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-rw-r--r--API.md6
-rw-r--r--README.md6
-rw-r--r--ReiLua_API.lua4
-rw-r--r--changelog1
-rw-r--r--devnotes2
-rw-r--r--docgen.lua10
-rw-r--r--examples/2D_camera/main.lua10
-rw-r--r--examples/2D_lights/main.lua2
-rw-r--r--examples/ReiLuaGui_examples/main.lua6
-rw-r--r--examples/basic_lighting/main.lua4
-rw-r--r--examples/bunnymark/main.lua2
-rw-r--r--examples/draw_textured_polygon/main.lua2
-rw-r--r--examples/free_camera3d/main.lua4
-rw-r--r--examples/heightmap/main.lua4
-rw-r--r--examples/instancing/main.lua2
-rw-r--r--examples/iqm_test/main.lua2
-rw-r--r--examples/lightmap/main.lua4
-rw-r--r--examples/n-patches/main.lua2
-rw-r--r--examples/platformer/main.lua2
-rw-r--r--examples/pong/main.lua2
-rw-r--r--examples/ray/main.lua2
-rw-r--r--examples/raygui_examples/main.lua4
-rw-r--r--examples/raygui_extensions/main.lua4
-rw-r--r--examples/raygui_extensions/property_list.lua4
-rw-r--r--examples/raygui_extensions/sprite_button.lua4
-rw-r--r--examples/raygui_lib/main.lua4
-rw-r--r--examples/resources/lib/bitlib.lua2
-rw-r--r--examples/resources/lib/camera3d.lua2
-rw-r--r--examples/resources/lib/gui.lua8
-rw-r--r--examples/resources/lib/raygui.lua74
-rw-r--r--examples/snake/main.lua2
-rw-r--r--examples/window/main.lua2
-rw-r--r--include/lua_core.h2
-rw-r--r--src/lua_core.c4
-rw-r--r--src/main.c2
35 files changed, 99 insertions, 98 deletions
diff --git a/API.md b/API.md
index 4934bc4..b6323b7 100644
--- a/API.md
+++ b/API.md
@@ -2,7 +2,7 @@
## Functions
-Application needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where "main.lua" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.process', 'RL.draw', 'RL.event', 'RL.log', and 'RL.exit'.
+Application needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where "main.lua" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.update', 'RL.draw', 'RL.event', 'RL.log', and 'RL.exit'.
---
> function RL.init()
@@ -11,7 +11,7 @@ This function will be called first when 'main.lua' is found
---
-> function RL.process( delta )
+> function RL.update( delta )
This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'
@@ -19,7 +19,7 @@ This function will be called every frame during execution. It will get time dura
> function RL.draw()
-This function will be called every frame after process and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.
+This function will be called every frame after update and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.
---
diff --git a/README.md b/README.md
index 83ea956..1d4bdb4 100644
--- a/README.md
+++ b/README.md
@@ -2,7 +2,7 @@
## About
-Idea of this project was to bring the power and simplicity of Raylib to easy beginner friendly language like Lua in a very straight forward manner. It is loose binding to Raylib, some functions will not be included and some are added. The idea of pointing "main.lua" file and access functions "init", "process" and "draw" are borrowed from Löve game framework.
+Idea of this project was to bring the power and simplicity of Raylib to easy beginner friendly language like Lua in a very straight forward manner. It is loose binding to Raylib, some functions will not be included and some are added. The idea of pointing "main.lua" file and access functions "init", "update" and "draw" are borrowed from Löve game framework.
ReiLua is not planned to be a one-to-one binding to raylib. If you want more direct bindings, there are other projects like https://github.com/TSnake41/raylib-lua.
@@ -34,7 +34,7 @@ List of some MISSING features that are planned to be included. For specific func
## Usage
-Application needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where "main.lua" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.process', 'RL.draw', 'RL.log' and 'RL.exit'.
+Application needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where "main.lua" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.update', 'RL.draw', 'RL.log' and 'RL.exit'.
Example of basic "main.lua" file that will show basic windows with text.
