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-rw-r--r--examples/2D_camera/main.lua58
-rw-r--r--examples/ReiLuaGui_examples/calculator.lua34
-rw-r--r--examples/ReiLuaGui_examples/file_explorer.lua56
-rw-r--r--examples/ReiLuaGui_examples/main.lua80
-rw-r--r--examples/ReiLuaGui_test/main.lua71
-rw-r--r--examples/bunnymark/main.lua32
-rw-r--r--examples/dungeon_crawler/main.lua85
-rw-r--r--examples/gui/main.lua76
-rw-r--r--examples/heightmap/main.lua74
-rw-r--r--examples/image_draw/main.lua56
-rw-r--r--examples/instancing/main.lua96
-rw-r--r--examples/iqm_test/main.lua75
-rw-r--r--examples/lightmap/main.lua76
-rw-r--r--examples/n-patches/main.lua20
-rw-r--r--examples/pixelated/main.lua61
-rw-r--r--examples/platformer/main.lua74
-rw-r--r--examples/point_triangle_collision/main.lua85
-rw-r--r--examples/pong/main.lua46
-rw-r--r--examples/pong_vec/main.lua46
-rw-r--r--examples/ray/main.lua52
-rw-r--r--examples/resources/lib/gui.lua124
-rw-r--r--examples/resources/lib/utillib.lua6
-rw-r--r--examples/resources/lib/vector2.lua40
-rw-r--r--examples/resources/lib/vector3.lua52
-rw-r--r--examples/shaders/main.lua70
-rw-r--r--examples/snake/main.lua74
-rw-r--r--examples/waving_cubes/main.lua50
-rw-r--r--examples/window/main.lua28
28 files changed, 847 insertions, 850 deletions
diff --git a/examples/2D_camera/main.lua b/examples/2D_camera/main.lua
index b23d606..c47ba18 100644
--- a/examples/2D_camera/main.lua
+++ b/examples/2D_camera/main.lua
@@ -7,62 +7,62 @@ local cameraSpeed = 100.0
local cameraRotSpeed = 100.0
local cameraZoomSpeed = 10.0
-function init()
+function RL.init()
local monitor = 0
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
- RL_SetWindowTitle( "Camera 2D" )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowTitle( "Camera 2D" )
- tileTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
- camera = RL_CreateCamera2D()
- RL_SetCamera2DOffset( camera, { winSize[1] / 2, winSize[2] / 2 } )
+ tileTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/tiles.png" )
+ camera = RL.CreateCamera2D()
+ RL.SetCamera2DOffset( camera, { winSize[1] / 2, winSize[2] / 2 } )
end
-function process( delta )
+function RL.process( delta )
-- Move.
- if RL_IsKeyDown( KEY_RIGHT ) then
+ if RL.IsKeyDown( RL.KEY_RIGHT ) then
cameraPos[1] = cameraPos[1] + cameraSpeed * delta
- elseif RL_IsKeyDown( KEY_LEFT ) then
+ elseif RL.IsKeyDown( RL.KEY_LEFT ) then
cameraPos[1] = cameraPos[1] - cameraSpeed * delta
end
- if RL_IsKeyDown( KEY_DOWN ) then
+ if RL.IsKeyDown( RL.KEY_DOWN ) then
cameraPos[2] = cameraPos[2] + cameraSpeed * delta
- elseif RL_IsKeyDown( KEY_UP ) then
+ elseif RL.IsKeyDown( RL.KEY_UP ) then
cameraPos[2] = cameraPos[2] - cameraSpeed * delta
end
-- Rotate.
- if RL_IsKeyDown( string.byte( "E" ) ) then -- Or RL_IsKeyDown( KEY_E )
+ if RL.IsKeyDown( string.byte( "E" ) ) then -- Or RL.IsKeyDown( KEY_E )
cameraRot = cameraRot + cameraRotSpeed * delta
- elseif RL_IsKeyDown( string.byte( "Q" ) ) then
+ elseif RL.IsKeyDown( string.byte( "Q" ) ) then
cameraRot = cameraRot - cameraRotSpeed * delta
end
-- Zoom.
- if RL_IsKeyDown( string.byte( "R" ) ) then
+ if RL.IsKeyDown( string.byte( "R" ) ) then
cameraZoom = cameraZoom + cameraZoomSpeed * delta
- elseif RL_IsKeyDown( string.byte( "F" ) ) then
+ elseif RL.IsKeyDown( string.byte( "F" ) ) then
cameraZoom = cameraZoom - cameraZoomSpeed * delta
end
end
-function draw()
- RL_ClearBackground( RAYWHITE )
- RL_SetCamera2DTarget( camera, cameraPos )
- RL_SetCamera2DRotation( camera, cameraRot )
- RL_SetCamera2DZoom( camera, cameraZoom )
+function RL.draw()
+ RL.ClearBackground( RL.RAYWHITE )
+ RL.SetCamera2DTarget( camera, cameraPos )
+ RL.SetCamera2DRotation( camera, cameraRot )
+ RL.SetCamera2DZoom( camera, cameraZoom )
- RL_BeginMode2D( camera )
+ RL.BeginMode2D( camera )
-- Draw wall.
for y = 0, 4 do
for x = 0, 6 do
- RL_DrawTextureRec( tileTexture, { 0, 0, 32, 32 }, { x * 32, y * 32 }, WHITE )
+ RL.DrawTextureRec( tileTexture, { 0, 0, 32, 32 }, { x * 32, y * 32 }, RL.WHITE )
end
end
-- Draw hero.
- RL_DrawTextureRec( tileTexture, { 3 * 32, 0, 32, 32 }, { cameraPos[1] - 16, cameraPos[2] - 16 }, WHITE )
- RL_EndMode2D()
+ RL.DrawTextureRec( tileTexture, { 3 * 32, 0, 32, 32 }, { cameraPos[1] - 16, cameraPos[2] - 16 }, RL.WHITE )
+ RL.EndMode2D()
end
diff --git a/examples/ReiLuaGui_examples/calculator.lua b/examples/ReiLuaGui_examples/calculator.lua
index 6f2023b..964763e 100644
--- a/examples/ReiLuaGui_examples/calculator.lua
+++ b/examples/ReiLuaGui_examples/calculator.lua
@@ -20,7 +20,7 @@ function Calculator:new( pos )
padding = 10,
onClicked = function()
object:set2Top()
- object.dragPos = Vec2:new( RL_GetMousePosition() ) - Vec2:new( object.handle.bounds.x, object.handle.bounds.y )
+ object.dragPos = Vec2:new( RL.GetMousePosition() ) - Vec2:new( object.handle.bounds.x, object.handle.bounds.y )
Gui.heldCallback = function() object:drag() end
end,
} )
@@ -30,7 +30,7 @@ function Calculator:new( pos )
texture = bgrTexture,
HAling = Gui.ALING.CENTER,
VAling = Gui.ALING.CENTER,
- color = Color:new( LIGHTGRAY ),
+ color = Color:new( RL.LIGHTGRAY ),
} ) )
object.handle:add( Gui.texture:new( {
@@ -38,8 +38,8 @@ function Calculator:new( pos )
texture = borderTexture,
HAling = Gui.ALING.CENTER,
VAling = Gui.ALING.CENTER,
- color = Color:new( LIGHTGRAY ),
- nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH },
+ color = Color:new( RL.LIGHTGRAY ),
+ nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = RL.NPATCH_NINE_PATCH },
} ) )
object.handle:add( Gui.text:new( { text = "Calculator", fontSize = 20, VAling = Gui.ALING.CENTER } ) )
@@ -51,8 +51,8 @@ function Calculator:new( pos )
onClicked = function()
object:setVisible( false )
end,
- onMouseOver = function( self ) self.items[1].color = Color:new( WHITE ) end,
- notMouseOver = function( self ) self.items[1].color = Color:new( BLACK ) end,
+ onMouseOver = function( self ) self.items[1].color = Color:new( RL.WHITE ) end,
+ notMouseOver = function( self ) self.items[1].color = Color:new( RL.BLACK ) end,
} )
object.closeButton:add( Gui.texture:new( {
@@ -73,7 +73,7 @@ function Calculator:new( pos )
texture = bgrTexture,
HAling = Gui.ALING.CENTER,
VAling = Gui.ALING.CENTER,
- color = Color:new( GRAY ),
+ color = Color:new( RL.GRAY ),
} ) )
object.panel:add( Gui.texture:new( {
@@ -81,8 +81,8 @@ function Calculator:new( pos )
texture = borderTexture,
HAling = Gui.ALING.CENTER,
VAling = Gui.ALING.CENTER,
- color = Color:new( LIGHTGRAY ),
- nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH },
+ color = Color:new( RL.LIGHTGRAY ),
+ nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = RL.NPATCH_NINE_PATCH },
} ) )
-- Display.
@@ -91,13 +91,13 @@ function Calculator:new( pos )
bounds = Rect:new( 0, 0, object.windowRect.width - 16, object.DISPLAY_HIGHT ),
padding = 10,
drawBounds = true,
- color = Color:new( WHITE )
+ color = Color:new( RL.WHITE )
} )
object.display:add( Gui.text:new( { text = "", fontSize = 30, VAling = Gui.ALING.CENTER, maxTextLen = 8 } ) )
-- Buttons.
-
+
local buttonStrings = { "7", "8", "9", "/", "4", "5", "6", "*", "1", "2", "3", "-", "0", "C", "=", "+" }
object.buttons = {}
@@ -108,8 +108,8 @@ function Calculator:new( pos )
table.insert( object.buttons, Gui.element:new( {
bounds = Rect:new( 0, 0, 40, 32 ),
drawBounds = true,
- onMouseOver = function( self ) self.color = Color:new( WHITE ) end,
- notMouseOver = function( self ) self.color = Color:new( LIGHTGRAY ) end,
+ onMouseOver = function( self ) self.color = Color:new( RL.WHITE ) end,
+ notMouseOver = function( self ) self.color = Color:new( RL.LIGHTGRAY ) end,
} ) )
object.buttons[ #object.buttons ].pos = Vec2:new( 8 + x * 46, object.HANDLE_HIGHT + object.DISPLAY_HIGHT + 16 + y * 38 )
@@ -161,7 +161,7 @@ function Calculator:setPosition( pos )
end
function Calculator:drag()
- local mousePos = Vec2:new( RL_GetMousePosition() )
+ local mousePos = Vec2:new( RL.GetMousePosition() )
local winPos = Vec2:new( self.handle.bounds.x, self.handle.bounds.y )
self:setPosition( mousePos - self.dragPos )
@@ -173,13 +173,13 @@ function Calculator:setVisible( visible )
self.closeButton.visible = visible
self.closeButton.disabled = not visible
-
+
self.panel.visible = visible
self.panel.disabled = not visible
self.display.visible = visible
self.display.disabled = not visible
-
+
for _, button in ipairs( self.buttons ) do
button.visible = visible
button.disabled = not visible
@@ -188,7 +188,7 @@ end
function Calculator:set2Top()
self.panel:set2Top()
-
+
for _, button in ipairs( self.buttons ) do
button:set2Top()
end
diff --git a/examples/ReiLuaGui_examples/file_explorer.lua b/examples/ReiLuaGui_examples/file_explorer.lua
index 7ead361..72f6117 100644
--- a/examples/ReiLuaGui_examples/file_explorer.lua
+++ b/examples/ReiLuaGui_examples/file_explorer.lua
@@ -20,7 +20,7 @@ function FileExplorer:new( pos )
padding = 10,
onClicked = function()
object:set2Top()
- object.dragPos = Vec2:new( RL_GetMousePosition() ) - Vec2:new( object.handle.bounds.x, object.handle.bounds.y )
+ object.dragPos = Vec2:new( RL.GetMousePosition() ) - Vec2:new( object.handle.bounds.x, object.handle.bounds.y )
Gui.heldCallback = function() object:drag() end
end,
} )
@@ -30,16 +30,16 @@ function FileExplorer:new( pos )
texture = bgrTexture,
HAling = Gui.ALING.CENTER,
VAling = Gui.ALING.CENTER,
- color = Color:new( LIGHTGRAY ),
+ color = Color:new( RL.LIGHTGRAY ),
} ) )
-
+
object.handle:add( Gui.texture:new( {
bounds = object.handle.bounds:clone(),
texture = borderTexture,
HAling = Gui.ALING.CENTER,
VAling = Gui.ALING.CENTER,
- color = Color:new( LIGHTGRAY ),
- nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH },
+ color = Color:new( RL.LIGHTGRAY ),
+ nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = RL.NPATCH_NINE_PATCH },
} ) )
object.handle:add( Gui.text:new( { text = "File Explorer", fontSize = 20, VAling = Gui.ALING.CENTER } ) )
@@ -51,8 +51,8 @@ function FileExplorer:new( pos )
onClicked = function()
object:setVisible( false )
end,
- onMouseOver = function( self ) self.items[1].color = Color:new( WHITE ) end,
- notMouseOver = function( self ) self.items[1].color = Color:new( BLACK ) end,
+ onMouseOver = function( self ) self.items[1].color = Color:new( RL.WHITE ) end,
+ notMouseOver = function( self ) self.items[1].color = Color:new( RL.BLACK ) end,
} )
object.closeButton:add( Gui.texture:new( {
@@ -73,7 +73,7 @@ function FileExplorer:new( pos )
texture = bgrTexture,
HAling = Gui.ALING.CENTER,
VAling = Gui.ALING.CENTER,
- color = Color:new( GRAY ),
+ color = Color:new( RL.GRAY ),
} ) )
object.panel:add( Gui.texture:new( {
@@ -81,8 +81,8 @@ function FileExplorer:new( pos )
texture = borderTexture,
HAling = Gui.ALING.CENTER,
VAling = Gui.ALING.CENTER,
- color = Color:new( LIGHTGRAY ),
- nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH },
+ color = Color:new( RL.LIGHTGRAY ),
+ nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = RL.NPATCH_NINE_PATCH },
} ) )
-- Path.
@@ -90,7 +90,7 @@ function FileExplorer:new( pos )
object.pathBox = Gui.element:new( {
bounds = Rect:new( 0, 0, object.windowRect.width - 16 - 64, object.HANDLE_HIGHT ),
drawBounds = true,
- color = Color:new( WHITE ),
+ color = Color:new( RL.WHITE ),
-- onClicked = function() Gui.setInputFocus( object.pathBox ) end,
-- inputFocus = function() object.pathBox.color = Color:new( BLUE ) end,
-- inputUnfocus = function() object.pathBox.color = Color:new( WHITE ) end,
@@ -103,8 +103,8 @@ function FileExplorer:new( pos )
object.backButton = Gui.element:new( {
bounds = Rect:new( 0, 0, 56, object.HANDLE_HIGHT ),
drawBounds = true,
- onMouseOver = function( self ) self.color = Color:new( WHITE ) end,
- notMouseOver = function( self ) self.color = Color:new( LIGHTGRAY ) end,
+ onMouseOver = function( self ) self.color = Color:new( RL.WHITE ) end,
+ notMouseOver = function( self ) self.color = Color:new( RL.LIGHTGRAY ) end,
onClicked = function() object:backDir() end,
} )
@@ -112,7 +112,7 @@ function FileExplorer:new( pos )
bounds = Rect:new( 0, 0, object.HANDLE_HIGHT, object.HANDLE_HIGHT ),
texture = backTexture,
HAling = Gui.ALING.CENTER,
- color = Color:new( BLACK )
+ color = Color:new( RL.BLACK )
} ) )
-- Files.
