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-rw-r--r--ReiLua_API.lua340
1 files changed, 272 insertions, 68 deletions
diff --git a/ReiLua_API.lua b/ReiLua_API.lua
index 114756b..c7d0c8a 100644
--- a/ReiLua_API.lua
+++ b/ReiLua_API.lua
@@ -290,7 +290,7 @@ RL.KEY_KP_EQUAL=336
---Key: Android back button
RL.KEY_BACK=4
---Key: Android menu button
-RL.KEY_MENU=82
+RL.KEY_MENU=5
---Key: Android volume up button
RL.KEY_VOLUME_UP=24
---Key: Android volume down button
@@ -595,8 +595,6 @@ RL.CUBEMAP_LAYOUT_LINE_HORIZONTAL=2
RL.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR=3
---Layout is defined by a 4x3 cross with cubemap faces
RL.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE=4
----Layout is defined by a panorama image (equirrectangular map)
-RL.CUBEMAP_LAYOUT_PANORAMA=5
-- Defines - Font type, defines generation method
@@ -944,7 +942,7 @@ RL.RL_MAX_SHADER_LOCATIONS=32
---Default projection matrix near cull distance
RL.RL_CULL_DISTANCE_NEAR=0.01
---Default projection matrix far cull distance
-RL.RL_CULL_DISTANCE_FAR=1000
+RL.RL_CULL_DISTANCE_FAR=1000.0
-- Defines - RLGL Texture parameters
@@ -1526,6 +1524,11 @@ function RL.SetClipboardText( text ) end
---@return any text
function RL.GetClipboardText() end
+---Get clipboard image content
+---- Success return Image
+---@return any image
+function RL.GetClipboardImage() end
+
---Enable waiting for events on EndDrawing(), no automatic event polling
---@return any RL.EnableEventWaiting
function RL.EnableEventWaiting() end
@@ -1651,11 +1654,11 @@ function RL.LoadShader( vsFileName, fsFileName ) end
---@return any shader
function RL.LoadShaderFromMemory( vsCode, fsCode ) end
----Check if a shader is ready
+---Check if a shader is valid (loaded on GPU)
---- Success return bool
---@param shader any
---@return any isReady
-function RL.IsShaderReady( shader ) end
+function RL.IsShaderValid( shader ) end
---Get shader program id
---- Success return int
@@ -1731,24 +1734,20 @@ function RL.UnloadShader( shader ) end
-- Core - Screen-space-related functions
----Get a ray trace from mouse position
+---Get a ray trace from screen position (i.e mouse)
---- Success return Ray
---@param mousePosition table
---@param camera any
---@return any ray
-function RL.GetMouseRay( mousePosition, camera ) end
-
----Get camera transform matrix (view matrix)
----- Success return Matrix
----@param camera any
----@return any matrix
-function RL.GetCameraMatrix( camera ) end
+function RL.GetScreenToWorldRay( mousePosition, camera ) end
----Get camera 2d transform matrix
----- Success return Matrix
+---Get a ray trace from screen position (i.e mouse) in a viewport
+---- Success return Ray
+---@param mousePosition table
---@param camera any
----@return any matrix
-function RL.GetCameraMatrix2D( camera ) end
+---@param size table
+---@return any ray
+function RL.GetScreenToWorldRayEx( mousePosition, camera, size ) end
---Get the screen space position for a 3d world space position
---- Success return Vector2
@@ -1779,6 +1778,18 @@ function RL.GetWorldToScreen2D( position, camera ) end
---@return any position
function RL.GetScreenToWorld2D( position, camera ) end
+---Get camera transform matrix (view matrix)
+---- Success return Matrix
+---@param camera any
+---@return any matrix
+function RL.GetCameraMatrix( camera ) end
+
+---Get camera 2d transform matrix
+---- Success return Matrix
+---@param camera any
+---@return any matrix
+function RL.GetCameraMatrix2D( camera ) end
+
-- Core - Timing-related functions
---Set target FPS (maximum)
@@ -1998,19 +2009,11 @@ function RL.GetWorkingDirectory() end
---@return any directory
function RL.GetApplicationDirectory() end
----Load directory filepaths
----- Success return string{}
+---Create directories (including full path requested), returns 0 on success
+---- Success return int
---@param dirPath string
----@return any fileNames
-function RL.LoadDirectoryFiles( dirPath ) end
-
----Load directory filepaths with extension filtering and recursive directory scan
----- Success return string{}
----@param basePath string
----@param filter string|nil
----@param scanSubdirs boolean
----@return any fileNames