@@ -46,7 +46,7 @@ function RL.init()
RL.SetWindowTitle( "First window" )
end
-function RL.process( delta )
+function RL.update( delta )
if RL.IsKeyPressed( RL.KEY_ENTER ) then
textColor = BLUE
textPos = { 230, 230 }
diff --git a/ReiLua_API.lua b/ReiLua_API.lua
index c5be720..8dd0899 100644
--- a/ReiLua_API.lua
+++ b/ReiLua_API.lua
@@ -8,8 +8,8 @@ RL={}
function RL.init() end
---This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'
---@param delta number
-function RL.process( delta ) end
----This function will be called every frame after process and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.
+function RL.update( delta ) end
+---This function will be called every frame after update and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.
function RL.draw() end
---This function will be called on events input. Content of event table is determined by event type.
---@param event table
diff --git a/changelog b/changelog
index 83825df..957cbc8 100644
--- a/changelog
+++ b/changelog
@@ -4,6 +4,7 @@ Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0
KEY CHANGES:
- CHANGE: GetBufferData takes also position and length arguments.
- ADDED: LoadImageFromData.
+ - CHANGE: Process renamed to update to be more inline with naming of raylib and common convention.
DETAILED CHANGES:
- ADDED: GetBufferElementSize and GetBufferLength.
diff --git a/devnotes b/devnotes
index 8794dc3..e5215a0 100644
--- a/devnotes
+++ b/devnotes
@@ -20,7 +20,7 @@ Backlog {
* Examples
* Improve Dungeon crawler example by generating custom mesh instead of drawing 3D quads.
- * Platformer example physics process for true framerate independence.
+ * Platformer example physics update for true framerate independence.
* Android support
* Git submodules for raylib and lua. Should maybe find windows compatible lua repo for this.
}
diff --git a/docgen.lua b/docgen.lua
index 625cbee..12476f9 100644
--- a/docgen.lua
+++ b/docgen.lua
@@ -89,19 +89,19 @@ apiFile:write( "# ReiLua API\n" )
-- Usage.
apiFile:write( "\n## Functions\n" )
-apiFile:write( "\nApplication needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where \"main.lua\" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.process', 'RL.draw', 'RL.event', 'RL.log', and 'RL.exit'.\n" )
+apiFile:write( "\nApplication needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where \"main.lua\" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.update', 'RL.draw', 'RL.event', 'RL.log', and 'RL.exit'.\n" )
local FUNC_DESC = {
init = "This function will be called first when 'main.lua' is found",
- process = "This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'",
- draw = "This function will be called every frame after process and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.",
+ update = "This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'",
+ draw = "This function will be called every frame after update and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.",
event = "This function will be called on events input. Content of event table is determined by event type.",
log = "This function can be used for custom log message handling.",
exit = "This function will be called on program close. Cleanup could be done here.",
}
apiFile:write( "\n---\n> function RL.init()\n\n"..FUNC_DESC.init.."\n\n---\n" )
-apiFile:write( "\n> function RL.process( delta )\n\n"..FUNC_DESC.process.."\n\n---\n" )
+apiFile:write( "\n> function RL.update( delta )\n\n"..FUNC_DESC.update.."\n\n---\n" )
apiFile:write( "\n> function RL.draw()\n\n"..FUNC_DESC.draw.."\n\n---\n" )
apiFile:write( "\n> function RL.event( event )\n\n"..FUNC_DESC.event.."\n\n---\n" )
apiFile:write( "\n> function RL.log( logLevel, message )\n\n"..FUNC_DESC.log.."\n\n---\n" )
@@ -114,7 +114,7 @@ luaApiFile:write( "-- Functions.\n\n" )
luaApiFile:write(
"---"..FUNC_DESC.init.."\nfunction RL.init() end\n" )
luaApiFile:write(
-"---"..FUNC_DESC.process.."\n---@param delta number\nfunction RL.process( delta ) end\n" )
+"---"..FUNC_DESC.update.."\n---@param delta number\nfunction RL.update( delta ) end\n" )
luaApiFile:write(
"---"..FUNC_DESC.draw.."\nfunction RL.draw() end\n" )
luaApiFile:write(
diff --git a/examples/2D_camera/main.lua b/examples/2D_camera/main.lua
index 0723c8b..6c3cd90 100644
--- a/examples/2D_camera/main.lua
+++ b/examples/2D_camera/main.lua
@@ -5,7 +5,7 @@ local cameraRot = 0.0
local cameraZoom = 1.0
local cameraSpeed = 100.0
local cameraRotSpeed = 100.0
-local cameraZoomSpeed = 10.0
+local cameraZoomSpeed = 2.0
function RL.init()
local monitor = 0
@@ -23,7 +23,7 @@ function RL.init()
RL.SetCamera2DOffset( camera, { winSize[1] / 2, winSize[2] / 2 } )
end
-function RL.process( delta )
+function RL.update( delta )
-- Move.