@@ -130,7 +130,7 @@ function FileExplorer:new( pos )
object.fileName = Gui.element:new( {
bounds = Rect:new( 0, 0, object.windowRect.width - 16 - 70, object.HANDLE_HIGHT ),
drawBounds = true,
- color = Color:new( WHITE ),
+ color = Color:new( RL.WHITE ),
} )
object.fileName:add( Gui.text:new( { text = "", maxTextLen = 32, allowLineBreak = false, VAling = Gui.ALING.CENTER } ) )
@@ -140,18 +140,18 @@ function FileExplorer:new( pos )
object.openButton = Gui.element:new( {
bounds = Rect:new( 0, 0, 64, object.HANDLE_HIGHT ),
drawBounds = true,
- color = Color:new( WHITE ),
+ color = Color:new( RL.WHITE ),
onClicked = function() object:openFile() end,
- onMouseOver = function( self ) self.color = Color:new( WHITE ) end,
- notMouseOver = function( self ) self.color = Color:new( LIGHTGRAY ) end,
+ onMouseOver = function( self ) self.color = Color:new( RL.WHITE ) end,
+ notMouseOver = function( self ) self.color = Color:new( RL.LIGHTGRAY ) end,
} )
object.openButton:add( Gui.text:new( { text = "Open", VAling = Gui.ALING.CENTER, HAling = Gui.ALING.CENTER } ) )
-- Variables.
- object.path = RL_GetBasePath()
-
+ object.path = RL.GetBasePath()
+
-- Take last '/' away.
if util.utf8Sub( object.path, utf8.len( object.path ), utf8.len( object.path ) ) == "/" then
object.path = util.utf8Sub( object.path, 1, utf8.len( object.path ) - 1 )
@@ -189,7 +189,7 @@ function FileExplorer:changeDir( path )
end
function FileExplorer:backDir()
- self.path = RL_GetPrevDirectoryPath( self.path )
+ self.path = RL.GetPrevDirectoryPath( self.path )
self:updatePath()
end
@@ -197,11 +197,11 @@ end
function FileExplorer:fileSelect( file )
self.file = file
- self.fileName.items[1]:set( RL_GetFileName( file ) )
+ self.fileName.items[1]:set( RL.GetFileName( file ) )
end
function FileExplorer:openFile()
- print( self.file, RL_GetFileLength( self.file ) )
+ print( self.file, RL.GetFileLength( self.file ) )
end
function FileExplorer:updateFiles()
@@ -216,8 +216,8 @@ function FileExplorer:updateFiles()
local files = {}
local folders = {}
- for _, file in ipairs( RL_LoadDirectoryFiles( self.path ) ) do
- if RL_IsPathFile( file ) then
+ for _, file in ipairs( RL.LoadDirectoryFiles( self.path ) ) do
+ if RL.IsPathFile( file ) then
table.insert( files, file )
else
table.insert( folders, file )
@@ -232,7 +232,7 @@ function FileExplorer:updateFiles()
end
for _, file in ipairs( files ) do
- self:addFileToList( file, filesTexture, WHITE, function() self:fileSelect( file ) end )
+ self:addFileToList( file, filesTexture, RL.WHITE, function() self:fileSelect( file ) end )
end
end
@@ -247,7 +247,7 @@ function FileExplorer:addFileToList( file, texture, color, func )
element:add( Gui.text:new( {
bounds = Rect:new( 28, 0, 20, 20 ),
- text = RL_GetFileName( file ),
+ text = RL.GetFileName( file ),
fontSize = 20,
HAling = Gui.ALING.NONE,
VAling = Gui.ALING.CENTER,
@@ -264,7 +264,7 @@ function FileExplorer:addFileToList( file, texture, color, func )
end
function FileExplorer:drag()
- local mousePos = Vec2:new( RL_GetMousePosition() )
+ local mousePos = Vec2:new( RL.GetMousePosition() )
local winPos = Vec2:new( self.handle.bounds.x, self.handle.bounds.y )
self:setPosition( mousePos - self.dragPos )
diff --git a/examples/ReiLuaGui_examples/main.lua b/examples/ReiLuaGui_examples/main.lua
index f67e27f..29dace8 100644
--- a/examples/ReiLuaGui_examples/main.lua
+++ b/examples/ReiLuaGui_examples/main.lua
@@ -1,5 +1,5 @@
-package.path = package.path..";"..RL_GetBasePath().."?.lua"
-package.path = package.path..";"..RL_GetBasePath().."../resources/lib/?.lua"
+package.path = package.path..";"..RL.GetBasePath().."?.lua"
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
util = require( "utillib" )
Vec2 = require( "vector2" )
@@ -13,29 +13,29 @@ FileExplorer = require( "file_explorer" )
-- Textures.
-- Note that textures are global.
-cancelTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/cancel.png" )
-backTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/previous-button.png" )
-folderTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/open-folder.png" )
-filesTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/files.png" )
-borderTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/ui_border.png" )
-bgrTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/ui_bgr.png" )
-
-RL_GenTextureMipmaps( cancelTexture )
-RL_GenTextureMipmaps( backTexture )
-RL_GenTextureMipmaps( folderTexture )
-RL_GenTextureMipmaps( filesTexture )
-RL_GenTextureMipmaps( borderTexture )
-RL_GenTextureMipmaps( bgrTexture )
-
-RL_SetTextureFilter( cancelTexture, TEXTURE_FILTER_TRILINEAR )
-RL_SetTextureFilter( backTexture, TEXTURE_FILTER_TRILINEAR )
-RL_SetTextureFilter( folderTexture, TEXTURE_FILTER_TRILINEAR )
-RL_SetTextureFilter( filesTexture, TEXTURE_FILTER_TRILINEAR )
-RL_SetTextureFilter( borderTexture, TEXTURE_FILTER_TRILINEAR )
-RL_SetTextureFilter( bgrTexture, TEXTURE_FILTER_TRILINEAR )
-
-RL_SetTextureWrap( borderTexture, TEXTURE_WRAP_REPEAT )
-RL_SetTextureWrap( bgrTexture, TEXTURE_WRAP_REPEAT )
+cancelTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/cancel.png" )
+backTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/previous-button.png" )
+folderTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/open-folder.png" )
+filesTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/files.png" )
+borderTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/ui_border.png" )
+bgrTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/ui_bgr.png" )
+
+RL.GenTextureMipmaps( cancelTexture )
+RL.GenTextureMipmaps( backTexture )
+RL.GenTextureMipmaps( folderTexture )
+RL.GenTextureMipmaps( filesTexture )
+RL.GenTextureMipmaps( borderTexture )
+RL.GenTextureMipmaps( bgrTexture )
+
+RL.SetTextureFilter( cancelTexture, RL.TEXTURE_FILTER_TRILINEAR )
+RL.SetTextureFilter( backTexture, RL.TEXTURE_FILTER_TRILINEAR )
+RL.SetTextureFilter( folderTexture, RL.TEXTURE_FILTER_TRILINEAR )
+RL.SetTextureFilter( filesTexture, RL.TEXTURE_FILTER_TRILINEAR )
+RL.SetTextureFilter( borderTexture, RL.TEXTURE_FILTER_TRILINEAR )
+RL.SetTextureFilter( bgrTexture, RL.TEXTURE_FILTER_TRILINEAR )
+
+RL.SetTextureWrap( borderTexture, RL.TEXTURE_WRAP_REPEAT )
+RL.SetTextureWrap( bgrTexture, RL.TEXTURE_WRAP_REPEAT )
-- End of calculator definition.
@@ -51,8 +51,8 @@ function initGui()
calculator:setVisible( true )
fileExplorer:setVisible( true )
end,
- onMouseOver = function( self ) self.color = Color:new( LIGHTGRAY ) end,
- notMouseOver = function( self ) self.color = Color:new( GRAY ) end,
+ onMouseOver = function( self ) self.color = Color:new( RL.LIGHTGRAY ) end,
+ notMouseOver = function( self ) self.color = Color:new( RL.GRAY ) end,
} )
showButton:add( Gui.text:new( { text = "Show", VAling = Gui.ALING.CENTER, HAling = Gui.ALING.CENTER } ) )
@@ -61,27 +61,27 @@ function initGui()
fileExplorer = FileExplorer:new( Vec2:new( 280, 96 ) )
end
-function init()
+function RL.init()
local monitor = 0
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- winSize = RL_GetScreenSize()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ winSize = RL.GetScreenSize()
- RL_SetWindowTitle( "ReiLuaGui examples" )
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowSize( winSize )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowTitle( "ReiLuaGui examples" )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
initGui()
end
-function process( delta )
- Gui.process( Vec2:new( RL_GetMousePosition() ) )
+function RL.process( delta )
+ Gui.process( Vec2:new( RL.GetMousePosition() ) )
end
-function draw()
- RL_ClearBackground( RAYWHITE )
+function RL.draw()
+ RL.ClearBackground( RL.RAYWHITE )
Gui.draw()
end
diff --git a/examples/ReiLuaGui_test/main.lua b/examples/ReiLuaGui_test/main.lua
index b36a7da..8ea6563 100644
--- a/examples/ReiLuaGui_test/main.lua
+++ b/examples/ReiLuaGui_test/main.lua
@@ -1,4 +1,4 @@
-package.path = package.path..";"..RL_GetBasePath().."../resources/lib/?.lua"
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
util = require( "utillib" )
Vec2 = require( "vector2" )
@@ -7,16 +7,16 @@ Color = require( "color" )
Gui = require( "gui" )
local container = {}
--- local circleTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/circle.png" )
-local circleTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/plain-circle.png" )
-local checkTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/check-mark.png" )
-local borderTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/ui_border.png" )
+-- local circleTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/circle.png" )
+local circleTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/plain-circle.png" )
+local checkTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/check-mark.png" )
+local borderTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/ui_border.png" )
local textInput
-RL_GenTextureMipmaps( circleTexture )
-RL_GenTextureMipmaps( checkTexture )
-RL_SetTextureFilter( circleTexture, TEXTURE_FILTER_TRILINEAR )
-RL_SetTextureFilter( checkTexture, TEXTURE_FILTER_TRILINEAR )
+RL.GenTextureMipmaps( circleTexture )
+RL.GenTextureMipmaps( checkTexture )
+RL.SetTextureFilter( circleTexture, RL.TEXTURE_FILTER_TRILINEAR )
+RL.SetTextureFilter( checkTexture, RL.TEXTURE_FILTER_TRILINEAR )
function initGui()
-- local label = Gui.label:new( { text = "Dog", bounds = { 32, 32, 96, 96 }, drawBounds = true, Haling = Gui.ALING.CENTER, Valing = Gui.ALING.TOP } )
@@ -45,8 +45,8 @@ function initGui()
local dog = Gui.element:new( {
bounds = Rect:new( 0, 0, 128, 36 ),
onClicked = function() panel:setPosition( Vec2:new( 290, 120 ) ) end,
- onMouseOver = function( self ) self.items[1].color = RED end,
- notMouseOver = function( self ) self.items[1].color = BLACK end,
+ onMouseOver = function( self ) self.items[1].color = RL.RED end,
+ notMouseOver = function( self ) self.items[1].color = RL.BLACK end,
drawBounds = true,
} )
@@ -58,7 +58,7 @@ function initGui()
HAling = Gui.ALING.CENTER,
VAling = Gui.ALING.CENTER,
visible = true,
- nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH },
+ nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = RL.NPATCH_NINE_PATCH },
} ) )
dog:add( Gui.texture:new( { bounds = Rect:new( 0, 0, 24, 24 ), texture = circleTexture, HAling = Gui.ALING.RIGHT, color = Color:new( 150, 150, 255 ) } ) )
@@ -81,8 +81,8 @@ function initGui()
local element = Gui.element:new( {
bounds = Rect:new( 0, 0, 120, 30 ),
onClicked = function() panel:setPosition( Vec2:new( 340, 380 ) ) end,
- onMouseOver = function( self ) self.color = Color:new( DARKBLUE ) end,
- notMouseOver = function( self ) self.color = Color:new( LIGHTGRAY ) end,
+ onMouseOver = function( self ) self.color = Color:new( RL.DARKBLUE ) end,
+ notMouseOver = function( self ) self.color = Color:new( RL.LIGHTGRAY ) end,
drawBounds = true,
} )
@@ -97,18 +97,18 @@ function initGui()
local element = Gui.element:new( {
bounds = itemBounds:clone(),
- onMouseOver = function( self ) self.color = Color:new( DARKBLUE ) end,
- notMouseOver = function( self ) self.color = Color:new( LIGHTGRAY ) end,
+ onMouseOver = function( self ) self.color = Color:new( RL.DARKBLUE ) end,
+ notMouseOver = function( self ) self.color = Color:new( RL.LIGHTGRAY ) end,
drawBounds = true,
} )
element:add( Gui.text:new( { text = "Dog" } ) )
container2:add( element )
-
+
element = Gui.element:new( {
bounds = Rect:new( 0, 0, 78, 24 ),
-- bounds = Rect:new( 0, 0, 78, 64 ),
- onMouseOver = function( self ) self.color = Color:new( DARKBLUE ) end,
- notMouseOver = function( self ) self.color = Color:new( LIGHTGRAY ) end,
+ onMouseOver = function( self ) self.color = Color:new( RL.DARKBLUE ) end,
+ notMouseOver = function( self ) self.color = Color:new( RL.LIGHTGRAY ) end,
drawBounds = true,
} )
element:add( Gui.text:new( { text = "Cat" } ) )
@@ -123,39 +123,38 @@ function initGui()
textInput = Gui.element:new( {
bounds = Rect:new( 64, 360, 300, 32 ),
drawBounds = true,
- color = Color:new( LIGHTGRAY ),
+ color = Color:new( RL.LIGHTGRAY ),
onClicked = function() Gui.setInputFocus( textInput ) end,
- inputFocus = function() textInput.color = Color:new( BLUE ) end,
+ inputFocus = function() textInput.color = Color:new( RL.BLUE ) end,
-- inputFocus = function() container:delete() end,
-- inputFocus = function() panel:set2Back() end,
- inputUnfocus = function() textInput.color = Color:new( LIGHTGRAY ) end,
+ inputUnfocus = function() textInput.color = Color:new( RL.LIGHTGRAY ) end,
} )
textInput:add( Gui.text:new( { text = "", maxTextLen = 16, allowLineBreak = false } ) )
end
-function init()
+function RL.init()
local monitor = 0
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- winSize = RL_GetScreenSize()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ winSize = RL.GetScreenSize()
- RL_SetWindowTitle( "ReiLuaGui Test" )
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowSize( winSize )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowTitle( "ReiLuaGui Test" )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
initGui()
end
-function process( delta )
- Gui.process( Vec2:new( RL_GetMousePosition() ) )
+function RL.process( delta )
+ Gui.process( Vec2:new( RL.GetMousePosition() ) )
end
-function draw()
- RL_ClearBackground( RAYWHITE )
+function RL.draw()
+ RL.ClearBackground( RL.RAYWHITE )
Gui.draw()
- RL_DrawText( 0, "Work in progress GuiLib test.", { 10, 10 }, 30, 4, BLACK )
end
diff --git a/examples/bunnymark/main.lua b/examples/bunnymark/main.lua
index 52f8393..06ab5d6 100644
--- a/examples/bunnymark/main.lua
+++ b/examples/bunnymark/main.lua
@@ -42,23 +42,23 @@ function Bunny:update()
end
end
-function init()
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowSize( { screenWidth, screenHeight } )
- RL_SetWindowTitle( "raylib [textures] example - bunnymark" )
+function RL.init()
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( { screenWidth, screenHeight } )
+ RL.SetWindowTitle( "raylib [textures] example - bunnymark" )
-- Load bunny texture
- texBunny = RL_LoadTexture( RL_GetBasePath().."../resources/images/wabbit_alpha.png" )
- texSize = RL_GetTextureSize( texBunny )
+ texBunny = RL.LoadTexture( RL.GetBasePath().."../resources/images/wabbit_alpha.png" )
+ texSize = RL.GetTextureSize( texBunny )
end
-function process( delta )
- if RL_IsMouseButtonDown( 0 ) then
+function RL.process( delta )
+ if RL.IsMouseButtonDown( 0 ) then
-- Create more bunnies
for i = 1, 100 do
if #bunnies < MAX_BUNNIES then
local speed = { math.random( -250, 250 ) / 60, math.random( -250, 250 ) / 60 }
local color = { math.random( 50, 240 ), math.random( 80, 240 ), math.random( 100, 240 ), 255 }