-function RL.LoadDirectoryFilesEx( basePath, filter, scanSubdirs ) end
+---@return any success
+function RL.MakeDirectory( dirPath ) end
---Change working directory, return true on success
---- Success return bool
@@ -2024,6 +2027,26 @@ function RL.ChangeDirectory( directory ) end
---@return any isFile
function RL.IsPathFile( path ) end
+---Check if fileName is valid for the platform/OS
+---- Success return bool
+---@param fileName string
+---@return any isValid
+function RL.IsFileNameValid( fileName ) end
+
+---Load directory filepaths
+---- Success return string{}
+---@param dirPath string
+---@return any fileNames
+function RL.LoadDirectoryFiles( dirPath ) end
+
+---Load directory filepaths with extension filtering and recursive directory scan
+---- Success return string{}
+---@param basePath string
+---@param filter string|nil
+---@param scanSubdirs boolean
+---@return any fileNames
+function RL.LoadDirectoryFilesEx( basePath, filter, scanSubdirs ) end
+
---Check if a file has been dropped into window
---- Success return bool
---@return any iSFileDropped
@@ -2068,6 +2091,27 @@ function RL.EncodeDataBase64( data ) end
---@return any outputSize
function RL.DecodeDataBase64( data ) end
+---Compute CRC32 hash code. Note! Buffer should be type BUFFER_UNSIGNED_CHAR
+---- Failure return false
+---- Success return int
+---@param data any
+---@return any code
+function RL.ComputeCRC32( data ) end
+
+---Compute MD5 hash code, returns static int[4] (16 bytes). Note! Buffer should be type BUFFER_UNSIGNED_CHAR
+---- Failure return false
+---- Success return int{4}
+---@param data any
+---@return any code
+function RL.ComputeMD5( data ) end
+
+---Compute SHA1 hash code, returns static int[5] (20 bytes). Note! Buffer should be type BUFFER_UNSIGNED_CHAR
+---- Failure return false
+---- Success return int{5}
+---@param data any
+---@return any code
+function RL.ComputeSHA1( data ) end
+
-- Core - Automation events functionality
---Load automation events list from file, nil for empty list, capacity = MAX_AUTOMATION_EVENTS
@@ -2262,6 +2306,14 @@ function RL.GetGamepadAxisMovement( gamepad, axis ) end
---@return any result
function RL.SetGamepadMappings( mappings ) end
+---Set gamepad vibration for both motors (duration in seconds)
+---@param gamepad integer
+---@param leftMotor number
+---@param rightMotor number
+---@param duration number
+---@return any RL.SetGamepadVibration
+function RL.SetGamepadVibration( gamepad, leftMotor, rightMotor, duration ) end
+
-- Core - Input-related functions: mouse
---Detect if a mouse button has been pressed once
@@ -2732,6 +2784,16 @@ function RL.ExportBuffer( buffer, path ) end
---@return any RL.SetShapesTexture
function RL.SetShapesTexture( texture, source ) end
+---Get texture that is used for shapes drawing. Return as lightuserdata
+---- Success return Texture
+---@return any texture
+function RL.GetShapesTexture() end
+
+---Get texture source rectangle that is used for shapes drawing
+---- Success return Rectangle
+---@return any source
+function RL.GetShapesTextureRectangle() end
+
---Draw a pixel
---@param pos table
---@param color table
@@ -2898,14 +2960,22 @@ function RL.DrawRectangleLinesEx( rec, lineThick, color ) end
---@return any RL.DrawRectangleRounded
function RL.DrawRectangleRounded( rec, roundness, segments, color ) end
----Draw rectangle with rounded edges outline
+---Draw rectangle lines with rounded edges
---@param rec table
---@param roundness number
---@param segments integer
----@param lineThick integer
---@param color table
---@return any RL.DrawRectangleRoundedLines
-function RL.DrawRectangleRoundedLines( rec, roundness, segments, lineThick, color ) end
+function RL.DrawRectangleRoundedLines( rec, roundness, segments, color ) end
+
+---Draw rectangle with rounded edges outline
+---@param rec table
+---@param roundness number
+---@param segments integer
+---@param lineThick number
+---@param color table
+---@return any RL.DrawRectangleRoundedLinesEx
+function RL.DrawRectangleRoundedLinesEx( rec, roundness, segments, lineThick, color ) end
---Draw a color-filled triangle (Vertex in counter-clockwise order!)