if RL.IsKeyDown( RL.KEY_RIGHT ) then
cameraPos[1] = cameraPos[1] + cameraSpeed * delta
@@ -36,16 +36,16 @@ function RL.process( delta )
cameraPos[2] = cameraPos[2] - cameraSpeed * delta
end
-- Rotate.
- if RL.IsKeyDown( RL.KEY_E ) then -- Or RL.IsKeyDown( KEY_E )
+ if RL.IsKeyDown( RL.KEY_E ) then
cameraRot = cameraRot + cameraRotSpeed * delta
elseif RL.IsKeyDown( RL.KEY_Q ) then
cameraRot = cameraRot - cameraRotSpeed * delta
end
-- Zoom.
if RL.IsKeyDown( RL.KEY_R ) then
- cameraZoom = cameraZoom + cameraZoomSpeed * delta
+ cameraZoom = cameraZoom + cameraZoom * cameraZoomSpeed * delta
elseif RL.IsKeyDown( RL.KEY_F ) then
- cameraZoom = cameraZoom - cameraZoomSpeed * delta
+ cameraZoom = cameraZoom - cameraZoom * cameraZoomSpeed * delta
end
end
diff --git a/examples/2D_lights/main.lua b/examples/2D_lights/main.lua
index 9c033eb..847f5b2 100644
--- a/examples/2D_lights/main.lua
+++ b/examples/2D_lights/main.lua
@@ -133,7 +133,7 @@ end
-- Process.
-function RL.process( delta )
+function RL.update( delta )
lights[1].pos = Vector2:new( RL.GetMousePosition() )
end
diff --git a/examples/ReiLuaGui_examples/main.lua b/examples/ReiLuaGui_examples/main.lua
index c2861c0..bc9b94e 100644
--- a/examples/ReiLuaGui_examples/main.lua
+++ b/examples/ReiLuaGui_examples/main.lua
@@ -76,12 +76,12 @@ function RL.init()
initGui()
end
-function RL.process( delta )
- Gui.process( Vec2:new( RL.GetMousePosition() ) )
+function RL.update( delta )
+ Gui.update( Vec2:new( RL.GetMousePosition() ) )
end
function RL.draw()
RL.ClearBackground( RL.RAYWHITE )
Gui.draw()
-end \ No newline at end of file
+end
diff --git a/examples/basic_lighting/main.lua b/examples/basic_lighting/main.lua
index 29104f2..1a5417e 100644
--- a/examples/basic_lighting/main.lua
+++ b/examples/basic_lighting/main.lua
@@ -91,8 +91,8 @@ function RL.init()
table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { 2, 1, -2 }, RL.Vector3Zero(), RL.BLUE, shader ) )
end
-function RL.process( delta )
- camera:process( delta )
+function RL.update( delta )
+ camera:update( delta )
-- Check key inputs to enable/disable lights.