- table.insert( bunnies, Bunny:new( RL_GetMousePosition(), speed, color ) )
+ table.insert( bunnies, Bunny:new( RL.GetMousePosition(), speed, color ) )
end
end
end
@@ -68,8 +68,8 @@ function process( delta )
end
end
-function draw()
- RL_ClearBackground( RAYWHITE )
+function RL.draw()
+ RL.ClearBackground( RL.RAYWHITE )
for _, bunny in ipairs( bunnies ) do
-- NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
@@ -78,11 +78,11 @@ function draw()
-- Process of sending data is costly and it could happen that GPU data has not been completely
-- processed for drawing while new data is tried to be sent (updating current in-use buffers)
-- it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
- RL_DrawTexture( texBunny, { bunny.position[1], bunny.position[2] }, bunny.color )
+ RL.DrawTexture( texBunny, { bunny.position[1], bunny.position[2] }, bunny.color )
end
- RL_DrawRectangle( { 0, 0, screenWidth, 40 }, BLACK)
- RL_DrawText( 0, "bunnies: " .. #bunnies, { 120, 10 }, 20, 2, GREEN )
- RL_DrawText( 0, "batched draw calls: " .. math.ceil( 1 + #bunnies / MAX_BATCH_ELEMENTS ), { 320, 10 }, 20, 2, RED )
- RL_DrawFPS( { 10, 10 } )
+ RL.DrawRectangle( { 0, 0, screenWidth, 40 }, RL.BLACK)
+ RL.DrawText( 0, "bunnies: " .. #bunnies, { 120, 10 }, 20, 2, RL.GREEN )
+ RL.DrawText( 0, "batched draw calls: " .. math.ceil( 1 + #bunnies / MAX_BATCH_ELEMENTS ), { 320, 10 }, 20, 2, RL.RED )
+ RL.DrawFPS( { 10, 10 } )
end
diff --git a/examples/dungeon_crawler/main.lua b/examples/dungeon_crawler/main.lua
index e1342ec..8732b0d 100644
--- a/examples/dungeon_crawler/main.lua
+++ b/examples/dungeon_crawler/main.lua
@@ -4,12 +4,12 @@ local camera = -1
local texture = -1
local textureSize = { 256, 96 }
local res = { 384, 216 }
-local winSize = RL_GetScreenSize()
+local winSize = RL.GetScreenSize()
local winScale = 4
local framebuffer = -1
local TILE_SIZE = 32
-local TILE_VERTEX_COLORS = { WHITE, WHITE, WHITE, WHITE }
+local TILE_VERTEX_COLORS = { RL.WHITE, RL.WHITE, RL.WHITE, RL.WHITE }
local FLOOR = 1
local CEILING = 2
@@ -51,38 +51,37 @@ local function getTileVer( x, y, type )
return verts
end
-function drawSprites()
+local function drawSprites()
for _, sprite in ipairs( sprites ) do
- sprite.dis = RL_Vector2Distance( { pos[1], pos[3] }, { sprite.pos[1], sprite.pos[2] } )
+ sprite.dis = RL.Vector2Distance( { pos[1], pos[3] }, { sprite.pos[1], sprite.pos[2] } )
end
-
+
table.sort( sprites, function( a, b ) return a.dis > b.dis end )
for _, sprite in ipairs( sprites ) do
- RL_DrawBillboardRec( camera, texture, { sprite.tile[1] * TILE_SIZE, sprite.tile[2] * TILE_SIZE, TILE_SIZE, TILE_SIZE },
- { sprite.pos[1], 0.5 * sprite.size, sprite.pos[2] }, { sprite.size, sprite.size }, WHITE )
+ RL.DrawBillboardRec( camera, texture, { sprite.tile[1] * TILE_SIZE, sprite.tile[2] * TILE_SIZE, TILE_SIZE, TILE_SIZE },
+ { sprite.pos[1], 0.5 * sprite.size, sprite.pos[2] }, { sprite.size, sprite.size }, RL.WHITE )
end
end
-function init()
+function RL.init()
local monitor = 0
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
winSize = { res[1] * winScale, res[2] * winScale }
- RL_SetWindowSize( winSize )
- RL_SetExitKey( KEY_ESCAPE )
- -- framebuffer = RL_LoadRenderTexture( res )
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
-
- texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
- camera = RL_CreateCamera3D()
- RL_SetCamera3DPosition( camera, pos )
- RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
- RL_SetCamera3DUp( camera, { 0, 1, 0 } )
- RL_SetCameraMode( camera, CAMERA_FIRST_PERSON )
+ RL.SetWindowSize( winSize )
+ RL.SetExitKey( RL.KEY_ESCAPE )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+
+ texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/tiles.png" )
+ camera = RL.CreateCamera3D()
+ RL.SetCamera3DPosition( camera, pos )
+ RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL.SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL.SetCameraMode( camera, RL.CAMERA_FIRST_PERSON )
-- for x = 0, 3 do
-- for y = 0, 9 do
@@ -94,41 +93,41 @@ function init()
table.insert( sprites, { pos = { 0.5, 3.5 }, tile = { 3, 0 }, dis = 0, size = 0.7 } )
end
-function draw()
- RL_UpdateCamera3D( camera )
- pos = RL_GetCamera3DPosition( camera )
+function RL.draw()
+ RL.UpdateCamera3D( camera )
+ pos = RL.GetCamera3DPosition( camera )
- -- RL_BeginTextureMode( framebuffer )
- RL_ClearBackground( { 100, 150, 150 } )
+ -- RL.BeginTextureMode( framebuffer )
+ RL.ClearBackground( { 100, 150, 150 } )
- RL_BeginMode3D( camera )
+ RL.BeginMode3D( camera )
-- Floor and ceiling.
for x = 0, 3 do
for y = 0, 10 do
- RL_DrawQuad3DTexture( texture, getTileVer( x, y, FLOOR ), getTexCoords( 1, 0 ), TILE_VERTEX_COLORS )
- RL_DrawQuad3DTexture( texture, getTileVer( x, y, CEILING ), getTexCoords( 2, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( x, y, FLOOR ), getTexCoords( 1, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( x, y, CEILING ), getTexCoords( 2, 0 ), TILE_VERTEX_COLORS )
end
end
-- Walls.
- RL_DrawQuad3DTexture( texture, getTileVer( 0, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
- RL_DrawQuad3DTexture( texture, getTileVer( 1, 0, WALL_N ), getTexCoords( 0, 2 ), TILE_VERTEX_COLORS )
- RL_DrawQuad3DTexture( texture, getTileVer( 2, 0, WALL_N ), getTexCoords( 2, 2 ), TILE_VERTEX_COLORS )
- RL_DrawQuad3DTexture( texture, getTileVer( 3, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 0, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 1, 0, WALL_N ), getTexCoords( 0, 2 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 2, 0, WALL_N ), getTexCoords( 2, 2 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 3, 0, WALL_N ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
for x = 0, 3 do
- RL_DrawQuad3DTexture( texture, getTileVer( x, 10, WALL_S ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( x, 10, WALL_S ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
end
for y = 0, 10 do
- RL_DrawQuad3DTexture( texture, getTileVer( 0, y, WALL_W ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
- RL_DrawQuad3DTexture( texture, getTileVer( 3, y, WALL_E ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 0, y, WALL_W ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
+ RL.DrawQuad3DTexture( texture, getTileVer( 3, y, WALL_E ), getTexCoords( 0, 0 ), TILE_VERTEX_COLORS )
end
drawSprites()
- RL_EndMode3D()
- -- RL_EndTextureMode()
+ RL.EndMode3D()
+ -- RL.EndTextureMode()
- -- RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
- -- RL_DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
- -- RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
+ -- RL.SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
+ -- RL.DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
+ -- RL.SetTextureSource( TEXTURE_SOURCE_TEXTURE )
end
diff --git a/examples/gui/main.lua b/examples/gui/main.lua
index e569b0a..97c18ad 100644
--- a/examples/gui/main.lua
+++ b/examples/gui/main.lua
@@ -20,94 +20,92 @@ local colorPicker = { color = { 255, 255, 255 } }
local colorPanel = { color = { 255, 255, 255 }, alpha = 1.0, hue = 1.0, oldHue = 1.0 }
local comboBoxActive = 0
-function init()
+function RL.init()
local monitor = 0
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
local winSize = { 1920, 1080 }
- RL_GuiSetFont( 0 )
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowSize( winSize )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.GuiSetFont( 0 )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
end
-function process( delta )
+function RL.process( delta )
end
-function draw()
- RL_ClearBackground( { 50, 20, 75 } )
+function RL.draw()
+ RL.ClearBackground( { 50, 20, 75 } )
- -- if RL_GuiButton( { 112, 16, 96, 32 }, "Exit" ) then
- if RL_GuiButton( { 112, 16, 96, 32 }, RL_GuiIconText( 113, "Exit" ) ) then
- RL_CloseWindow()
+ if RL.GuiButton( { 112, 16, 96, 32 }, RL.GuiIconText( 113, "Exit" ) ) then
+ RL.CloseWindow()
end
- if windowOpen and RL_GuiWindowBox( { 300, 16, 200, 320 }, "Window" ) then
+ if windowOpen and RL.GuiWindowBox( { 300, 16, 200, 320 }, "Window" ) then
windowOpen = false
end
- RL_GuiPanel( { 60, 260, 100, 100 }, "Panel" )
+ RL.GuiPanel( { 60, 260, 100, 100 }, "Panel" )
- toggled = RL_GuiToggle( { 200, 260, 64, 32 }, "Toggle", toggled )
- index = RL_GuiToggleGroup( { 520, 30, 64, 32 }, "Cat\nDog\nMonkey", index )
- checkbox = RL_GuiCheckBox( { 200, 300, 16, 16 }, "CheckBox", checkbox )
+ toggled = RL.GuiToggle( { 200, 260, 64, 32 }, "Toggle", toggled )
+ index = RL.GuiToggleGroup( { 520, 30, 64, 32 }, "Cat\nDog\nMonkey", index )
+ checkbox = RL.GuiCheckBox( { 200, 300, 16, 16 }, "CheckBox", checkbox )
local textBoxToggle = false
- textBoxToggle, textBoxText = RL_GuiTextBox( { 32, 400, 120, 32 }, textBoxText, 32, textBoxActive )
- -- textBoxToggle, textBoxText = RL_GuiTextBoxMulti( { 32, 400, 120, 64 }, textBoxText, 120, textBoxActive )
-
+ textBoxToggle, textBoxText = RL.GuiTextBox( { 32, 400, 120, 32 }, textBoxText, 32, textBoxActive )
+ -- textBoxToggle, textBoxText = RL.GuiTextBoxMulti( { 32, 400, 120, 64 }, textBoxText, 120, textBoxActive )
+
if textBoxToggle then
textBoxActive = not textBoxActive
end
local spinnerToggle = false
- spinnerToggle, spinnerValue = RL_GuiSpinner( { 64, 450, 96, 32 }, "Value", spinnerValue, spinnerValueRange[1], spinnerValueRange[2], spinnerActive )
- -- spinnerToggle, spinnerValue = RL_GuiValueBox( { 64, 450, 96, 32 }, "Value", spinnerValue, spinnerValueRange[1], spinnerValueRange[2], spinnerActive )
+ spinnerToggle, spinnerValue = RL.GuiSpinner( { 64, 450, 96, 32 }, "Value", spinnerValue, spinnerValueRange[1], spinnerValueRange[2], spinnerActive )
+ -- spinnerToggle, spinnerValue = RL.GuiValueBox( { 64, 450, 96, 32 }, "Value", spinnerValue, spinnerValueRange[1], spinnerValueRange[2], spinnerActive )
if spinnerToggle then
spinnerActive = not spinnerActive
end
- sliderValue = RL_GuiSliderBar( { 64, 510, 96, 32 }, "min", "max", sliderValue, sliderValueRange[1], sliderValueRange[2] )
- scrollbarValue = RL_GuiScrollBar( { 64, 550, 130, 32 }, scrollbarValue, 0, 10 )
+ sliderValue = RL.GuiSliderBar( { 64, 510, 96, 32 }, "min", "max", sliderValue, sliderValueRange[1], sliderValueRange[2] )
+ scrollbarValue = RL.GuiScrollBar( { 64, 550, 130, 32 }, scrollbarValue, 0, 10 )
local dropdownToggle = false
- dropdownToggle, dropdownValue = RL_GuiDropdownBox( { 2, 2, 96, 16 }, "Cat\nDog\nMonkey", dropdownValue, dropdownActive )
+ dropdownToggle, dropdownValue = RL.GuiDropdownBox( { 2, 2, 96, 16 }, "Cat\nDog\nMonkey", dropdownValue, dropdownActive )
if dropdownToggle then
dropdownActive = not dropdownActive
end
- listView.item, listView.scroll = RL_GuiListView( { 200, 400, 200, 200 }, "Cat\nElefant\nSquirrel", listView.scroll, listView.item )
- -- listViewEx.item, listViewEx.scroll, listViewEx.focus = RL_GuiListViewEx( { 200, 400, 200, 200 }, "Cat\nElefant\nSquirrel", listViewEx.focus, listViewEx.scroll, listViewEx.item )
- messageBox.buttonIndex = RL_GuiMessageBox( { 420, 400, 200, 100 }, "Message", "Are you sure about this?", "Yes\nNo" )
+ listView.item, listView.scroll = RL.GuiListView( { 200, 400, 200, 200 }, "Cat\nElefant\nSquirrel", listView.scroll, listView.item )
+ messageBox.buttonIndex = RL.GuiMessageBox( { 420, 400, 200, 100 }, "Message", "Are you sure about this?", "Yes\nNo" )
if 0 <= messageBox.buttonIndex then
print( "messageBox.buttonIndex", messageBox.buttonIndex )
end
textInputBox.buttonIndex, textInputBox.text, textInputBox.secretViewActive
- = RL_GuiTextInputBox( { 420, 510, 300, 150 }, "Input Box", "Put text here", "Button",textInputBox.text, 200, textInputBox.secretViewActive )
+ = RL.GuiTextInputBox( { 420, 510, 300, 150 }, "Input Box", "Put text here", "Button",textInputBox.text, 200, textInputBox.secretViewActive )
if 0 <= textInputBox.buttonIndex then
print( "textInputBox.buttonIndex", textInputBox.buttonIndex )
end
- colorPicker.color = RL_GuiColorPicker( { 620, 20, 150, 150 }, "Color Picker", colorPicker.color )
+ colorPicker.color = RL.GuiColorPicker( { 620, 20, 150, 150 }, "Color Picker", colorPicker.color )
- colorPanel.color = RL_GuiColorPanel( { 820, 20, 150, 150 }, "Color Panel", colorPanel.color )
- colorPanel.alpha = RL_GuiColorBarAlpha( { 820, 180, 150, 20 }, "Color alpha", colorPanel.alpha )
- colorPanel.hue = RL_GuiColorBarHue( { 980, 20, 20, 150 }, "Color hue", colorPanel.hue )
+ colorPanel.color = RL.GuiColorPanel( { 820, 20, 150, 150 }, "Color Panel", colorPanel.color )
+ colorPanel.alpha = RL.GuiColorBarAlpha( { 820, 180, 150, 20 }, "Color alpha", colorPanel.alpha )
+ colorPanel.hue = RL.GuiColorBarHue( { 980, 20, 20, 150 }, "Color hue", colorPanel.hue )
if colorPanel.hue ~= colorPanel.oldHue then
colorPanel.oldHue = colorPanel.hue
- colorPanel.color = RL_ColorFromHSV( colorPanel.hue, 1.0, 1.0 )
+ colorPanel.color = RL.ColorFromHSV( colorPanel.hue, 1.0, 1.0 )
end
-
- RL_GuiDrawIcon( 121, { 6, 20 }, 2, WHITE )
- comboBoxActive = RL_GuiComboBox( { 5, 50, 80, 20 }, "One\nTwo\nThree", comboBoxActive )
+ RL.GuiDrawIcon( 121, { 6, 20 }, 2, RL.WHITE )
+
+ comboBoxActive = RL.GuiComboBox( { 5, 50, 80, 20 }, "One\nTwo\nThree", comboBoxActive )
end
diff --git a/examples/heightmap/main.lua b/examples/heightmap/main.lua
index e8cc4ea..4c66dd6 100644
--- a/examples/heightmap/main.lua
+++ b/examples/heightmap/main.lua
@@ -18,67 +18,67 @@ local dirtBottomRec = { 7 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
local matrix = {}
-function init()
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
+function RL.init()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
- camera = RL_CreateCamera3D()
- RL_SetCamera3DPosition( camera, { 0, 8, 16 } )
- RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
- RL_SetCamera3DUp( camera, { 0, 1, 0 } )
- RL_SetCameraMode( camera, CAMERA_FREE )
+ camera = RL.CreateCamera3D()
+ RL.SetCamera3DPosition( camera, { 0, 8, 16 } )
+ RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL.SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL.SetCameraMode( camera, RL.CAMERA_FREE )
- heigthImage = RL_LoadImage( RL_GetBasePath().."../resources/images/heightmap.png" )
+ heigthImage = RL.LoadImage( RL.GetBasePath().."../resources/images/heightmap.png" )
- mesh = RL_GenMeshHeightmap( heigthImage, { 16, 4, 16 } )
- tilesetTex = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
- groundTexture = RL_LoadRenderTexture( { TILE_SIZE * 16, TILE_SIZE * 16 } )
+ mesh = RL.GenMeshHeightmap( heigthImage, { 16, 4, 16 } )
+ tilesetTex = RL.LoadTexture( RL.GetBasePath().."../resources/images/tiles.png" )
+ groundTexture = RL.LoadRenderTexture( { TILE_SIZE * 16, TILE_SIZE * 16 } )
-- Draw to ground texture.