---@param v1 table
@@ -3122,6 +3192,15 @@ function RL.CheckCollisionCircles( center1, radius1, center2, radius2 ) end
---@return any collision
function RL.CheckCollisionCircleRec( center, radius, rec ) end
+---Check if circle collides with a line created betweeen two points [p1] and [p2]
+---- Success return bool
+---@param center table
+---@param radius number
+---@param p1 table
+---@param p2 table
+---@return any collision
+function RL.CheckCollisionCircleLine( center, radius, p1, p2 ) end
+
---Check if point is inside rectangle
---- Success return bool
---@param point table
@@ -3198,13 +3277,6 @@ function RL.LoadImage( fileName ) end
---@return any image
function RL.LoadImageRaw( fileName, size, format, headerSize ) end
----Load image from SVG file data or string with specified size
----- Success return Image
----@param fileNameOrString string
----@param size table
----@return any image
-function RL.LoadImageSvg( fileNameOrString, size ) end
-
---Load image sequence from file (frames appended to image.data). All frames are returned in RGBA format
---- Failure return nil
---- Success return Image, int
@@ -3213,6 +3285,14 @@ function RL.LoadImageSvg( fileNameOrString, size ) end
---@return any frameCount
function RL.LoadImageAnim( fileName ) end
+---Load image sequence from memory buffer. All frames are returned in RGBA format
+---- Success return Image, int
+---@param fileType string
+---@param fileData any
+---@return any image
+---@return any frameCount
+function RL.LoadImageAnimFromMemory( fileType, fileData ) end
+
---Load image from memory buffer, fileType refers to extension: i.e. '.png'
---- Success return Image
---@param fileType string
@@ -3242,11 +3322,11 @@ function RL.LoadImageFromTexture( texture ) end
---@return any image
function RL.LoadImageFromScreen() end
----Check if an image is ready
+---Check if an image is valid (data and parameters)
---- Success return bool
---@param image any
---@return any isReady
-function RL.IsImageReady( image ) end
+function RL.IsImageValid( image ) end
---Unload image from CPU memory (RAM)
---@param image any
@@ -3363,6 +3443,13 @@ function RL.ImageCopy( image ) end
---@return any image
function RL.ImageFromImage( image, rec ) end
+---Create an image from a selected channel of another image (GRAYSCALE)
+---- Success return Image
+---@param image any
+---@param selectedChannel integer
+---@return any image
+function RL.ImageFromChannel( image, selectedChannel ) end
+
---Create an image from text (default font)
---- Success return Image
---@param text string
@@ -3429,6 +3516,12 @@ function RL.ImageAlphaPremultiply( image ) end
---@return any RL.ImageBlurGaussian
function RL.ImageBlurGaussian( image, blurSize ) end
+---Apply custom square convolution kernel to image
+---@param image any
+---@param kernel table
+---@return any RL.ImageKernelConvolution
+function RL.ImageKernelConvolution( image, kernel ) end
+
---Resize image (Bicubic scaling algorithm)
---@param image any
---@param size table
@@ -3591,11 +3684,20 @@ function RL.ImageDrawPixel( dst, position, color ) end
---Draw line within an image
---@param dst any
----@param a table
----@param b table
+---@param start table
+---@param end table
---@param color table
---@return any RL.ImageDrawLine
-function RL.ImageDrawLine( dst, a, b, color ) end
+function RL.ImageDrawLine( dst, start, end, color ) end
+
+---Draw a line defining thickness within an image
+---@param dst any
+---@param start table
+---@param end table
+---@param thick integer
+---@param color table
+---@return any RL.ImageDrawLineEx
+function RL.ImageDrawLineEx( dst, start, end, thick, color ) end
---Draw circle within an image
---@param dst any
@@ -3628,6 +3730,49 @@ function RL.ImageDrawRectangle( dst, rec, color ) end
---@return any RL.ImageDrawRectangleLines
function RL.ImageDrawRectangleLines( dst, rec, thick, color ) end
+---Draw triangle within an image
+---@param *dst any
+---@param v1 table
+---@param v2 table
+---@param v3 table
+---@param color table
+---@return any RL.ImageDrawTriangle
+function RL.ImageDrawTriangle( *dst, v1, v2, v3, color ) end
+
+---Draw triangle with interpolated colors within an image
+---@param *dst any
+---@param v1 table
+---@param v2 table
+---@param v3 table
+---@param c1 table
+---@param c2 table
+---@param c3 table
+---@return any RL.ImageDrawTriangleEx
+function RL.ImageDrawTriangleEx( *dst, v1, v2, v3, c1, c2, c3 ) end
+
+---Draw triangle outline within an image
+---@param *dst any
+---@param v1 table
+---@param v2 table
+---@param v3 table
+---@param color table