if RL.IsKeyPressed( RL.KEY_Y ) then
diff --git a/examples/bunnymark/main.lua b/examples/bunnymark/main.lua
index 7b1820e..4eef66f 100644
--- a/examples/bunnymark/main.lua
+++ b/examples/bunnymark/main.lua
@@ -51,7 +51,7 @@ function RL.init()
texSize = RL.GetTextureSize( texBunny )
end
-function RL.process( delta )
+function RL.update( delta )
if RL.IsMouseButtonDown( 0 ) then
-- Create more bunnies
for i = 1, 100 do
diff --git a/examples/draw_textured_polygon/main.lua b/examples/draw_textured_polygon/main.lua
index dc90c69..391d627 100644
--- a/examples/draw_textured_polygon/main.lua
+++ b/examples/draw_textured_polygon/main.lua
@@ -50,7 +50,7 @@ function RL.init()
end
end
-function RL.process( delta )
+function RL.update( delta )
polygon.angle = polygon.angle + delta
-- Update points rotation with an angle transform
diff --git a/examples/free_camera3d/main.lua b/examples/free_camera3d/main.lua
index f1f11ee..842adc8 100644
--- a/examples/free_camera3d/main.lua
+++ b/examples/free_camera3d/main.lua
@@ -30,8 +30,8 @@ function RL.init()
camera.mode = camera.MODES.FREE
end
-function RL.process( delta )
- camera:process( delta )
+function RL.update( delta )
+ camera:update( delta )
if RL.IsKeyPressed( RL.KEY_SPACE ) then
if camera.mode == camera.MODES.FREE then
diff --git a/examples/heightmap/main.lua b/examples/heightmap/main.lua
index 51bb153..db03e97 100644
--- a/examples/heightmap/main.lua
+++ b/examples/heightmap/main.lua
@@ -81,8 +81,8 @@ function RL.init()
matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end
-function RL.process( delta )
- camera:process( delta )
+function RL.update( delta )
+ camera:update( delta )
if RL.IsKeyPressed( RL.KEY_SPACE ) then
if camera.mode == camera.MODES.FREE then
diff --git a/examples/instancing/main.lua b/examples/instancing/main.lua
index 2711fab..a20c6a3 100644
--- a/examples/instancing/main.lua
+++ b/examples/instancing/main.lua
@@ -82,7 +82,7 @@ function RL.init()
RL.SetMaterialColor( matDefault, RL.MATERIAL_MAP_DIFFUSE, RL.BLUE )
end
-function RL.process( delta )
+function RL.update( delta )
RL.UpdateCamera3D( camera, RL.CAMERA_ORBITAL )
-- Update the light shader with the camera view position
diff --git a/examples/iqm_test/main.lua b/examples/iqm_test/main.lua
index f5c0d49..66aed82 100644
--- a/examples/iqm_test/main.lua
+++ b/examples/iqm_test/main.lua
@@ -49,7 +49,7 @@ function RL.init()
animations = RL.LoadModelAnimations( RL.GetBasePath().."../resources/iqm/monkey.iqm" )
end
-function RL.process( delta )
+function RL.update( delta )
if RL.IsKeyPressed( RL.KEY_ENTER ) then
curAnim = curAnim + 1
diff --git a/examples/lightmap/main.lua b/examples/lightmap/main.lua
index f350c0a..b7f3a93 100644
--- a/examples/lightmap/main.lua
+++ b/examples/lightmap/main.lua
@@ -83,8 +83,8 @@ function RL.init()
matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end
-function RL.process( delta )
- camera:process( delta )
+function RL.update( delta )
+ camera:update( delta )
if RL.IsKeyPressed( RL.KEY_SPACE ) then
if camera.mode == camera.MODES.FREE then
diff --git a/examples/n-patches/main.lua b/examples/n-patches/main.lua
index 013a930..aba3d2c 100644
--- a/examples/n-patches/main.lua
+++ b/examples/n-patches/main.lua
@@ -20,7 +20,7 @@ function RL.init()
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
end
-function RL.process( delta )
+function RL.update( delta )
local mousePosition = Vec2:new( RL.GetMousePosition() )
-- Resize the n-patch based on mouse position
diff --git a/examples/platformer/main.lua b/examples/platformer/main.lua
index b599b41..878311f 100644
--- a/examples/platformer/main.lua
+++ b/examples/platformer/main.lua
@@ -221,7 +221,7 @@ local function playerMovement( delta )
player.colRect.y = player.pos.y - player.colRect.height
end
-function RL.process( delta )
+function RL.update( delta )
if RL.IsWindowResized() then
winSize:set( RL.GetScreenSize() )
end
diff --git a/examples/pong/main.lua b/examples/pong/main.lua
index 635b355..fc8cd75 100644
--- a/examples/pong/main.lua
+++ b/examples/pong/main.lua
@@ -69,7 +69,7 @@ function RL.init()
reset()
end
-function RL.process( delta )
+function RL.update( delta )
-- Left player controls.