- RL_BeginTextureMode( groundTexture )
+ RL.BeginTextureMode( groundTexture )
for x = 1, 16 do
for y = 1, 16 do
local pos = { x - 1, y - 1 }
if 4 < x and x < 14 and 4 < y and y < 8 then
- RL_DrawTextureRec( tilesetTex, dirtRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
+ RL.DrawTextureRec( tilesetTex, dirtRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
elseif 4 == x and 4 < y and y < 8 then
- RL_DrawTextureRec( tilesetTex, dirtRightRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
+ RL.DrawTextureRec( tilesetTex, dirtRightRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
elseif 14 == x and 4 < y and y < 8 then
- RL_DrawTextureRec( tilesetTex, dirtLeftRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
+ RL.DrawTextureRec( tilesetTex, dirtLeftRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
elseif 4 < x and x < 14 and 4 == y then
- RL_DrawTextureRec( tilesetTex, dirtTopRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
+ RL.DrawTextureRec( tilesetTex, dirtTopRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
elseif 4 < x and x < 14 and 8 == y then
- RL_DrawTextureRec( tilesetTex, dirtBottomRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
+ RL.DrawTextureRec( tilesetTex, dirtBottomRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
else
- RL_DrawTextureRec( tilesetTex, grassRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE )
+ RL.DrawTextureRec( tilesetTex, grassRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE )
end
end
end
- RL_EndTextureMode()
+ RL.EndTextureMode()
- material = RL_LoadMaterialDefault()
- RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
- -- RL_GenTextureMipmaps( groundTexture )
- -- RL_SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR )
- RL_SetMaterialTexture( material, MATERIAL_MAP_ALBEDO, groundTexture )
- RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
+ material = RL.LoadMaterialDefault()
+ RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
+ -- RL.GenTextureMipmaps( groundTexture )
+ -- RL.SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR )
+ RL.SetMaterialTexture( material, RL.MATERIAL_MAP_ALBEDO, groundTexture )
+ RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
- matrix = RL_MatrixMultiply( RL_MatrixIdentity(), RL_MatrixTranslate( { -4, 0, -4 } ) )
+ matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end
-function draw()
- RL_ClearBackground( { 100, 150, 100 } )
- RL_UpdateCamera3D( camera )
+function RL.draw()
+ RL.ClearBackground( { 100, 150, 100 } )
+ RL.UpdateCamera3D( camera )
- RL_BeginMode3D( camera )
- RL_DrawMesh( mesh, material, matrix )
- RL_EndMode3D()
+ RL.BeginMode3D( camera )
+ RL.DrawMesh( mesh, material, matrix )
+ RL.EndMode3D()
end
diff --git a/examples/image_draw/main.lua b/examples/image_draw/main.lua
index 2a78a13..8c1ea82 100644
--- a/examples/image_draw/main.lua
+++ b/examples/image_draw/main.lua
@@ -5,40 +5,40 @@ local catImage = -1
local catCopy = -1
local textImage = -1
-function init()
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
+function RL.init()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
- image = RL_GenImageColor( winSize[1], winSize[2], WHITE )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ image = RL.GenImageColor( winSize[1], winSize[2], RL.WHITE )
-- Test changing working directory.
- RL_ChangeDirectory( RL_GetBasePath().."../resources" )
- catImage = RL_LoadImage( RL_GetWorkingDirectory().."/images/cat.png" )
- RL_ImageClearBackground( image, { 150, 60, 100 } )
- RL_ImageDrawPixel( image, { 32, 32 }, WHITE )
- RL_ImageDrawLine( image, { 32, 45 }, { 100, 60 }, GREEN )
- RL_ImageDrawCircle( image, { 64, 32 }, 16, BLUE )
- RL_ImageDrawRectangle( image, { 120, 64, 32, 64 }, BLUE )
- RL_ImageDrawRectangleLines( image, { 160, 64, 32, 64 }, 2.0, BLUE )
- RL_ImageDraw( image, catImage, { 143, 25, 230, 250 }, { 200, 200, 230, 250 }, WHITE )
- RL_ImageDrawTextEx( image, 0, "Hello", { 300, 32 }, 48.0, 1.0, WHITE )
+ RL.ChangeDirectory( RL.GetBasePath().."../resources" )
+ catImage = RL.LoadImage( RL.GetWorkingDirectory().."/images/cat.png" )
+ RL.ImageClearBackground( image, { 150, 60, 100 } )
+ RL.ImageDrawPixel( image, { 32, 32 }, RL.WHITE )
+ RL.ImageDrawLine( image, { 32, 45 }, { 100, 60 }, RL.GREEN )
+ RL.ImageDrawCircle( image, { 64, 32 }, 16, RL.BLUE )
+ RL.ImageDrawRectangle( image, { 120, 64, 32, 64 }, RL.BLUE )
+ RL.ImageDrawRectangleLines( image, { 160, 64, 32, 64 }, 2.0, RL.BLUE )
+ RL.ImageDraw( image, catImage, { 143, 25, 230, 250 }, { 200, 200, 230, 250 }, RL.WHITE )
+ RL.ImageDrawTextEx( image, 0, "Hello", { 300, 32 }, 48.0, 1.0, RL.WHITE )
local src = { 80, 70, 96, 96 }
- catCopy = RL_ImageFromImage( catImage, src )
+ catCopy = RL.ImageFromImage( catImage, src )
- RL_ImageDraw( image, catCopy, src, { 600, 200, src[3], src[4] }, WHITE )
+ RL.ImageDraw( image, catCopy, src, { 600, 200, src[3], src[4] }, RL.WHITE )
- textImage = RL_ImageText( 0, "Cat", 10, 4, WHITE )
- local imageSize = RL_GetImageSize( textImage )
- RL_ImageDraw( image, textImage, { 0, 0, imageSize[1], imageSize[2] }, { 250, 40, imageSize[1], imageSize[2] }, WHITE )
-
- texture = RL_LoadTextureFromImage( image )
+ textImage = RL.ImageText( 0, "Cat", 10, 4, RL.WHITE )
+ local imageSize = RL.GetImageSize( textImage )
+ RL.ImageDraw( image, textImage, { 0, 0, imageSize[1], imageSize[2] }, { 250, 40, imageSize[1], imageSize[2] }, RL.WHITE )
+
+ texture = RL.LoadTextureFromImage( image )
end
-function draw()
- RL_ClearBackground( { 100, 150, 100 } )
- RL_DrawTexture( texture, { 0, 0 }, WHITE )
+function RL.draw()
+ RL.ClearBackground( { 100, 150, 100 } )
+ RL.DrawTexture( texture, { 0, 0 }, RL.WHITE )
end
diff --git a/examples/instancing/main.lua b/examples/instancing/main.lua
index d0760ec..b7e4024 100644
--- a/examples/instancing/main.lua
+++ b/examples/instancing/main.lua
@@ -18,94 +18,94 @@ local shader
local matInstances
local matDefault
-function init()
+function RL.init()
local monitor = 0
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowSize( winSize )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
- RL_SetWindowTitle( "Instancing" )
- RL_SetWindowState( FLAG_VSYNC_HINT )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowTitle( "Instancing" )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
-- Define the camera to look into our 3d world
- camera = RL_CreateCamera3D()
- RL_SetCamera3DPosition( camera, { -125.0, 125.0, -125.0 } )
- RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
- RL_SetCamera3DUp( camera, { 0, 1, 0 } )
- RL_SetCamera3DFovy( camera, 45 )
- RL_SetCameraMode( camera, CAMERA_ORBITAL )
+ camera = RL.CreateCamera3D()
+ RL.SetCamera3DPosition( camera, { -125.0, 125.0, -125.0 } )
+ RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL.SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL.SetCamera3DFovy( camera, 45 )
+ RL.SetCameraMode( camera, RL.CAMERA_ORBITAL )
-- Define mesh to be instanced
- cube = RL_GenMeshCube( { 1, 1, 1 } )
+ cube = RL.GenMeshCube( { 1, 1, 1 } )
-- Translate and rotate cubes randomly
for i = 1, MAX_INSTANCES do
- local translation = RL_MatrixTranslate( { math.random( -50, 50 ), math.random( -50, 50 ), math.random( -50, 50 ) } )
- local axis = RL_Vector3Normalize( { math.random( 0, 360 ), math.random( 0, 360 ), math.random( 0, 360 ) } )
+ local translation = RL.MatrixTranslate( { math.random( -50, 50 ), math.random( -50, 50 ), math.random( -50, 50 ) } )
+ local axis = RL.Vector3Normalize( { math.random( 0, 360 ), math.random( 0, 360 ), math.random( 0, 360 ) } )
local angle = math.rad( math.random( 0, 10 ) )
- local rotation = RL_MatrixRotate( axis, angle )
+ local rotation = RL.MatrixRotate( axis, angle )
- table.insert( transforms, RL_MatrixMultiply( rotation, translation ) )
+ table.insert( transforms, RL.MatrixMultiply( rotation, translation ) )
end
-- Load lighting shader
- shader = RL_LoadShader( RL_GetBasePath().."../resources/shaders/glsl330/lighting_instancing.vs",
- RL_GetBasePath().."../resources/shaders/glsl330/lighting.fs" )
+ shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lighting_instancing.vs",
+ RL.GetBasePath().."../resources/shaders/glsl330/lighting.fs" )
-- Get shader locations
- local mvpLoc = RL_GetShaderLocation( shader, "mvp" )
- local viewPosLoc = RL_GetShaderLocation( shader, "viewPos" )
- local instanceTransformLoc = RL_GetShaderLocationAttrib( shader, "instanceTransform" )
- RL_SetShaderLocationIndex( shader, SHADER_LOC_MATRIX_MVP, mvpLoc )
- RL_SetShaderLocationIndex( shader, SHADER_LOC_VECTOR_VIEW, viewPosLoc )
- RL_SetShaderLocationIndex( shader, SHADER_LOC_MATRIX_MODEL, instanceTransformLoc )
+ local mvpLoc = RL.GetShaderLocation( shader, "mvp" )
+ local viewPosLoc = RL.GetShaderLocation( shader, "viewPos" )
+ local instanceTransformLoc = RL.GetShaderLocationAttrib( shader, "instanceTransform" )
+ RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_MATRIX_MVP, mvpLoc )
+ RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW, viewPosLoc )
+ RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_MATRIX_MODEL, instanceTransformLoc )
-- Set shader value: ambient light level
- local ambientLoc = RL_GetShaderLocation( shader, "ambient" )
- RL_SetShaderValue( shader, ambientLoc, { 0.2, 0.2, 0.2, 0.1 }, SHADER_UNIFORM_VEC4 )
+ local ambientLoc = RL.GetShaderLocation( shader, "ambient" )
+ RL.SetShaderValue( shader, ambientLoc, { 0.2, 0.2, 0.2, 0.1 }, RL.SHADER_UNIFORM_VEC4 )
-- Create one light
- RL_CreateLight( LIGHT_DIRECTIONAL, { 50.0, 50.0, 0.0 }, RL_Vector3Zero(), WHITE, shader )
+ RL.CreateLight( RL.LIGHT_DIRECTIONAL, { 50.0, 50.0, 0.0 }, RL.Vector3Zero(), RL.WHITE, shader )
-- NOTE: We are assigning the intancing shader to material.shader
-- to be used on mesh drawing with DrawMeshInstanced()
- matInstances = RL_LoadMaterialDefault()
- RL_SetMaterialShader( matInstances, shader )
- RL_SetMaterialColor( matInstances, MATERIAL_MAP_DIFFUSE, RED )
+ matInstances = RL.LoadMaterialDefault()
+ RL.SetMaterialShader( matInstances, shader )
+ RL.SetMaterialColor( matInstances, RL.MATERIAL_MAP_DIFFUSE, RL.RED )
-- Load default material (using raylib intenral default shader) for non-instanced mesh drawing
-- WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
-- when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
- matDefault = RL_LoadMaterialDefault()
- RL_SetMaterialColor( matDefault, MATERIAL_MAP_DIFFUSE, BLUE )
+ matDefault = RL.LoadMaterialDefault()
+ RL.SetMaterialColor( matDefault, RL.MATERIAL_MAP_DIFFUSE, RL.BLUE )
end
-function process( delta )
- RL_UpdateCamera3D( camera )
+function RL.process( delta )
+ RL.UpdateCamera3D( camera )
-- Update the light shader with the camera view position
- local loc = RL_GetShaderLocationIndex( shader, SHADER_LOC_VECTOR_VIEW )
- RL_SetShaderValue( shader, loc, RL_GetCamera3DPosition( camera ), SHADER_UNIFORM_VEC3 )
+ local loc = RL.GetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW )
+ RL.SetShaderValue( shader, loc, RL.GetCamera3DPosition( camera ), RL.SHADER_UNIFORM_VEC3 )
end
-function draw()
- RL_ClearBackground( DARKBLUE )
+function RL.draw()
+ RL.ClearBackground( RL.DARKBLUE )
- RL_BeginMode3D( camera )
+ RL.BeginMode3D( camera )
-- Draw cube mesh with default material (BLUE)
- RL_DrawMesh( cube, matDefault, RL_MatrixTranslate( { -10.0, 0.0, 0.0 } ) )
+ RL.DrawMesh( cube, matDefault, RL.MatrixTranslate( { -10.0, 0.0, 0.0 } ) )
-- Draw meshes instanced using material containing instancing shader (RED + lighting),
-- transforms[] for the instances should be provided, they are dynamically
-- updated in GPU every frame, so we can animate the different mesh instances
- RL_DrawMeshInstanced( cube, matInstances, transforms, MAX_INSTANCES )
+ RL.DrawMeshInstanced( cube, matInstances, transforms, MAX_INSTANCES )
-- Draw cube mesh with default material (BLUE)
- RL_DrawMesh( cube, matDefault, RL_MatrixTranslate( { 10.0, 0.0, 0.0 } ) )
- RL_EndMode3D()
+ RL.DrawMesh( cube, matDefault, RL.MatrixTranslate( { 10.0, 0.0, 0.0 } ) )
+ RL.EndMode3D()
- RL_DrawFPS( { 10, 10 } )
+ RL.DrawFPS( { 10, 10 } )
end
diff --git a/examples/iqm_test/main.lua b/examples/iqm_test/main.lua
index 8471c86..486b110 100644
--- a/examples/iqm_test/main.lua
+++ b/examples/iqm_test/main.lua
@@ -2,7 +2,6 @@
local monitor = 0
local camera = -1
-local texture = -1
local material = -1
local model = -1
local animations = -1
@@ -12,41 +11,41 @@ local curAnim = 0
local frameCount = 0
local animSpeed = 60
-function init()
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
+function RL.init()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
- camera = RL_CreateCamera3D()
- RL_SetCamera3DPosition( camera, { 0, 2, 4 } )
- RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
- RL_SetCamera3DUp( camera, { 0, 1, 0 } )
- RL_SetCameraMode( camera, CAMERA_FREE )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ camera = RL.CreateCamera3D()
+ RL.SetCamera3DPosition( camera, { 0, 2, 4 } )
+ RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL.SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL.SetCameraMode( camera, RL.CAMERA_FREE )