+---@return any RL.ImageDrawTriangleLines
+function RL.ImageDrawTriangleLines( *dst, v1, v2, v3, color ) end
+
+---Draw a triangle fan defined by points within an image (first vertex is the center)
+---@param *dst any
+---@param points table
+---@param color table
+---@return any RL.ImageDrawTriangleFan
+function RL.ImageDrawTriangleFan( *dst, points, color ) end
+
+---Draw a triangle strip defined by points within an image
+---@param *dst any
+---@param points table
+---@param color table
+---@return any RL.ImageDrawTriangleStrip
+function RL.ImageDrawTriangleStrip( *dst, points, color ) end
+
---Draw a source image within a destination image (Tint applied to source)
---@param dst any
---@param src any
@@ -3702,22 +3847,22 @@ function RL.LoadRenderTexture( size ) end
---@return any renderTexture
function RL.LoadRenderTextureFromData( renderTextureData ) end
----Check if a texture is ready
+---Check if a texture is valid (loaded in GPU)
---- Success return bool
---@param texture any
---@return any isReady
-function RL.IsTextureReady( texture ) end
+function RL.IsTextureValid( texture ) end
---Unload texture from GPU memory (VRAM)
---@param texture any
---@return any RL.UnloadTexture
function RL.UnloadTexture( texture ) end
----Check if a render texture is ready
+---Check if a render texture is valid (loaded in GPU)
---- Success return bool
---@param target any
---@return any isReady
-function RL.IsRenderTextureReady( target ) end
+function RL.IsRenderTextureValid( target ) end
---Unload render texture from GPU memory (VRAM)
---@param target any
@@ -3860,6 +4005,13 @@ function RL.GetRenderTextureDepthTexture( renderTexture ) end
-- Textures - Color/pixel related functions
+---Check if two colors are equal
+---- Success return bool
+---@param col1 table
+---@param col2 table
+---@return any isEqual
+function RL.ColorIsEqual( col1, col2 ) end
+
---Returns color with alpha applied, alpha goes from 0.0f to 1.0f
---- Success return Color
---@param color table
@@ -3935,6 +4087,14 @@ function RL.ColorAlpha( color, alpha ) end
---@return any color
function RL.ColorAlphaBlend( dst, src, tint ) end
+---Get color lerp interpolation between two colors, factor [0.0f..1.0f]
+---- Success return Color
+---@param color1 table
+---@param color2 table
+---@param factor number
+---@return any color
+function RL.ColorLerp( color1, color2, factor ) end
+
---Get Color structure from hexadecimal value
---- Success return Color
---@param hexValue integer
@@ -4000,11 +4160,11 @@ function RL.LoadFontFromData( fontData ) end
---@return any font
function RL.FontCopy( font ) end
----Check if a font is ready
+---Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
---- Success return bool
---@param font any
---@return any isReady
-function RL.IsFontReady( font ) end
+function RL.IsFontValid( font ) end
---Load font data for further use. NOTE: fileData type should be unsigned char
---- Success return GlyphInfo{}
@@ -4370,6 +4530,18 @@ function RL.TextFindIndex( text, find ) end
---@return any text
function RL.TextToPascal( text ) end
+---Get Snake case notation version of provided string
+---- Success return string
+---@param text string
+---@return any text
+function RL.TextToSnake( text ) end
+
+---Get Camel case notation version of provided string
+---- Success return string
+---@param text string
+---@return any text
+function RL.TextToCamel( text ) end
+
-- Models - Basic geometric 3D shapes drawing functions
---Draw a line in 3D world space
@@ -4559,11 +4731,11 @@ function RL.LoadModel( fileName ) end
---@return any model
function RL.LoadModelFromMesh( mesh ) end
----Check if a model is ready
+---Check if a model is valid (loaded in GPU, VAO/VBOs)
---- Success return bool
---@param model any
---@return any isReady
-function RL.IsModelReady( model ) end
+function RL.IsModelValid( model ) end
---Unload model (meshes/materials) from memory (RAM and/or VRAM)
---@param model any
@@ -4719,6 +4891,24 @@ function RL.DrawModelWires( model, position, scale, tint ) end
---@return any RL.DrawModelWiresEx
function RL.DrawModelWiresEx( model, position, rotationAxis, rotationAngle, scale, tint ) end
+---Draw a model as points
+---@param model any
+---@param position table
+---@param scale number
+---@param tint table
+---@return any RL.DrawModelPoints
+function RL.DrawModelPoints( model, position, scale, tint ) end
+
+---Draw a model as points with extended parameters
+---@param model any
+---@param position table
+---@param rotationAxis table
+---@param rotationAngle number
+---@param scale table