if RL.IsKeyDown( RL.KEY_W ) and 0 < playerLeft.pos.y then
playerLeft.pos.y = playerLeft.pos.y - PLAYER_SPEED * delta
diff --git a/examples/ray/main.lua b/examples/ray/main.lua
index 5ac2fcf..e061607 100644
--- a/examples/ray/main.lua
+++ b/examples/ray/main.lua
@@ -38,7 +38,7 @@ function RL.init()
ray_collision()
end
-function RL.process( delta )
+function RL.update( delta )
if RL.IsMouseButtonPressed( 0 ) then
ray = RL.GetMouseRay( RL.GetMousePosition(), camera )
ray_collision()
diff --git a/examples/raygui_examples/main.lua b/examples/raygui_examples/main.lua
index fce741b..7670319 100644
--- a/examples/raygui_examples/main.lua
+++ b/examples/raygui_examples/main.lua
@@ -33,8 +33,8 @@ function RL.init()
calculator2 = Calculator:new( Vec2:new( 64, 65 ) )
end
-function RL.process( delta )
- Gui:process()
+function RL.update( delta )
+ Gui:update()
end
function RL.draw()
diff --git a/examples/raygui_extensions/main.lua b/examples/raygui_extensions/main.lua
index 8ce1913..d7c43cb 100644
--- a/examples/raygui_extensions/main.lua
+++ b/examples/raygui_extensions/main.lua
@@ -237,8 +237,8 @@ function RL.init()
addPropertyList()
end
-function RL.process( delta )
- Gui:process()
+function RL.update( delta )
+ Gui:update()
end
function RL.draw()
diff --git a/examples/raygui_extensions/property_list.lua b/examples/raygui_extensions/property_list.lua
index 35f2f36..d8d2622 100644
--- a/examples/raygui_extensions/property_list.lua
+++ b/examples/raygui_extensions/property_list.lua
@@ -158,14 +158,14 @@ function PropertyList:addGroup( name, active, group )
return control
end
-function PropertyList:process()
+function PropertyList:update()
if not RL.CheckCollisionRecs( self.view, RL.GetMousePosition() ) then
self.gui.locked = true
else
self.gui.locked = false
end
- self.gui:process()
+ self.gui:update()
RL.BeginTextureMode( self.framebuffer )
RL.ClearBackground( RL.BLANK )
diff --git a/examples/raygui_extensions/sprite_button.lua b/examples/raygui_extensions/sprite_button.lua
index 2b22344..401c1a9 100644
--- a/examples/raygui_extensions/sprite_button.lua
+++ b/examples/raygui_extensions/sprite_button.lua
@@ -19,12 +19,12 @@ function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, c
return object
end
-function SpriteButton:process()
+function SpriteButton:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function SpriteButton:draw()
- if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:process() and not RL.GuiIsLocked() and not self._parent.scrolling then
+ if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:update() and not RL.GuiIsLocked() and not self._parent.scrolling then
RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchPressed, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
else
RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchNormal, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
diff --git a/examples/raygui_lib/main.lua b/examples/raygui_lib/main.lua
index fcc6ea0..477e2b3 100644
--- a/examples/raygui_lib/main.lua
+++ b/examples/raygui_lib/main.lua
@@ -318,8 +318,8 @@ function RL.init()
)
end
-function RL.process( delta )
- Gui:process()
+function RL.update( delta )
+ Gui:update()
end
function RL.draw()
diff --git a/examples/resources/lib/bitlib.lua b/examples/resources/lib/bitlib.lua
index 0cdea4e..246ac29 100644
--- a/examples/resources/lib/bitlib.lua
+++ b/examples/resources/lib/bitlib.lua
@@ -17,7 +17,7 @@ function bitlib.getBit( v, i )
return false
end
- return v & ( 1 << i ) > 0
+ return 0 < v & ( 1 << i )
end
return bitlib
diff --git a/examples/resources/lib/camera3d.lua b/examples/resources/lib/camera3d.lua
index 8d3c884..9b763c2 100644
--- a/examples/resources/lib/camera3d.lua
+++ b/examples/resources/lib/camera3d.lua
@@ -90,7 +90,7 @@ function Camera3D:getUpward()
return Vec3:new( RL.GetCamera3DUpNormalized( self.camera ) )
end
-function Camera3D:process( delta )
+function Camera3D:update( delta )
if self.mode == self.MODES.FREE then
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_MIDDLE ) then
local mouseDelta = Vec2:new( RL.GetMouseDelta() )
diff --git a/examples/resources/lib/gui.lua b/examples/resources/lib/gui.lua
index be5ec33..bdb4ce1 100644
--- a/examples/resources/lib/gui.lua
+++ b/examples/resources/lib/gui.lua
@@ -40,7 +40,7 @@ local Gui = {
heldCallback = nil,
_cells = {},
- _mousePos = Vec2:new( 0, 0 ), -- Last mouse position that was passed to Gui.process.
