTableLenIndex( L, 1 );
+ int len = uluaGetTableLen( L, 1 );
switch ( type ) {
case BUFFER_UNSIGNED_CHAR:
@@ -771,7 +771,7 @@ int lcoreIsCursorOnScreen( lua_State *L ) {
Set background color (framebuffer clear color)
*/
int lcoreClearBackground( lua_State *L ) {
- Color color = uluaGetColorIndex( L, 1 );
+ Color color = uluaGetColor( L, 1 );
ClearBackground( color );
@@ -830,7 +830,7 @@ int lcoreEndBlendMode( lua_State *L ) {
Begin scissor mode (define screen area for following drawing)
*/
int lcoreBeginScissorMode( lua_State *L ) {
- Rectangle rect = uluaGetRectangleIndex( L, 1 );
+ Rectangle rect = uluaGetRectangle( L, 1 );
BeginScissorMode( rect.x, rect.y, rect.width, rect.height );
@@ -914,13 +914,13 @@ int lcoreLoadShaderFromMemory( lua_State *L ) {
char *fs = NULL;
if ( lua_isstring( L, 1 ) ) {
- size_t vsLen = uluaGetTableLenIndex( L, 1 ) + 1;
+ size_t vsLen = uluaGetTableLen( L, 1 ) + 1;
vs = malloc( vsLen * sizeof( char ) );
strcpy( vs, lua_tostring( L, 1 ) );
}
if ( lua_isstring( L, 2 ) ) {
- size_t fsLen = uluaGetTableLenIndex( L, 2 ) + 1;
+ size_t fsLen = uluaGetTableLen( L, 2 ) + 1;
fs = malloc( fsLen * sizeof( char ) );
strcpy( fs, lua_tostring( L, 2 ) );
@@ -1045,7 +1045,7 @@ Set shader uniform value (matrix 4x4)
int lcoreSetShaderValueMatrix( lua_State *L ) {
Shader *shader = uluaGetShader( L, 1 );
int locIndex = luaL_checkinteger( L, 2 );
- Matrix mat = uluaGetMatrixIndex( L, 3 );
+ Matrix mat = uluaGetMatrix( L, 3 );
SetShaderValueMatrix( *shader, locIndex, mat );
@@ -1076,7 +1076,7 @@ NOTE: Even one value should be in table
int lcoreSetShaderValue( lua_State *L ) {
Shader *shader = uluaGetShader( L, 1 );
int locIndex = luaL_checkinteger( L, 2 );
- size_t valueCount = uluaGetTableLenIndex( L, 3 );
+ size_t valueCount = uluaGetTableLen( L, 3 );
int uniformType = luaL_checkinteger( L, 4 );
/* Read values. */
@@ -1118,7 +1118,7 @@ NOTE: Even one value should be in table
int lcoreSetShaderValueV( lua_State *L ) {
Shader *shader = uluaGetShader( L, 1 );
int locIndex = luaL_checkinteger( L, 2 );
- size_t valueCount = uluaGetTableLenIndex( L, 3 );
+ size_t valueCount = uluaGetTableLen( L, 3 );
int uniformType = luaL_checkinteger( L, 4 );
int count = luaL_checkinteger( L, 5 );
@@ -1527,7 +1527,7 @@ int lcoreGetMouseDelta( lua_State *L ) {
Set mouse position XY
*/
int lcoreSetMousePosition( lua_State *L ) {
- Vector2 pos = uluaGetVector2Index( L, 1 );
+ Vector2 pos = uluaGetVector2( L, 1 );
SetMousePosition( pos.x, pos.y );
@@ -1540,7 +1540,7 @@ int lcoreSetMousePosition( lua_State *L ) {
Set mouse offset
*/
int lcoreSetMouseOffset( lua_State *L ) {
- Vector2 offset = uluaGetVector2Index( L, 1 );
+ Vector2 offset = uluaGetVector2( L, 1 );
SetMouseOffset( offset.x, offset.y );
@@ -1553,7 +1553,7 @@ int lcoreSetMouseOffset( lua_State *L ) {
Set mouse scaling
*/
int lcoreSetMouseScale( lua_State *L ) {
- Vector2 scale = uluaGetVector2Index( L, 1 );
+ Vector2 scale = uluaGetVector2( L, 1 );
SetMouseScale( scale.x, scale.y );
@@ -2062,7 +2062,7 @@ Set camera target (rotation and zoom origin)
*/
int lcoreSetCamera2DTarget( lua_State *L ) {
Camera2D *camera = uluaGetCamera2D( L, 1 );
- Vector2 target = uluaGetVector2Index( L, 2 );
+ Vector2 target = uluaGetVector2( L, 2 );
camera->target = target;
@@ -2076,7 +2076,7 @@ Set camera offset (displacement from target)