+---@param tint table
+---@return any RL.DrawModelPointsEx
+function RL.DrawModelPointsEx( model, position, rotationAxis, rotationAngle, scale, tint ) end
+
---Draw bounding box (wires)
---@param box any
---@param color table
@@ -4802,6 +4992,13 @@ function RL.SetMeshColor( mesh, color ) end
---@return any success
function RL.ExportMesh( mesh, fileName ) end
+---Export mesh as code file (.h) defining multiple arrays of vertex attributes
+---- Success return bool
+---@param mesh any
+---@param fileName string
+---@return any success
+function RL.ExportMeshAsCode( mesh, fileName ) end
+
---Compute mesh bounding box limits
---- Success return BoundingBox
---@param mesh any
@@ -4938,11 +5135,11 @@ function RL.LoadMaterialDefault() end
---@return any material
function RL.CreateMaterial( materialData ) end
----Check if a material is ready
+---Check if a material is valid (shader assigned, map textures loaded in GPU)
---- Success return bool
---@param material any
---@return any isReady
-function RL.IsMaterialReady( material ) end
+function RL.IsMaterialValid( material ) end
---Unload material from GPU memory (VRAM). Note! Use freeAll to unload shaders and textures
---@param material any
@@ -5032,6 +5229,13 @@ function RL.LoadModelAnimations( fileName ) end
---@return any RL.UpdateModelAnimation
function RL.UpdateModelAnimation( model, animation, frame ) end
+---Update model animation mesh bone matrices (GPU skinning)
+---@param model any
+---@param animation any
+---@param frame integer
+---@return any RL.UpdateModelAnimationBones
+function RL.UpdateModelAnimationBones( model, animation, frame ) end
+
---Unload animation data
---@param animation any
---@return any RL.UnloadModelAnimation
@@ -5234,11 +5438,11 @@ function RL.LoadWave( fileName ) end
---@return any wave
function RL.LoadWaveFromMemory( fileType, data ) end
----Checks if wave data is ready
+---Checks if wave data is valid (data loaded and parameters)
---- Success return bool
---@param wave any
---@return any isReady
-function RL.IsWaveReady( wave ) end
+function RL.IsWaveValid( wave ) end
---Load sound from wave data
---- Success return Sound
@@ -5252,11 +5456,11 @@ function RL.LoadSoundFromWave( wave ) end
---@return any sound
function RL.LoadSoundAlias( source ) end
----Checks if a sound is ready
+---Checks if a sound is valid (data loaded and buffers initialized)
---- Success return bool
---@param sound any
---@return any isReady
-function RL.IsSoundReady( sound ) end
+function RL.IsSoundValid( sound ) end
---Update sound buffer with new data
---@param sound any
@@ -5382,11 +5586,11 @@ function RL.LoadMusicStream( fileName ) end
---@return any music
function RL.LoadMusicStreamFromMemory( fileType, data ) end
----Checks if a music stream is ready
+---Checks if a music stream is valid (context and buffers initialized)
---- Success return bool
---@param music any
---@return any isReady
-function RL.IsMusicReady( music ) end
+function RL.IsMusicValid( music ) end
---Unload music stream
---@param music any
@@ -7362,15 +7566,15 @@ function RL.rlUnloadVertexArray( vaoId ) end
---@return any RL.rlUnloadVertexBuffer
function RL.rlUnloadVertexBuffer( vboId ) end
----Set vertex attribute.
+---Set vertex attribute data configuration
---@param index integer
---@param compSize integer
---@param type integer
---@param normalized boolean
---@param stride integer
----@param pointer any
+---@param offset integer
---@return any RL.rlSetVertexAttribute
-function RL.rlSetVertexAttribute( index, compSize, type, normalized, stride, pointer ) end
+function RL.rlSetVertexAttribute( index, compSize, type, normalized, stride, offset ) end
---Set vertex attribute divisor
---@param index integer
@@ -7431,13 +7635,14 @@ function RL.rlLoadTexture( data, size, format, mipmapCount ) end
---@return any id
function RL.rlLoadTextureDepth( size, useRenderBuffer ) end
----Load texture cubemap
+---Load texture cubemap data
---- Success return int
---@param data any
---@param size integer
---@param format integer
+---@param mipmapCount integer
---@return any id
-function RL.rlLoadTextureCubemap( data, size, format ) end
+function RL.rlLoadTextureCubemap( data, size, format, mipmapCount ) end
---Update GPU texture with new data
---@param id integer
@@ -7493,9 +7698,8 @@ function RL.rlReadScreenPixels( size ) end
---Load an empty framebuffer
---- Success return int
----@param size table
---@return any fboId
-function RL.rlLoadFramebuffer( size ) end
+function RL.rlLoadFramebuffer() end
---Attach texture/renderbuffer to a framebuffer
---@param fboId integer