+ _mousePos = Vec2:new( 0, 0 ), -- Last mouse position that was passed to Gui.Update.
_inputElement = nil, -- Element that has the input text item.
_inputItem = nil, -- Must be type Text.
}
@@ -103,7 +103,7 @@ function Gui.set2Back( cell )
Util.tableMove( Gui._cells, Gui.getId( cell ), 1, 1 )
end
-function Gui.process( mousePosition )
+function Gui.update( mousePosition )
local mouseWheel = RL.GetMouseWheelMove()
Gui._mousePos = mousePosition
@@ -120,7 +120,7 @@ function Gui.process( mousePosition )
local foundFirst = false
- -- Go backwards on process check so we trigger the top most ui first and stop there.
+ -- Go backwards on update check so we trigger the top most ui first and stop there.
for i = #Gui._cells, 1, -1 do
local cell = Gui._cells[i]
@@ -875,4 +875,4 @@ Gui.shape = Shape
Gui.element = Element
Gui.container = Container
-return Gui \ No newline at end of file
+return Gui
diff --git a/examples/resources/lib/raygui.lua b/examples/resources/lib/raygui.lua
index d95d0f8..4a4796c 100644
--- a/examples/resources/lib/raygui.lua
+++ b/examples/resources/lib/raygui.lua
@@ -70,7 +70,7 @@ function WindowBox:new( bounds, text, callback, grabCallback, dragCallback, styl
return object
end
-function WindowBox:process()
+function WindowBox:update()
return self._parent:drag( self )
end
@@ -109,7 +109,7 @@ function GroupBox:new( bounds, text, styles )
return object
end
-function GroupBox:process()
+function GroupBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -142,7 +142,7 @@ function Line:new( bounds, text, styles )
return object
end
-function Line:process()
+function Line:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -178,7 +178,7 @@ function Panel:new( bounds, text, grabCallback, dragCallback, styles )
return object
end
-function Panel:process()
+function Panel:update()
return self._parent:drag( self )
end
@@ -214,7 +214,7 @@ function GuiTabBar:new( bounds, text, active, callback, closeCallback, styles )
return object
end
-function GuiTabBar:process()
+function GuiTabBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -271,7 +271,7 @@ function ScrollPanel:new( bounds, text, content, scroll, callback, grabCallback,
return object
end
-function ScrollPanel:process()
+function ScrollPanel:update()
return self._parent:drag( self )
end
@@ -318,7 +318,7 @@ function Label:new( bounds, text, styles )
return object
end
-function Label:process()
+function Label:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -352,7 +352,7 @@ function Button:new( bounds, text, callback, styles )
return object
end
-function Button:process()
+function Button:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -390,7 +390,7 @@ function LabelButton:new( bounds, text, callback, styles )
return object
end
-function LabelButton:process()
+function LabelButton:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -429,7 +429,7 @@ function Toggle:new( bounds, text, active, callback, styles )
return object
end
-function Toggle:process()
+function Toggle:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -516,7 +516,7 @@ function ToggleGroup:updateFocusBounds()
end
end
-function ToggleGroup:process()
+function ToggleGroup:update()
for _, bounds in ipairs( self.focusBounds ) do
if RL.CheckCollisionPointRec( RL.GetMousePosition(), bounds ) then
return true
@@ -585,7 +585,7 @@ function CheckBox:new( bounds, text, checked, callback, styles )
return object
end
-function CheckBox:process()
+function CheckBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.focusBounds )
end
@@ -638,7 +638,7 @@ function ComboBox:new( bounds, text, active, callback, styles )
return object
end
-function ComboBox:process()
+function ComboBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -702,7 +702,7 @@ function DropdownBox:updateEditModeBounds()
self.editModeBounds.height = ( 1 + count ) * ( self.bounds.height + RL.GuiGetStyle( RL.DROPDOWNBOX, RL.DROPDOWN_ITEMS_SPACING ) )
end
-function DropdownBox:process()
+function DropdownBox:update()
if self.editMode then