- material = RL_CreateMaterial( {
+ material = RL.CreateMaterial( {
maps = {
{
- MATERIAL_MAP_ALBEDO,
+ RL.MATERIAL_MAP_ALBEDO,
{
- texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/monkey_tex.png" ),
- color = WHITE,
+ texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/monkey_tex.png" ),
+ color = RL.WHITE,
},
},
},
} )
-
- model = RL_LoadModel( RL_GetBasePath().."../resources/iqm/monkey.iqm" )
- RL_SetModelMaterial( model, 0, material )
- animations, animationCount = RL_LoadModelAnimations( RL_GetBasePath().."../resources/iqm/monkey.iqm" )
+
+ model = RL.LoadModel( RL.GetBasePath().."../resources/iqm/monkey.iqm" )
+ RL.SetModelMaterial( model, 0, material )
+ animations, animationCount = RL.LoadModelAnimations( RL.GetBasePath().."../resources/iqm/monkey.iqm" )
print( "animationCount", animationCount )
end
-function process( delta )
- if RL_IsKeyPressed( KEY_ENTER ) then
+function RL.process( delta )
+ if RL.IsKeyPressed( RL.KEY_ENTER ) then
curAnim = curAnim + 1
if animationCount <= curAnim then
@@ -54,15 +53,15 @@ function process( delta )
end
frame = 0.0
- frameCount = RL_GetModelAnimationFrameCount( animations, curAnim )
- elseif RL_IsKeyPressed( KEY_UP ) then
+ frameCount = RL.GetModelAnimationFrameCount( animations, curAnim )
+ elseif RL.IsKeyPressed( RL.KEY_UP ) then
animSpeed = animSpeed + 5
- elseif RL_IsKeyPressed( KEY_DOWN ) then
+ elseif RL.IsKeyPressed( RL.KEY_DOWN ) then
animSpeed = animSpeed - 5
end
- if RL_IsKeyDown( KEY_SPACE ) then
- RL_UpdateModelAnimation( model, animations, curAnim, math.floor( frame ) )
+ if RL.IsKeyDown( RL.KEY_SPACE ) then
+ RL.UpdateModelAnimation( model, animations, curAnim, math.floor( frame ) )
frame = frame + animSpeed * delta
if frameCount < frame then
@@ -73,19 +72,19 @@ function process( delta )
end
end
-function draw()
- RL_ClearBackground( { 100, 150, 100 } )
- RL_UpdateCamera3D( camera )
-
- RL_BeginMode3D( camera )
- RL_DrawGrid( 8, 1 )
- RL_DrawModelEx( model, { 0, 0, 0 }, { 1.0, 0.0, 0.0 }, -90.0, { 1.0, 1.0, 1.0 }, WHITE )
- RL_EndMode3D()
+function RL.draw()
+ RL.ClearBackground( { 100, 150, 100 } )
+ RL.UpdateCamera3D( camera )
+
+ RL.BeginMode3D( camera )
+ RL.DrawGrid( 8, 1 )
+ RL.DrawModelEx( model, { 0, 0, 0 }, { 1.0, 0.0, 0.0 }, -90.0, { 1.0, 1.0, 1.0 }, RL.WHITE )
+ RL.EndMode3D()
- RL_DrawText( 0,
+ RL.DrawText( 0,
"Enter: Change animation\
Space: Play animation\
Up arrow: Inreace animation speed\
Down arrow: Decreace animation speed",
- { 10, 10 }, 30, 5, WHITE )
+ { 10, 10 }, 30, 5, RL.WHITE )
end
diff --git a/examples/lightmap/main.lua b/examples/lightmap/main.lua
index e0b5da0..ae81345 100644
--- a/examples/lightmap/main.lua
+++ b/examples/lightmap/main.lua
@@ -10,20 +10,20 @@ local shader = -1
local matrix = {}
-function init()
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
+function RL.init()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
- camera = RL_CreateCamera3D()
- RL_SetCamera3DPosition( camera, { 0, 8, 16 } )
- RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
- RL_SetCamera3DUp( camera, { 0, 1, 0 } )
- RL_SetCameraMode( camera, CAMERA_FREE )
+ camera = RL.CreateCamera3D()
+ RL.SetCamera3DPosition( camera, { 0, 8, 16 } )
+ RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL.SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL.SetCameraMode( camera, RL.CAMERA_FREE )
local ts = PLANE_SIZE
local meshData = {
@@ -33,61 +33,61 @@ function init()
{ 0, 0 }, { ts, ts }, { ts, 0 } },
texcoords2 = { { 0, 0 }, { 0, 1 }, { 1, 1 },
{ 0, 0 }, { 1, 1 }, { 1, 0 } },
- colors = { WHITE, WHITE, WHITE,
- WHITE, WHITE, WHITE },
+ colors = { RL.WHITE, RL.WHITE, RL.WHITE,
+ RL.WHITE, RL.WHITE, RL.WHITE },
normals = { { 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 },
{ 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 } },
}
- mesh = RL_GenMeshCustom( meshData, true )
+ mesh = RL.GenMeshCustom( meshData, true )
-- local meshEdit = {
-- vertices = { { 0, 1, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
-- { 0, 1, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
-- }
- -- RL_UpdateMesh( mesh, meshEdit )
-
- tileTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tile.png" )
- RL_GenTextureMipmaps( tileTexture )
- RL_SetTextureFilter( tileTexture, TEXTURE_FILTER_TRILINEAR )
- lightmap = RL_LoadTexture( RL_GetBasePath().."../resources/images/lightmap.png" )
- RL_GenTextureMipmaps( lightmap )
- RL_SetTextureFilter( lightmap, TEXTURE_FILTER_TRILINEAR )
- RL_SetTextureWrap( lightmap, TEXTURE_WRAP_CLAMP )
+ -- RL.UpdateMesh( mesh, meshEdit )
+
+ tileTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/tile.png" )
+ RL.GenTextureMipmaps( tileTexture )
+ RL.SetTextureFilter( tileTexture, RL.TEXTURE_FILTER_TRILINEAR )
+ lightmap = RL.LoadTexture( RL.GetBasePath().."../resources/images/lightmap.png" )
+ RL.GenTextureMipmaps( lightmap )
+ RL.SetTextureFilter( lightmap, RL.TEXTURE_FILTER_TRILINEAR )
+ RL.SetTextureWrap( lightmap, RL.TEXTURE_WRAP_CLAMP )
- shader = RL_LoadShader( RL_GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
- RL_GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
+ shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
+ RL.GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
local materialData = {
shader = shader,
maps = {
{
- MATERIAL_MAP_ALBEDO,
+ RL.MATERIAL_MAP_ALBEDO,
{
texture = tileTexture,
- color = WHITE,
+ color = RL.WHITE,
value = 1.0,
},
},
{
- MATERIAL_MAP_METALNESS,
+ RL.MATERIAL_MAP_METALNESS,
{
texture = lightmap,
- color = WHITE,
+ color = RL.WHITE,
value = 1.0,
},
},
},
}
- material = RL_CreateMaterial( materialData )
+ material = RL.CreateMaterial( materialData )
- matrix = RL_MatrixMultiply( RL_MatrixIdentity(), RL_MatrixTranslate( { -4, 0, -4 } ) )
+ matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end
-function draw()
- RL_ClearBackground( { 25, 50, 50 } )
- RL_UpdateCamera3D( camera )
+function RL.draw()
+ RL.ClearBackground( { 25, 50, 50 } )
+ RL.UpdateCamera3D( camera )
- RL_BeginMode3D( camera )
- RL_DrawMesh( mesh, material, matrix )
- RL_EndMode3D()
+ RL.BeginMode3D( camera )
+ RL.DrawMesh( mesh, material, matrix )
+ RL.EndMode3D()
end
diff --git a/examples/n-patches/main.lua b/examples/n-patches/main.lua
index 91ea409..a4491bc 100644
--- a/examples/n-patches/main.lua
+++ b/examples/n-patches/main.lua
@@ -2,24 +2,24 @@ local dstRec = { 160.0, 160.0, 8.0, 8.0 };
local origin = { 0.0, 0.0 }
-- local ninePatchInfo = { { 0.0, 0.0, 24.0, 24.0 }, 8, 8, 8, 8, NPATCH_NINE_PATCH }
-local ninePatchInfo = { source = { 0, 0, 24.0, 24.0 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH }
+local ninePatchInfo = { source = { 0, 0, 24.0, 24.0 }, left = 8, top = 8, right = 8, bottom = 8, layout = RL.NPATCH_NINE_PATCH }
-local nPatchTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/ui_border.png" )
+local nPatchTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/ui_border.png" )
-function init()
- RL_SetWindowTitle( "N-Patches" )
- RL_SetWindowState( FLAG_VSYNC_HINT )
+function RL.init()
+ RL.SetWindowTitle( "N-Patches" )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
end
-function process( delta )
- local mousePosition = RL_GetMousePosition();
+function RL.process( delta )
+ local mousePosition = RL.GetMousePosition();
-- Resize the n-patch based on mouse position
dstRec[3] = mousePosition[1] - dstRec[1];
dstRec[4] = mousePosition[2] - dstRec[2];
end
-function draw()
- RL_ClearBackground( RAYWHITE )
- RL_DrawTextureNPatch( nPatchTexture, ninePatchInfo, dstRec, origin, 0.0, WHITE )
+function RL.draw()
+ RL.ClearBackground( RL.RAYWHITE )
+ RL.DrawTextureNPatch( nPatchTexture, ninePatchInfo, dstRec, origin, 0.0, RL.WHITE )
end
diff --git a/examples/pixelated/main.lua b/examples/pixelated/main.lua
index f5239ac..49f5c42 100644
--- a/examples/pixelated/main.lua
+++ b/examples/pixelated/main.lua
@@ -1,57 +1,56 @@
local tex = -1
local pos = { 32, 32 }
local speed = 60.0
-local sound = -1
local monitor = 0
-local mPos = RL_GetMonitorPosition( monitor )
-local mSize = RL_GetMonitorSize( monitor )
+local mPos = RL.GetMonitorPosition( monitor )
+local mSize = RL.GetMonitorSize( monitor )
local framebuffer = -1
local res = { 320, 180 }
local scale = 5
local winSize = { res[1] * scale, res[2] * scale }
-function init()
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
- RL_SetWindowSize( winSize )
- tex = RL_LoadTexture( RL_GetBasePath().."../resources/images/cat.png" )
+function RL.init()
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowSize( winSize )
+ tex = RL.LoadTexture( RL.GetBasePath().."../resources/images/cat.png" )
-- Create framebuffer.
- framebuffer = RL_LoadRenderTexture( res )
+ framebuffer = RL.LoadRenderTexture( res )
end
-function process( delta )
- if RL_IsKeyDown( KEY_RIGHT ) then
+function RL.process( delta )
+ if RL.IsKeyDown( RL.KEY_RIGHT ) then
pos[1] = pos[1] + delta * speed
- elseif RL_IsKeyDown( KEY_LEFT ) then
+ elseif RL.IsKeyDown( RL.KEY_LEFT ) then
pos[1] = pos[1] - delta * speed
end
- if RL_IsKeyDown( KEY_UP ) then
+ if RL.IsKeyDown( RL.KEY_UP ) then
pos[2] = pos[2] - delta * speed
- elseif RL_IsKeyDown( KEY_DOWN ) then
+ elseif RL.IsKeyDown( RL.KEY_DOWN ) then
pos[2] = pos[2] + delta * speed
end
- if RL_IsWindowResized() then
- winSize = RL_GetScreenSize()
+ if RL.IsWindowResized() then
+ winSize = RL.GetScreenSize()
end
end
-function draw()
- RL_ClearBackground( { 0, 0, 0 } )
+function RL.draw()
+ RL.ClearBackground( { 0, 0, 0 } )
- RL_BeginTextureMode( framebuffer )
- RL_ClearBackground( { 100, 150, 100 } )
- RL_DrawPixel( { 100, 100 }, { 255, 50, 100 } )
- RL_DrawLine( { 120, 100 }, { 140, 150 }, 2.4, { 255, 150, 255 } )
- RL_DrawRectangle( { 200, 120, 40, 50 }, { 100, 170, 255 } )
- RL_DrawTexturePro( tex, { 166, 138, 128, 128 }, { pos[1], pos[2], 128, 128 }, { 16, 16 }, 0.0, WHITE )
- RL_DrawText( 0, "Cat MIAU!!", { 16, 32 }, 10, 1, { 255, 180, 155 } )
- RL_DrawTriangle( { 0, 32 }, { 32, 16 }, { 0, 0 }, RED )
- RL_EndTextureMode()
+ RL.BeginTextureMode( framebuffer )
+ RL.ClearBackground( { 100, 150, 100 } )
+ RL.DrawPixel( { 100, 100 }, { 255, 50, 100 } )
+ RL.DrawLine( { 120, 100 }, { 140, 150 }, 2.4, { 255, 150, 255 } )
+ RL.DrawRectangle( { 200, 120, 40, 50 }, { 100, 170, 255 } )
+ RL.DrawTexturePro( tex, { 166, 138, 128, 128 }, { pos[1], pos[2], 128, 128 }, { 16, 16 }, 0.0, RL.WHITE )
+ RL.DrawText( 0, "Cat MIAU!!", { 16, 32 }, 10, 1, { 255, 180, 155 } )
+ RL.DrawTriangle( { 0, 32 }, { 32, 16 }, { 0, 0 }, RL.RED )
+ RL.EndTextureMode()
- RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
- RL_DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, { 255, 255, 255 } )
- RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
+ RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
+ RL.DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, { 255, 255, 255 } )
+ RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
end
diff --git a/examples/platformer/main.lua b/examples/platformer/main.lua
index dde3c1e..7f5486f 100644
--- a/examples/platformer/main.lua
+++ b/examples/platformer/main.lua
@@ -1,8 +1,14 @@
-package.path = package.path..";"..RL_GetBasePath().."../resources/lib/?.lua"
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
-util = require( "utillib" )
+Util = require( "utillib" )
Vec2 = require( "vector2" )
+-- print( "RL", RL, #RL )
+
+-- for i, v in pairs( RL ) do
+-- print( i, v )
+-- end
+
local TILE_SIZE = 16
local PLAYER_MAXSPEED = 1.5
local PLAYER_ACCELL = 5
@@ -11,11 +17,11 @@ local GRAVITY = 6
local JUMP_STR = 3
local WALK_ANIM_SPEED = 12
-local tex = RL_LoadTexture( RL_GetBasePath().."../resources/images/arcade_platformerV2.png" )
+local tex = RL.LoadTexture( RL.GetBasePath().."../resources/images/arcade_platformerV2.png" )
local res = Vec2:new( 160, 144 )
local winScale = 5
local winSize = res:scale( winScale )
-local framebuffer = RL_LoadRenderTexture( res )
+local framebuffer = RL.LoadRenderTexture( res )
local monitor = 0
local tilemap = {
size = Vec2:new( res.x / TILE_SIZE, res.y / TILE_SIZE ),
@@ -80,21 +86,21 @@ local function createMap()
tilemap.tiles[1][8] = 6
end
-function init()
- local monitorPos = Vec2:new( RL_GetMonitorPosition( monitor ) )
- local monitorSize = Vec2:new( RL_GetMonitorSize( monitor ) )
+function RL.init()
+ local monitorPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
+ local monitorSize = Vec2:new( RL.GetMonitorSize( monitor ) )
- RL_SetWindowTitle( "Platformer" )
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowSize( winSize )
- RL_SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
+ RL.SetWindowTitle( "Platformer" )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
createMap()
end
local function isTileWall( pos )
- if RL_CheckCollisionPointRec( { pos.x, pos.y }, { 0, 0, tilemap.size.x - 1, tilemap.size.y - 1 } ) then
+ if RL.CheckCollisionPointRec( { pos.x, pos.y }, { 0, 0, tilemap.size.x - 1, tilemap.size.y - 1 } ) then
return 0 < tilemap.tiles[ pos.x + 1 ][ pos.y + 1 ]
else
return false
@@ -103,7 +109,7 @@ end
local function tileCollision( entity )
local vPos = entity.pos + entity.vel -- Future pos with current vel.