*/
int lcoreSetCamera2DOffset( lua_State *L ) {
Camera2D *camera = uluaGetCamera2D( L, 1 );
- Vector2 offset = uluaGetVector2Index( L, 2 );
+ Vector2 offset = uluaGetVector2( L, 2 );
camera->offset = offset;
@@ -2224,7 +2224,7 @@ Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes)
*/
int lcoreSetCamera3DPosition( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 );
- Vector3 pos = uluaGetVector3Index( L, 2 );
+ Vector3 pos = uluaGetVector3( L, 2 );
camera->position = pos;
@@ -2238,7 +2238,7 @@ Set camera target it looks-at
*/
int lcoreSetCamera3DTarget( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 );
- Vector3 target = uluaGetVector3Index( L, 2 );
+ Vector3 target = uluaGetVector3( L, 2 );
camera->target = target;
@@ -2252,7 +2252,7 @@ Set camera up vector (Rotation over it's axis)
*/
int lcoreSetCamera3DUp( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 );
- Vector3 up = uluaGetVector3Index( L, 2 );
+ Vector3 up = uluaGetVector3( L, 2 );
camera->up = up;
@@ -2573,8 +2573,8 @@ Update camera movement, movement/rotation values should be provided by user
*/
int lcoreUpdateCamera3DPro( lua_State *L ) {
Camera3D *camera = uluaGetCamera3D( L, 1 );
- Vector3 movement = uluaGetVector3Index( L, 2 );
- Vector3 rotation = uluaGetVector3Index( L, 3 );
+ Vector3 movement = uluaGetVector3( L, 2 );
+ Vector3 rotation = uluaGetVector3( L, 3 );
float zoom = luaL_checknumber( L, 4 );
UpdateCameraPro( camera, movement, rotation, zoom );
@@ -2594,7 +2594,7 @@ Get a ray trace from mouse position
- Success return Ray
*/
int lcoreGetMouseRay( lua_State *L ) {
- Vector2 mousePosition = uluaGetVector2Index( L, 1 );
+ Vector2 mousePosition = uluaGetVector2( L, 1 );
Camera3D *camera = uluaGetCamera3D( L, 2 );
uluaPushRay( L, GetMouseRay( mousePosition, *camera ) );
@@ -2640,7 +2640,7 @@ Get the screen space position for a 3d world space position
- Success return Vector2
*/
int lcoreGetWorldToScreen( lua_State *L ) {
- Vector3 position = uluaGetVector3Index( L, 1 );
+ Vector3 position = uluaGetVector3( L, 1 );
Camera3D *camera = uluaGetCamera3D( L, 2 );
uluaPushVector2( L, GetWorldToScreen( position, *camera ) );
@@ -2656,9 +2656,9 @@ Get size position for a 3d world space position
- Success return Vector2
*/
int lcoreGetWorldToScreenEx( lua_State *L ) {
- Vector3 position = uluaGetVector3Index( L, 1 );
+ Vector3 position = uluaGetVector3( L, 1 );
Camera3D *camera = uluaGetCamera3D( L, 2 );
- Vector2 size = uluaGetVector2Index( L, 3 );
+ Vector2 size = uluaGetVector2( L, 3 );
uluaPushVector2( L, GetWorldToScreenEx( position, *camera, size.x, size.y ) );
@@ -2673,7 +2673,7 @@ Get the screen space position for a 2d camera world space position
- Success return Vector2
*/
int lcoreGetWorldToScreen2D( lua_State *L ) {
- Vector2 position = uluaGetVector2Index( L, 1 );
+ Vector2 position = uluaGetVector2( L, 1 );
Camera2D *camera = uluaGetCamera2D( L, 2 );
uluaPushVector2( L, GetWorldToScreen2D( position, *camera ) );
@@ -2689,7 +2689,7 @@ Get the world space position for a 2d camera screen space position
- Success return Vector2
*/
int lcoreGetScreenToWorld2D( lua_State *L ) {
- Vector2 position = uluaGetVector2Index( L, 1 );
+ Vector2 position = uluaGetVector2( L, 1 );
Camera2D *camera = uluaGetCamera2D( L, 2 );
uluaPushVector2( L, GetScreenToWorld2D( position, *camera ) );