self:updateEditModeBounds()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.editModeBounds )
@@ -763,7 +763,7 @@ function Spinner:setText( text )
self.text = text
end
-function Spinner:process()
+function Spinner:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -833,7 +833,7 @@ function ValueBox:setText( text )
self.text = text
end
-function ValueBox:process()
+function ValueBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -887,7 +887,7 @@ function TextBox:new( bounds, text, textSize, editMode, callback, styles )
return object
end
-function TextBox:process()
+function TextBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -948,7 +948,7 @@ function Slider:new( bounds, textLeft, textRight, value, minValue, maxValue, cal
return object
end
-function Slider:process()
+function Slider:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1011,7 +1011,7 @@ function SliderBar:new( bounds, textLeft, textRight, value, minValue, maxValue,
return object
end
-function SliderBar:process()
+function SliderBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1074,7 +1074,7 @@ function ProgressBar:new( bounds, textLeft, textRight, value, minValue, maxValue
return object
end
-function ProgressBar:process()
+function ProgressBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1126,7 +1126,7 @@ function StatusBar:new( bounds, text, styles )
return object
end
-function StatusBar:process()
+function StatusBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1159,7 +1159,7 @@ function DummyRec:new( bounds, text, styles )
return object
end
-function DummyRec:process()
+function DummyRec:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1196,7 +1196,7 @@ function Grid:new( bounds, text, spacing, subdivs, callback, styles )
return object
end
-function Grid:process()
+function Grid:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1248,7 +1248,7 @@ function ListView:getItem( id )
return getItems( self.text )[ id + 1 ]
end
-function ListView:process()
+function ListView:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1299,7 +1299,7 @@ function ListViewEx:getItem( id )
return getItems( self.text )[ id + 1 ]
end
-function ListViewEx:process()
+function ListViewEx:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1353,7 +1353,7 @@ function MessageBox:getItem( id )
return getItems( self.buttons )[ id ]
end
-function MessageBox:process()
+function MessageBox:update()
return self._parent:drag( self )
end
@@ -1404,7 +1404,7 @@ function TextInputBox:getItem( id )
return getItems( self.buttons )[ id ]
end
-function TextInputBox:process()
+function TextInputBox:update()
return self._parent:drag( self )
end
@@ -1446,7 +1446,7 @@ function ColorPicker:new( bounds, text, color, callback, styles )
return object
end
-function ColorPicker:process()
+function ColorPicker:update()
-- self:updateFocusBounds()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.focusBounds )
end
@@ -1508,7 +1508,7 @@ function ColorPanel:new( bounds, text, color, callback, styles )
return object
end
-function ColorPanel:process()
+function ColorPanel:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1557,7 +1557,7 @@ function ColorBarAlpha:new( bounds, text, alpha, callback, styles )
return object
end
-function ColorBarAlpha:process()
+function ColorBarAlpha:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1605,7 +1605,7 @@ function ColorBarHue:new( bounds, text, value, callback, styles )
return object
end
-function ColorBarHue:process()
+function ColorBarHue:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1654,7 +1654,7 @@ function GuiScrollBar:new( bounds, value, minValue, maxValue, callback, styles )
return object
end
-function GuiScrollBar:process()
+function GuiScrollBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
@@ -1703,7 +1703,7 @@ function Raygui:new()
object.defaultRect = Rect:new( 0, 0, 1, 1 ) -- For texture.
object.defaultFont = RL.GetFontDefault()
object.mouseOffset = Vec2:new()
- object.view = Rect:new() -- Active if larger than 0. Then only controls in view will be processed and drawn.