- local vRect = util.tableClone( entity.colRect )
+ local vRect = Util.tableClone( entity.colRect )
local tinyGap = 0.001 -- Tiny gap between collisionRect and tile to prevent getting stuck on all seams.
-- Move test rect to predicted position.
@@ -172,14 +178,14 @@ end
local function playerMovement( delta )
local moving = { false, false }
- if RL_IsKeyDown( KEY_RIGHT ) then
+ if RL.IsKeyDown( RL.KEY_RIGHT ) then
player.vel.x = player.vel.x + PLAYER_ACCELL * delta
moving[1] = true
if 0 < player.vel.x then
player.facing = 1
end
- elseif RL_IsKeyDown( KEY_LEFT ) then
+ elseif RL.IsKeyDown( RL.KEY_LEFT ) then
player.vel.x = player.vel.x - PLAYER_ACCELL * delta
moving[1] = true
@@ -188,7 +194,7 @@ local function playerMovement( delta )
end
end
- if RL_IsKeyPressed( KEY_SPACE ) and player.onFloor then
+ if RL.IsKeyPressed( RL.KEY_SPACE ) and player.onFloor then
player.vel.y = -JUMP_STR
player.onFloor = false
end
@@ -205,7 +211,7 @@ local function playerMovement( delta )
end
end
- player.vel.x = util.clamp( player.vel.x, -PLAYER_MAXSPEED, PLAYER_MAXSPEED )
+ player.vel.x = Util.clamp( player.vel.x, -PLAYER_MAXSPEED, PLAYER_MAXSPEED )
player.vel.y = player.vel.y + GRAVITY * delta
@@ -220,16 +226,16 @@ local function playerMovement( delta )
player.colRect[2] = player.pos.y - player.colRect[4]
end
-function process( delta )
- if RL_IsWindowResized() then
- winSize:set( RL_GetScreenSize() )
+function RL.process( delta )
+ if RL.IsWindowResized() then
+ winSize:set( RL.GetScreenSize() )
end
playerMovement( delta )
end
local function drawMap()
- RL_DrawTextureRec( tex, { 0, 160, res.x, res.y }, { 0, 0 }, WHITE )
+ RL.DrawTextureRec( tex, { 0, 160, res.x, res.y }, { 0, 0 }, RL.WHITE )
for x = 1, tilemap.size.x do
for y = 1, tilemap.size.y do
@@ -237,7 +243,7 @@ local function drawMap()
local pos = Vec2:new( x - 1, y - 1 )
if 0 < tile then
- RL_DrawTextureRec( tex, tilemap.tileRects[ tile ], { pos.x * TILE_SIZE, pos.y * TILE_SIZE }, WHITE )
+ RL.DrawTextureRec( tex, tilemap.tileRects[ tile ], { pos.x * TILE_SIZE, pos.y * TILE_SIZE }, RL.WHITE )
end
end
end
@@ -250,7 +256,7 @@ local function drawPlayer()
if math.abs( player.vel.x ) < 0.1 then
player.curFrame = 1
else
- player.animPos = player.animPos + WALK_ANIM_SPEED * ( math.abs( player.vel.x ) / PLAYER_MAXSPEED ) * RL_GetFrameTime()
+ player.animPos = player.animPos + WALK_ANIM_SPEED * ( math.abs( player.vel.x ) / PLAYER_MAXSPEED ) * RL.GetFrameTime()
local frame = math.ceil( player.animPos )
if #player.walkAnimFrames < frame then
@@ -270,7 +276,7 @@ local function drawPlayer()
-- Draw rect.
- local src = util.tableClone( player.frames[ player.curFrame ] )
+ local src = Util.tableClone( player.frames[ player.curFrame ] )
local dst = {
player.pos.x - src[3] / 2,
player.pos.y - src[4],
@@ -282,19 +288,19 @@ local function drawPlayer()
src[3] = -src[3]
end
- RL_DrawTexturePro( tex, src, dst, { 0, 0 }, 0.0, WHITE )
+ RL.DrawTexturePro( tex, src, dst, { 0, 0 }, 0.0, RL.WHITE )
end
-function draw()
- RL_ClearBackground( RED )
+function RL.draw()
+ RL.ClearBackground( RL.RED )
- RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
- RL_BeginTextureMode( framebuffer )
+ RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
+ RL.BeginTextureMode( framebuffer )
drawMap()
drawPlayer()
- RL_EndTextureMode()
+ RL.EndTextureMode()
- RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
- RL_DrawTexturePro( framebuffer, { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, WHITE )
- RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
+ RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
+ RL.DrawTexturePro( framebuffer, { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
+ RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
end
diff --git a/examples/point_triangle_collision/main.lua b/examples/point_triangle_collision/main.lua
index 3c16e5e..a855dd8 100644
--- a/examples/point_triangle_collision/main.lua
+++ b/examples/point_triangle_collision/main.lua
@@ -1,4 +1,4 @@
-package.path = package.path..";"..RL_GetBasePath().."../resources/lib/?.lua"
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
util = require "utillib"
Vec2 = require "vector2"
@@ -8,7 +8,6 @@ local MOVE_SPEED = 0.5
local monitor = 0
local camera = -1
-local texture = -1
local tri = {
a = Vec3:new( 0, 0, 0 ),
-- a = Vec3:new( 0, 1, 0 ),
@@ -26,27 +25,25 @@ local point = {
local debugText = ""
local function calcNormal( tri )
- tri.normal = Vec3:new( RL_Vector3Normalize( RL_Vector3CrossProduct( tri.b - tri.a, tri.c - tri.a ) ) )
+ tri.normal = Vec3:new( RL.Vector3Normalize( RL.Vector3CrossProduct( tri.b - tri.a, tri.c - tri.a ) ) )
end
-function init()
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
+function RL.init()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
local winSize = { 1920, 1080 }
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
- RL_SetWindowSize( winSize )
- camera = RL_CreateCamera3D()
- RL_SetCamera3DPosition( camera, { 0, 1, 2 } )
- RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
- RL_SetCamera3DUp( camera, { 0, 1, 0 } )
- RL_SetCameraMode( camera, CAMERA_FREE )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowSize( winSize )
+ camera = RL.CreateCamera3D()
+ RL.SetCamera3DPosition( camera, { 0, 1, 2 } )
+ RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL.SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL.SetCameraMode( camera, RL.CAMERA_FREE )
calcNormal( tri )
-
- texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tile.png" )
end
local function checkCollisionPointTriangle( p, a, b, c, n )
@@ -78,48 +75,48 @@ local function checkCollisionPointTriangle( p, a, b, c, n )
return 0.0 < result.x and 0.0 < result.y and 0.0 < result.z and distance < 0.0, distance
end
-function process( delta )
+function RL.process( delta )
debugText = ""
- if RL_IsKeyDown( string.byte( "D" ) ) then
+ if RL.IsKeyDown( string.byte( "D" ) ) then
point.pos.x = point.pos.x + MOVE_SPEED * delta
- elseif RL_IsKeyDown( string.byte( "A" ) ) then
+ elseif RL.IsKeyDown( string.byte( "A" ) ) then
point.pos.x = point.pos.x - MOVE_SPEED * delta
end
- if RL_IsKeyDown( string.byte( "S" ) ) then
+ if RL.IsKeyDown( string.byte( "S" ) ) then
point.pos.z = point.pos.z + MOVE_SPEED * delta
- elseif RL_IsKeyDown( string.byte( "W" ) ) then
+ elseif RL.IsKeyDown( string.byte( "W" ) ) then
point.pos.z = point.pos.z - MOVE_SPEED * delta
end
- if RL_IsKeyDown( string.byte( "R" ) ) then
+ if RL.IsKeyDown( string.byte( "R" ) ) then
point.pos.y = point.pos.y + MOVE_SPEED * delta
- elseif RL_IsKeyDown( string.byte( "F" ) ) then
+ elseif RL.IsKeyDown( string.byte( "F" ) ) then
point.pos.y = point.pos.y - MOVE_SPEED * delta
end
if checkCollisionPointTriangle( point.pos, tri.a, tri.b, tri.c, tri.normal ) then
- point.color = RED
+ point.color = RL.RED
else
- point.color = GREEN
+ point.color = RL.GREEN
end
end
-function draw()
- RL_ClearBackground( { 100, 150, 100 } )
- RL_UpdateCamera3D( camera )
-
- RL_BeginMode3D( camera )
- RL_DrawGrid( 8, 1 )
- RL_DrawTriangle3D( tri.a, tri.b, tri.c, { 200, 100, 100 } )
-
- RL_DrawLine3D( { point.pos.x - point.lineLen, point.pos.y, point.pos.z },
- { point.pos.x + point.lineLen, point.pos.y, point.pos.z }, BLUE )
- RL_DrawLine3D( { point.pos.x, point.pos.y - point.lineLen, point.pos.z },
- { point.pos.x, point.pos.y + point.lineLen, point.pos.z }, BLUE )
- RL_DrawLine3D( { point.pos.x, point.pos.y, point.pos.z - point.lineLen },
- { point.pos.x, point.pos.y, point.pos.z + point.lineLen }, BLUE )
- RL_DrawSphereWires( point.pos, point.radius, 3, 8, point.color )
- RL_EndMode3D()
-
- RL_DrawText( 0, debugText, { 10, 10 }, 30, 4, WHITE )
+function RL.draw()
+ RL.ClearBackground( { 100, 150, 100 } )
+ RL.UpdateCamera3D( camera )
+
+ RL.BeginMode3D( camera )
+ RL.DrawGrid( 8, 1 )
+ RL.DrawTriangle3D( tri.a, tri.b, tri.c, { 200, 100, 100 } )
+
+ RL.DrawLine3D( { point.pos.x - point.lineLen, point.pos.y, point.pos.z },
+ { point.pos.x + point.lineLen, point.pos.y, point.pos.z }, RL.BLUE )
+ RL.DrawLine3D( { point.pos.x, point.pos.y - point.lineLen, point.pos.z },
+ { point.pos.x, point.pos.y + point.lineLen, point.pos.z }, RL.BLUE )
+ RL.DrawLine3D( { point.pos.x, point.pos.y, point.pos.z - point.lineLen },
+ { point.pos.x, point.pos.y, point.pos.z + point.lineLen }, RL.BLUE )
+ RL.DrawSphereWires( point.pos, point.radius, 3, 8, point.color )
+ RL.EndMode3D()
+
+ RL.DrawText( 0, debugText, { 10, 10 }, 30, 4, RL.WHITE )
end
diff --git a/examples/pong/main.lua b/examples/pong/main.lua
index 7de5517..cc980ea 100644
--- a/examples/pong/main.lua
+++ b/examples/pong/main.lua
@@ -27,7 +27,7 @@ local function reset()
-- Initialize player positions.
playerLeft.pos[1] = playerLeft.size[1]
playerLeft.pos[2] = winSize[2] / 2 - playerLeft.size[2] / 2
-
+
playerRight.pos[1] = winSize[1] - playerRight.size[1] * 2
playerRight.pos[2] = winSize[2] / 2 - playerRight.size[2] / 2
@@ -48,33 +48,33 @@ local function ballHit( padPos, padSize )
ball.vel[2] = BALL_SPEED * relHitPos / padSize[2] * 2
end
-function init()
+function RL.init()
-- Set window to center of monitor.
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowSize( winSize )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
- RL_SetWindowTitle( "Pong" )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowTitle( "Pong" )
-- Initialize ball pos.
math.randomseed( os.time() )
reset()
end
-function process( delta )
+function RL.process( delta )
-- Left player controls.
- if RL_IsKeyDown( string.byte( "W" ) ) and 0 < playerLeft.pos[2] then
+ if RL.IsKeyDown( string.byte( "W" ) ) and 0 < playerLeft.pos[2] then
playerLeft.pos[2] = playerLeft.pos[2] - PLAYER_SPEED * delta
- elseif RL_IsKeyDown( string.byte( "S" ) ) and playerLeft.pos[2] + playerLeft.size[2] < winSize[2] then
+ elseif RL.IsKeyDown( string.byte( "S" ) ) and playerLeft.pos[2] + playerLeft.size[2] < winSize[2] then
playerLeft.pos[2] = playerLeft.pos[2] + PLAYER_SPEED * delta
end
-- Right player controls.
- if RL_IsKeyDown( KEY_UP ) and 0 < playerRight.pos[2] then
+ if RL.IsKeyDown( RL.KEY_UP ) and 0 < playerRight.pos[2] then
playerRight.pos[2] = playerRight.pos[2] - PLAYER_SPEED * delta
- elseif RL_IsKeyDown( KEY_DOWN ) and playerRight.pos[2] + playerRight.size[2] < winSize[2] then
+ elseif RL.IsKeyDown( RL.KEY_DOWN ) and playerRight.pos[2] + playerRight.size[2] < winSize[2] then
playerRight.pos[2] = playerRight.pos[2] + PLAYER_SPEED * delta
end
@@ -94,9 +94,9 @@ function process( delta )
local playerRightRect = { playerRight.pos[1], playerRight.pos[2],
playerRight.size[1], playerRight.size[2] }
- if RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerLeftRect ) and ball.vel[1] < 0 then
+ if RL.CheckCollisionCircleRec( ball.pos, ball.radius, playerLeftRect ) and ball.vel[1] < 0 then
ballHit( playerLeft.pos, playerLeft.size )
- elseif RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel[1] then
+ elseif RL.CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel[1] then
ballHit( playerRight.pos, playerRight.size )
end
@@ -110,18 +110,18 @@ function process( delta )
end
end
-function draw()
- RL_ClearBackground( BLACK )
+function RL.draw()
+ RL.ClearBackground( RL.BLACK )
-- Draw players.
- RL_DrawRectangle( { playerLeft.pos[1], playerLeft.pos[2], playerLeft.size[1], playerLeft.size[2] }, WHITE )
- RL_DrawRectangle( { playerRight.pos[1], playerRight.pos[2], playerRight.size[1], playerRight.size[2] }, WHITE )
+ RL.DrawRectangle( { playerLeft.pos[1], playerLeft.pos[2], playerLeft.size[1], playerLeft.size[2] }, RL.WHITE )
+ RL.DrawRectangle( { playerRight.pos[1], playerRight.pos[2], playerRight.size[1], playerRight.size[2] }, RL.WHITE )
-- Draw ball. Ball position will be the center in drawCircle.
