diff options
35 files changed, 99 insertions, 98 deletions
@@ -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. --- @@ -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 @@ -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. @@ -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. } @@ -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() ); @@ -70,7 +70,7 @@ int main( int argn, const char **argc ) { if ( WindowShouldClose() ) { state->run = false; } - luaCallProcess(); + luaCallUpdate(); luaCallDraw(); } luaCallExit(); |