+ object.view = Rect:new() -- Active if larger than 0. Then only controls in view will be updated and drawn.
object._lastProperties = {}
object._mousePressPos = Vec2:new( -1, -1 ) -- Use to check if release and check are inside bounds.
@@ -1716,11 +1716,11 @@ function Raygui:inView( control )
return self.view.width == 0 or self.view.height == 0 or self.view:checkCollisionRec( control.viewBounds or control.focusBounds or control.bounds )
end
-function Raygui:process()
+function Raygui:update()
if self.disabled or self.locked then
return
end
- -- If dragging, don't process control masking.
+ -- If dragging, don't update control masking.
if self.dragging ~= nil then
self:drag( self.dragging )
return
@@ -1737,8 +1737,8 @@ function Raygui:process()
for i = #self.controls, 1, -1 do
local control = self.controls[i]
- if control.visible and control.process ~= nil and self:inView( control ) then
- if control:process() then
+ if control.visible and control.update ~= nil and self:inView( control ) then
+ if control:update() then
self.focused = i
return
end
diff --git a/examples/snake/main.lua b/examples/snake/main.lua
index d9e5f5c..3a3243f 100644
--- a/examples/snake/main.lua
+++ b/examples/snake/main.lua
@@ -129,7 +129,7 @@ local function moveSnake()
moveTimer = moveTimer + 1.0
end
-function RL.process( delta )
+function RL.update( delta )
if gameState == STATE.GAME then -- Run game.
-- Controls.
if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading.x then
diff --git a/examples/window/main.lua b/examples/window/main.lua
index 6111ffa..99e8524 100644
--- a/examples/window/main.lua
+++ b/examples/window/main.lua
@@ -7,7 +7,7 @@ function RL.init()
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
end
-function RL.process( delta )
+function RL.update( delta )
if RL.IsKeyPressed( RL.KEY_ENTER ) then
local textSize = RL.MeasureText( RL.GetFontDefault(), text, 20, 2 )
local winSize = RL.GetScreenSize()
diff --git a/include/lua_core.h b/include/lua_core.h
index 59ebb8f..50ef43c 100644
--- a/include/lua_core.h
+++ b/include/lua_core.h
@@ -27,7 +27,7 @@ void assingGlobalFunction( const char *name, int ( *functionPtr )( lua_State* )
bool luaInit( int argn, const char **argc );
int luaTraceback( lua_State *L );
bool luaCallMain();
-void luaCallProcess();
+void luaCallUpdate();
void luaCallDraw();
void luaCallExit();
void luaRegister();
diff --git a/src/lua_core.c b/src/lua_core.c
index 53059b4..b9939cb 100644
--- a/src/lua_core.c
+++ b/src/lua_core.c
@@ -1127,7 +1127,7 @@ bool luaCallMain() {
return state->run;
}
-void luaCallProcess() {
+void luaCallUpdate() {
#if defined PLATFORM_DESKTOP_SDL && defined LUA_EVENTS
platformSendEvents();
@@ -1138,7 +1138,7 @@ void luaCallProcess() {
int tracebackidx = lua_gettop(L);
lua_getglobal( L, "RL" );
- lua_getfield( L, -1, "process" );
+ lua_getfield( L, -1, "update" );
if ( lua_isfunction( L, -1 ) ) {
lua_pushnumber( L, GetFrameTime() );
diff --git a/src/main.c b/src/main.c
index 75bd693..3557bc5 100644
--- a/src/main.c
+++ b/src/main.c
@@ -70,7 +70,7 @@ int main( int argn, const char **argc ) {
if ( WindowShouldClose() ) {
state->run = false;
}
- luaCallProcess();
+ luaCallUpdate();
luaCallDraw();
}
luaCallExit();