- RL_DrawCircle( ball.pos, ball.radius, WHITE )
+ RL.DrawCircle( ball.pos, ball.radius, RL.WHITE )
-- Draw scire
- RL_DrawText( 0, playerLeft.score, { 50, 10 }, 40, 2, WHITE )
- local rightTextSize = RL_MeasureText( 0, playerRight.score, 40, 2 )
- RL_DrawText( 0, playerRight.score, { winSize[1] - 50 - rightTextSize[1], 10 }, 40, 2, WHITE )
+ RL.DrawText( 0, playerLeft.score, { 50, 10 }, 40, 2, RL.WHITE )
+ local rightTextSize = RL.MeasureText( 0, playerRight.score, 40, 2 )
+ RL.DrawText( 0, playerRight.score, { winSize[1] - 50 - rightTextSize[1], 10 }, 40, 2, RL.WHITE )
end
diff --git a/examples/pong_vec/main.lua b/examples/pong_vec/main.lua
index 4bf3d35..2b81452 100644
--- a/examples/pong_vec/main.lua
+++ b/examples/pong_vec/main.lua
@@ -1,6 +1,6 @@
-- Pong example using Vector2 library.
-package.path = package.path..";"..RL_GetBasePath().."../resources/lib/?.lua"
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Vec2 = require "vector2"
@@ -54,33 +54,33 @@ local function ballHit( padPos, padSize )
ball.vel.y = BALL_SPEED * relHitPos / padSize.y * 2
end
-function init()
+function RL.init()
-- Set window to center of monitor.
- local mPos = Vec2:new( RL_GetMonitorPosition( monitor ) )
- local mSize = Vec2:new( RL_GetMonitorSize( monitor ) )
+ local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
+ local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
- RL_SetConfigFlags( FLAG_VSYNC_HINT )
- RL_SetWindowSize( winSize )
- RL_SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
- RL_SetWindowTitle( "Pong" )
+ RL.SetConfigFlags( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
+ RL.SetWindowTitle( "Pong" )
-- Initialize ball pos.
math.randomseed( os.time() )
reset()
end
-function process( delta )
+function RL.process( delta )
-- Left player controls.
- if RL_IsKeyDown( KEY_W ) and 0 < playerLeft.pos.y then
+ if RL.IsKeyDown( RL.KEY_W ) and 0 < playerLeft.pos.y then
playerLeft.pos.y = playerLeft.pos.y - PLAYER_SPEED * delta
- elseif RL_IsKeyDown( KEY_S ) and playerLeft.pos.y + playerLeft.size.y < winSize.y then
+ elseif RL.IsKeyDown( RL.KEY_S ) and playerLeft.pos.y + playerLeft.size.y < winSize.y then
playerLeft.pos.y = playerLeft.pos.y + PLAYER_SPEED * delta
end
-- Right player controls.
- if RL_IsKeyDown( KEY_UP ) and 0 < playerRight.pos.y then
+ if RL.IsKeyDown( RL.KEY_UP ) and 0 < playerRight.pos.y then
playerRight.pos.y = playerRight.pos.y - PLAYER_SPEED * delta
- elseif RL_IsKeyDown( KEY_DOWN ) and playerRight.pos.y + playerRight.size.y < winSize.y then
+ elseif RL.IsKeyDown( RL.KEY_DOWN ) and playerRight.pos.y + playerRight.size.y < winSize.y then
playerRight.pos.y = playerRight.pos.y + PLAYER_SPEED * delta
end
@@ -99,9 +99,9 @@ function process( delta )
local playerRightRect = { playerRight.pos.x, playerRight.pos.y,
playerRight.size.x, playerRight.size.y }
- if RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerLeftRect ) and ball.vel.x < 0 then
+ if RL.CheckCollisionCircleRec( ball.pos, ball.radius, playerLeftRect ) and ball.vel.x < 0 then
ballHit( playerLeft.pos, playerLeft.size )
- elseif RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel.x then
+ elseif RL.CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel.x then
ballHit( playerRight.pos, playerRight.size )
end
@@ -115,18 +115,18 @@ function process( delta )
end
end
-function draw()
- RL_ClearBackground( BLACK )
+function RL.draw()
+ RL.ClearBackground( RL.BLACK )
-- Draw players.
- RL_DrawRectangle( { playerLeft.pos.x, playerLeft.pos.y, playerLeft.size.x, playerLeft.size.y }, WHITE )
- RL_DrawRectangle( { playerRight.pos.x, playerRight.pos.y, playerRight.size.x, playerRight.size.y }, WHITE )
+ RL.DrawRectangle( { playerLeft.pos.x, playerLeft.pos.y, playerLeft.size.x, playerLeft.size.y }, RL.WHITE )
+ RL.DrawRectangle( { playerRight.pos.x, playerRight.pos.y, playerRight.size.x, playerRight.size.y }, RL.WHITE )
-- Draw ball. Ball position will be the center in drawCircle.
- RL_DrawCircle( ball.pos, ball.radius, WHITE )
+ RL.DrawCircle( ball.pos, ball.radius, RL.WHITE )
-- Draw score.
- RL_DrawText( 0, playerLeft.score, { 50, 10 }, 40, 2, WHITE )
- local rightTextSize = Vec2:new( RL_MeasureText( 0, playerRight.score, 40, 2 ) )
- RL_DrawText( 0, playerRight.score, { winSize.x - 50 - rightTextSize.x, 10 }, 40, 2, WHITE )
+ RL.DrawText( 0, playerLeft.score, { 50, 10 }, 40, 2, RL.WHITE )
+ local rightTextSize = Vec2:new( RL.MeasureText( 0, playerRight.score, 40, 2 ) )
+ RL.DrawText( 0, playerRight.score, { winSize.x - 50 - rightTextSize.x, 10 }, 40, 2, RL.WHITE )
end
diff --git a/examples/ray/main.lua b/examples/ray/main.lua
index 0c594d0..18b7394 100644
--- a/examples/ray/main.lua
+++ b/examples/ray/main.lua
@@ -4,17 +4,17 @@ local ray = { { 0.5, 0, 4 }, { 0.1, 0, -1 } }
local function setupWindow()
local monitor = 0
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
end
function ray_collision()
- local rayCol = RL_GetRayCollisionMesh( ray, sphereMesh, RL_MatrixIdentity() )
+ local rayCol = RL.GetRayCollisionMesh( ray, sphereMesh, RL.MatrixIdentity() )
if rayCol ~= nil and rayCol.hit then
print( "hit", rayCol.hit )
@@ -24,35 +24,35 @@ function ray_collision()
end
end
-function init()
+function RL.init()
setupWindow()
- camera = RL_CreateCamera3D()
- RL_SetCamera3DPosition( camera, { 0, 2, 4 } )
- RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
- RL_SetCamera3DUp( camera, { 0, 1, 0 } )
- RL_SetCameraMode( camera, CAMERA_FREE )
+ camera = RL.CreateCamera3D()
+ RL.SetCamera3DPosition( camera, { 0, 2, 4 } )
+ RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL.SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL.SetCameraMode( camera, RL.CAMERA_FREE )
- sphereMesh = RL_GenMeshSphere( 1.0, 8, 10 )
+ sphereMesh = RL.GenMeshSphere( 1.0, 8, 10 )
ray_collision()
end
-function process( delta )
- if RL_IsMouseButtonPressed( 0 ) then
- ray = RL_GetMouseRay( RL_GetMousePosition(), camera )
+function RL.process( delta )
+ if RL.IsMouseButtonPressed( 0 ) then
+ ray = RL.GetMouseRay( RL.GetMousePosition(), camera )
ray_collision()
end
end
-function draw()
- RL_ClearBackground( { 100, 150, 100 } )
- RL_UpdateCamera3D( camera )
-
- RL_BeginMode3D( camera )
- RL_DrawGrid( 8, 1 )
- RL_DrawRay( ray, { 255, 100, 100 } )
+function RL.draw()
+ RL.ClearBackground( { 100, 150, 100 } )
+ RL.UpdateCamera3D( camera )
- RL_DrawMesh( sphereMesh, 0, RL_MatrixIdentity() )
- RL_EndMode3D()
+ RL.BeginMode3D( camera )
+ RL.DrawGrid( 8, 1 )
+ RL.DrawRay( ray, { 255, 100, 100 } )
+
+ RL.DrawMesh( sphereMesh, 0, RL.MatrixIdentity() )
+ RL.EndMode3D()
end
diff --git a/examples/resources/lib/gui.lua b/examples/resources/lib/gui.lua
index 305fb47..8335247 100644
--- a/examples/resources/lib/gui.lua
+++ b/examples/resources/lib/gui.lua
@@ -10,7 +10,7 @@ Color = require( "color" )
To
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS || action == GLFW_REPEAT))
- Now GLFW_REPEAT can be read by "RL_GetKeyPressed".
+ Now GLFW_REPEAT can be read by "RL.GetKeyPressed".
]]
Gui = {
@@ -39,7 +39,7 @@ Gui = {
RECTANGLE_ROUNDED_LINES = 8,
},
- mouseButton = MOUSE_BUTTON_LEFT,
+ mouseButton = RL.MOUSE_BUTTON_LEFT,
font = 0,
fontSize = 20,
padding = 2,
@@ -114,12 +114,12 @@ function Gui.set2Back( cell )
end
function Gui.process( mousePosition )
- local mouseWheel = RL_GetMouseWheelMove()
+ local mouseWheel = RL.GetMouseWheelMove()
Gui._mousePos = mousePosition
if Gui.heldCallback ~= nil then
- if RL_IsMouseButtonDown( Gui.mouseButton ) then
+ if RL.IsMouseButtonDown( Gui.mouseButton ) then
Gui.heldCallback()
else
Gui.heldCallback = nil
@@ -129,7 +129,7 @@ function Gui.process( mousePosition )
end
local foundFirst = false
-
+
-- Go backwards on process check so we trigger the top most ui first and stop there.
for i = #Gui._cells, 1, -1 do
local cell = Gui._cells[i]
@@ -137,11 +137,11 @@ function Gui.process( mousePosition )
if cell ~= nil then
if not foundFirst and cell.isMouseOver ~= nil and cell:isMouseOver( mousePosition ) and not cell.disabled then
-- On clicked.
- if RL_IsMouseButtonPressed( Gui.mouseButton ) and cell.onClicked ~= nil then
+ if RL.IsMouseButtonPressed( Gui.mouseButton ) and cell.onClicked ~= nil then
cell:onClicked()
end
-- On held.
- if RL_IsMouseButtonDown( Gui.mouseButton ) and cell.onHeld ~= nil then
+ if RL.IsMouseButtonDown( Gui.mouseButton ) and cell.onHeld ~= nil then
cell:onHeld()
end
-- Mouse wheel scrolling.
@@ -149,19 +149,19 @@ function Gui.process( mousePosition )
if cell._parent ~= nil and cell._parent.scrollable then
cell = cell._parent
end
-
+
if cell.scrollable then
local pos = Vec2:new( cell._scrollRect.x, cell._scrollRect.y )
local scrollVec = Vec2:new( 0, cell.scrollAmount * mouseWheel )
-
- if RL_IsKeyDown( KEY_LEFT_SHIFT ) then
+
+ if RL.IsKeyDown( RL.KEY_LEFT_SHIFT ) then
scrollVec = Vec2:new( cell.scrollAmount * mouseWheel, 0 )
end
-
+
cell:scroll( pos - scrollVec )
end
end
-
+
foundFirst = true
elseif cell.notMouseOver ~= nil then
cell:notMouseOver()
@@ -172,7 +172,7 @@ function Gui.process( mousePosition )
-- Text input.
if Gui._inputItem ~= nil then
repeat
- local char = RL_GetCharPressed()
+ local char = RL.GetCharPressed()
if 0 < char then
if utf8.len( Gui._inputItem.text ) < Gui._inputItem.maxTextLen then
@@ -183,24 +183,24 @@ function Gui.process( mousePosition )
until char == 0
repeat
- local key = RL_GetKeyPressed()
+ local key = RL.GetKeyPressed()
if 0 < key then
- if key == KEY_BACKSPACE then
+ if key == RL.KEY_BACKSPACE then
Gui._inputItem.text = util.utf8Sub( Gui._inputItem.text, 0, utf8.len( Gui._inputItem.text ) - 1 )
- elseif key == KEY_ENTER or key == KEY_KP_ENTER then
+ elseif key == RL.KEY_ENTER or key == RL.KEY_KP_ENTER then
if Gui._inputItem.allowLineBreak then
Gui._inputItem.text = Gui._inputItem.text.."\n"
else
Gui.inputUnfocus()
end
- elseif key == KEY_ESCAPE then
+ elseif key == RL.KEY_ESCAPE then
Gui.inputUnfocus()
end
end
until key == 0
- if readyToUnfocusInput and RL_IsMouseButtonPressed( Gui.mouseButton ) then
+ if readyToUnfocusInput and RL.IsMouseButtonPressed( Gui.mouseButton ) then
Gui.inputUnfocus()
end
@@ -234,7 +234,7 @@ function Text:new( set )
object.text = setProperty( set, "text", "" )
object.fontSize = setProperty( set, "fontSize", Gui.fontSize )
object.spacing = setProperty( set, "spacing", Gui.spacing )
- object.color = setProperty( set, "color", Color:new( BLACK ) )
+ object.color = setProperty( set, "color", Color:new( RL.BLACK ) )
object.maxTextLen = setProperty( set, "maxTextLen", nil )
object.allowLineBreak = setProperty( set, "allowLineBreak", false )
@@ -253,7 +253,7 @@ function Text:set( text )
self.text = text
end
- local textSize = Vec2:new( RL_MeasureText( self.font, self.text, self.fontSize, self.spacing ) )
+ local textSize = Vec2:new( RL.MeasureText( self.font, self.text, self.fontSize, self.spacing ) )
self.bounds.width = textSize.x
self.bounds.height = textSize.y
@@ -264,7 +264,7 @@ function Text:draw()
return
end
- RL_DrawText( self.font, self.text, { self._parent.bounds.x + self.bounds.x, self._parent.bounds.y + self.bounds.y }, self.fontSize, self.spacing, self.color )
+ RL.DrawText( self.font, self.text, { self._parent.bounds.x + self.bounds.x, self._parent.bounds.y + self.bounds.y }, self.fontSize, self.spacing, self.color )
end
-- Texture.
@@ -283,7 +283,7 @@ function Texture:new( set )
object.source = setProperty( set, "source", Rect:new( 0, 0, 0, 0 ) )
object.origin = setProperty( set, "origin", Vec2:new( 0, 0 ) )
object.rotation = setProperty( set, "rotation", 0 )
- object.color = setProperty( set, "color", Color:new( WHITE ) )
+ object.color = setProperty( set, "color", Color:new( RL.WHITE ) )
object.nPatchInfo = setProperty( set, "nPatchInfo", nil )
object.visible = setProperty( set, "visible", true )
@@ -299,7 +299,7 @@ function Texture:set( texture )
return
end
- local texSize = Vec2:new( RL_GetTextureSize( texture ) )
+ local texSize = Vec2:new( RL.GetTextureSize( texture ) )
if self.bounds.width == 0 or self.bounds.height == 0 then
self.bounds.width = texSize.x
@@ -326,9 +326,9 @@ function Texture:draw()
}
if self.nPatchInfo ~= nil then
- RL_DrawTextureNPatch( self.texture, self.nPatchInfo, dst, self.origin, self.rotation, self.color )
+ RL.DrawTextureNPatch( self.texture, self.nPatchInfo, dst, self.origin, self.rotation, self.color )
else
- RL_DrawTexturePro( self.texture, self.source, dst, self.origin, self.rotation, self.color )
+ RL.DrawTexturePro( self.texture, self.source, dst, self.origin, self.rotation, self.color )
end
end
@@ -359,7 +359,7 @@ function Shape:new( set )
object.roundness = setProperty( set, "roundness", 1 )
object.segments = setProperty( set, "segments", 4 )
- object.color = setProperty( set, "color", Color:new( WHITE ) )
+ object.color = setProperty( set, "color", Color:new( RL.WHITE ) )
object.visible = setProperty( set, "visible", true )
object._parent = nil
@@ -392,23 +392,23 @@ function Shape:draw()
local pos = Vec2:new( self._parent.bounds.x, self._parent.bounds.y )
if self.shape == Gui.SHAPE.LINE then
- RL_DrawLine( self.startPos + pos, self.endPos + pos, self.thickness, self.color )
+ RL.DrawLine( self.startPos + pos, self.endPos + pos, self.thickness, self.color )
elseif self.shape == Gui.SHAPE.CIRCLE then
- RL_DrawCircle( self.center + pos, self.radius, self.color )
+ RL.DrawCircle( self.center + pos, self.radius, self.color )
elseif self.shape == Gui.SHAPE.CIRCLE_LINES then
- RL_DrawCircleLines( self.center + pos, self.radius, self.color )
+ RL.DrawCircleLines( self.center + pos, self.radius, self.color )
elseif self.shape == Gui.SHAPE.ELLIPSE then
- RL_DrawEllipse( self.center + pos, self.radiusH, self.radiusV, self.color )
+ RL.DrawEllipse( self.center + pos, self.radiusH, self.radiusV, self.color )
elseif self.shape == Gui.SHAPE.ELLIPSE_LINES then
- RL_DrawEllipseLines( self.center + pos, self.radiusH, self.radiusV, self.color )
+ RL.DrawEllipseLines( self.center + pos, self.radiusH, self.radiusV, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE then
- RL_DrawRectangle( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.color )
+ RL.DrawRectangle( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE_LINES then
- RL_DrawRectangleLines( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.color )
+ RL.DrawRectangleLines( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE_ROUNDED then
- RL_DrawRectangleRounded( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.roundness, self.segments, self.color )
+ RL.DrawRectangleRounded( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.roundness, self.segments, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE_ROUNDED_LINES then
- RL_DrawRectangleRoundedLines( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.roundness, self.segments, self.thickness, self.color )
+ RL.DrawRectangleRoundedLines( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.roundness, self.segments, self.thickness, self.color )
end
end
@@ -428,10 +428,10 @@ function Element:new( set )
object.visible = setProperty( set, "visible", true )
object.disabled = setProperty( set, "disabled", false )
object.drawBounds = setProperty( set, "drawBounds", false )
- object.color = setProperty( set, "color", Color:new( GRAY ) )
+ object.color = setProperty( set, "color", Color:new( RL.GRAY ) )
object.items = {}
-
+
object._visibilityBounds = nil
-- Callbacks.
object.onMouseOver = setProperty( set, "onMouseOver", nil )
@@ -481,10 +481,10 @@ function Element:add( item )
end
function Element:isMouseOver( mousePosition )
- local over = RL_CheckCollisionPointRec( mousePosition, self.bounds )
+ local over = RL.CheckCollisionPointRec( mousePosition, self.bounds )
if over and self._visibilityBounds ~= nil then
- over = RL_CheckCollisionPointRec( mousePosition, self._visibilityBounds )
+ over = RL.CheckCollisionPointRec( mousePosition, self._visibilityBounds )
end
if over and self.onMouseOver ~= nil then
@@ -498,7 +498,7 @@ function Element:draw()
local usedScissor = false
if self._visibilityBounds ~= nil then
- local rect = Rect:new( RL_GetCollisionRec( self.bounds, self._visibilityBounds ) )
+ local rect = Rect:new( RL.GetCollisionRec( self.bounds, self._visibilityBounds ) )
-- Use scissor mode only on partyally visible.
if rect.width == 0 and rect.height == 0 then
@@ -506,12 +506,12 @@ function Element:draw()
elseif math.floor( rect.width ) ~= math.floor( self.bounds.width )
or math.floor( rect.height ) ~= math.floor( self.bounds.height ) then
usedScissor = true
- RL_BeginScissorMode( self._visibilityBounds )
+ RL.BeginScissorMode( self._visibilityBounds )
end
end
-
+
if self.drawBounds then
- RL_DrawRectangle( self.bounds, self.color )
+ RL.DrawRectangle( self.bounds, self.color )
end
for _, item in ipairs( self.items ) do
@@ -519,7 +519,7 @@ function Element:draw()
end
if usedScissor then
- RL_EndScissorMode()
+ RL.EndScissorMode()
end
end
@@ -557,15 +557,15 @@ function Container:new( set )
object.showScrollbar = setProperty( set, "showScrollbar", false )
object.scrollbarWidth = setProperty( set, "scrollbarWidth", Gui.scrollbarWidth )
object.scrollAmount = setProperty( set, "scrollAmount", Gui.scrollAmount ) -- When using mouse scroll.
- object.color = setProperty( set, "color", Color:new( WHITE ) )
+ object.color = setProperty( set, "color", Color:new( RL.WHITE ) )
object.drawBounds = setProperty( set, "drawBounds", false )
object.drawScrollRect = setProperty( set, "drawScrollRect", false )
-- For grid container. Do not set both.
object.columns = setProperty( set, "columns", nil )
object.rows = setProperty( set, "rows", nil )
-
+
object.cells = {}
-
+
object._visibilityBounds = nil -- Will give this to it's children.
object._scrollRect = Rect:new( 0, 0, 0, 0 )
object._VScrollbarRect = Rect:new( 0, 0, 0, 0 )
@@ -638,10 +638,10 @@ function Container:mouseScroll( v )
end
function Container:isMouseOver( mousePosition )
- local over = RL_CheckCollisionPointRec( mousePosition, self.bounds )
+ local over = RL.CheckCollisionPointRec( mousePosition, self.bounds )
if over and self._visibilityBounds ~= nil then
- over = RL_CheckCollisionPointRec( mousePosition, self._visibilityBounds )
+ over = RL.CheckCollisionPointRec( mousePosition, self._visibilityBounds )
end
if over and self.onMouseOver ~= nil then
@@ -668,7 +668,7 @@ function Container:updateScrollbar()
self._VScrollbar.visible = false
self._VScrollbar.disabled = true
end
-
+
if self.bounds.width < self._scrollRect.width then
self._HScrollbar.bounds.width = self.bounds.width
self._HScrollbar.bounds.height = self.scrollbarWidth
@@ -701,7 +701,7 @@ function Container:update()
self._VScrollbar = Element:new( {
padding = 0,
drawBounds = true,
- color = Color:new( GRAY ),
+ color = Color:new( RL.GRAY ),
onClicked = function() Gui.heldCallback = function() self:mouseScroll( Vec2:new( 0, 1 ) ) end end,
} )
@@ -710,7 +710,7 @@ function Container:update()
VAling = Gui.ALING.NONE,
bounds = Rect:new( 0, 0, 0, 0 ),
shape = Gui.SHAPE.RECTANGLE_ROUNDED,
- color = Color:new( LIGHTGRAY ),
+ color = Color:new( RL.LIGHTGRAY ),
} ) )
end
@@ -718,7 +718,7 @@ function Container:update()
self._HScrollbar = Element:new( {
padding = 0,
drawBounds = true,
- color = Color:new( GRAY ),
+ color = Color:new( RL.GRAY ),
onClicked = function() Gui.heldCallback = function() self:mouseScroll( Vec2:new( 1, 0 ) ) end end,
} )
@@ -727,7 +727,7 @@ function Container:update()
VAling = Gui.ALING.CENTER,
bounds = Rect:new( 0, 0, 0, 0 ),
shape = Gui.SHAPE.RECTANGLE_ROUNDED,
- color = Color:new( LIGHTGRAY ),
+ color = Color:new( RL.LIGHTGRAY ),
} ) )
end
end
@@ -748,7 +748,7 @@ function Container:update()
elseif self.HAling == Gui.ALING.RIGHT then
pos.x = self.bounds.x + self.bounds.width - cell.bounds.width - self.spacing
end
-
+
cell.bounds.x = pos.x - self._scrollRect.x
cell.bounds.y = pos.y - self._scrollRect.y
@@ -811,7 +811,7 @@ function Container:delete()
for _, cell in ipairs( self.cells ) do
cell:delete()
end
-
+
if self._VScrollbar ~= nil then
Gui.delete( self._VScrollbar )
end
@@ -828,7 +828,7 @@ function Container:set2Top()
for _, cell in ipairs( self.cells ) do
cell:set2Top()
end
-
+
if self._VScrollbar ~= nil then
Gui.set2Top( self._VScrollbar )
end
@@ -844,27 +844,27 @@ function Container:set2Back()
if self._HScrollbar ~= nil then
Gui.set2Back( self._HScrollbar )
end
-
+
for _, cell in ipairs( self.cells ) do
cell:set2Back()
end
-
+
Gui.set2Back( self )
end
function Container:draw()
if self.drawBounds then
- RL_DrawRectangle( self.bounds, self.color )
+ RL.DrawRectangle( self.bounds, self.color )
end
if self.drawScrollRect then
- RL_DrawRectangleLines( {
+ RL.DrawRectangleLines( {
self.bounds.x - self._scrollRect.x,
self.bounds.y - self._scrollRect.y,
self._scrollRect.width,
self._scrollRect.height,
},
- RED )
+ RL.RED )
end
end
diff --git a/examples/resources/lib/utillib.lua b/examples/resources/lib/utillib.lua
index 7fb7405..3021465 100644
--- a/examples/resources/lib/utillib.lua
+++ b/examples/resources/lib/utillib.lua
@@ -15,7 +15,7 @@ function utillib.deepCopy( orig )
for origKey, origValue in next, orig, nil do
-- If object has clone method, use that.
if type( origValue ) == "table" and type( origValue.clone ) == "function" then
- copy[ utillib.deepCopy( origKey ) ] = orig_value:clone()
+ copy[ utillib.deepCopy( origKey ) ] = origValue:clone()
else
copy[ utillib.deepCopy( origKey ) ] = utillib.deepCopy( origValue )
end
@@ -128,9 +128,9 @@ end
function utillib.wrapAngleRad( angle )
if angle < 0 then
- return math.fmod( angle, PI * 2 ) + PI * 2
+ return math.fmod( angle, RL.PI * 2 ) + RL.PI * 2
else
- return math.fmod( angle, PI * 2 )
+ return math.fmod( angle, RL.PI * 2 )
end
end
diff --git a/examples/resources/lib/vector2.lua b/examples/resources/lib/vector2.lua
index 70a2a35..65452cf 100644
--- a/examples/resources/lib/vector2.lua
+++ b/examples/resources/lib/vector2.lua
@@ -38,7 +38,7 @@ Vector2.meta = {
return len
end,
__eq = function( v1, v2 )
- return RL_Vector2Equals( v1, v2 ) == 1
+ return RL.Vector2Equals( v1, v2 ) == 1
end,
}
@@ -91,79 +91,79 @@ function Vector2:max( v2 )
end
function Vector2:addValue( value )
- return Vector2:new( RL_Vector2AddValue( self, value ) )
+ return Vector2:new( RL.Vector2AddValue( self, value ) )
end
function Vector2:subValue( value )
- return Vector2:new( RL_Vector2SubtractValue( self, value ) )
+ return Vector2:new( RL.Vector2SubtractValue( self, value ) )
end
function Vector2:length()
- return RL_Vector2Length( self )
+ return RL.Vector2Length( self )
end
function Vector2:lengthSqr()
- return RL_Vector2LengthSqr( self )
+ return RL.Vector2LengthSqr( self )
end
function Vector2:dot( v2 )
- return RL_Vector2DotProduct( self, v2 )
+ return RL.Vector2DotProduct( self, v2 )
end
function Vector2:distance( v2 )
- return RL_Vector2Distance( self, v2 )
+ return RL.Vector2Distance( self, v2 )
end
function Vector2:distanceSqr( v2 )
- return RL_Vector2DistanceSqr( self, v2 )
+ return RL.Vector2DistanceSqr( self, v2 )
end
function Vector2:angle( v2 )
- return RL_Vector2Angle( self, v2 )
+ return RL.Vector2Angle( self, v2 )
end
function Vector2:scale( scale )
- return Vector2:new( RL_Vector2Scale( self, scale ) )
+ return Vector2:new( RL.Vector2Scale( self, scale ) )
end
function Vector2:normalize()
- return Vector2:new( RL_Vector2Normalize( self ) )
+ return Vector2:new( RL.Vector2Normalize( self ) )
end
function Vector2:transform( mat )
- return Vector2:new( RL_Vector2Transform( self, mat ) )
+ return Vector2:new( RL.Vector2Transform( self, mat ) )
end
function Vector2:lerp( v2, value )
- return Vector2:new( RL_Vector2Lerp( self, v2, value ) )
+ return Vector2:new( RL.Vector2Lerp( self, v2, value ) )
end
function Vector2:reflect( normal )
- return Vector2:new( RL_Vector2Reflect( self, normal ) )
+ return Vector2:new( RL.Vector2Reflect( self, normal ) )
end
function Vector2:rotate( angle )
- return Vector2:new( RL_Vector2Rotate( self, angle ) )
+ return Vector2:new( RL.Vector2Rotate( self, angle ) )
end
function Vector2:moveTowards( target, maxDistance )
- return Vector2:new( RL_Vector2MoveTowards( self, target, maxDistance ) )
+ return Vector2:new( RL.Vector2MoveTowards( self, target, maxDistance ) )
end
function Vector2:invert()
- return Vector2:new( RL_Vector2Invert( self ) )
+ return Vector2:new( RL.Vector2Invert( self ) )
end
function Vector2:clamp( min, max )
- return Vector2:new( RL_Vector2Clamp( self, min, max ) )
+ return Vector2:new( RL.Vector2Clamp( self, min, max ) )
end
function Vector2:clampValue( min, max )
- return Vector2:new( RL_Vector2ClampValue( self, min, max ) )
+ return Vector2:new( RL.Vector2ClampValue( self, min, max ) )
end
function Vector2:equals( v2 )
- return RL_Vector2Equals( self, v2 )
+ return RL.Vector2Equals( self, v2 )
end
return Vector2
diff --git a/examples/resources/lib/vector3.lua b/examples/resources/lib/vector3.lua
index b93601e..2a25a5f 100644
--- a/examples/resources/lib/vector3.lua
+++ b/examples/resources/lib/vector3.lua
@@ -38,7 +38,7 @@ Vector3.meta = {
return len
end,
__eq = function( v1, v2 )
- return RL_Vector3Equals( v1, v2 ) == 1
+ return RL.Vector3Equals( v1, v2 ) == 1
end,
}
@@ -85,104 +85,104 @@ function Vector3:abs()
end
function Vector3:min( v2 )
- return Vector3:new( RL_Vector3Min( self, v2 ) )
+ return Vector3:new( RL.Vector3Min( self, v2 ) )
end
function Vector3:max( v2 )
- return Vector3:new( RL_Vector3Max( self, v2 ) )
+ return Vector3:new( RL.Vector3Max( self, v2 ) )
end
function Vector3:addValue( value )
- return Vector3:new( RL_Vector3AddValue( self, value ) )
+ return Vector3:new( RL.Vector3AddValue( self, value ) )
end
function Vector3:subValue( value )
- return Vector3:new( RL_Vector3SubtractValue( self, value ) )
+ return Vector3:new( RL.Vector3SubtractValue( self, value ) )
end
function Vector3:scale( scalar )
- return Vector3:new( RL_Vector3Scale( self, scalar ) )
+ return Vector3:new( RL.Vector3Scale( self, scalar ) )
end
function Vector3:cross( v2 )
- return Vector3:new( RL_Vector3CrossProduct( self, v2 ) )
+ return Vector3:new( RL.Vector3CrossProduct( self, v2 ) )
end
function Vector3:perpendicular()
- return Vector3:new( RL_Vector3Perpendicular( self ) )
+ return Vector3:new( RL.Vector3Perpendicular( self ) )
end
function Vector3:length()
- return RL_Vector3Length( self )
+ return RL.Vector3Length( self )
end
function Vector3:lengthSqr()
- return RL_Vector3LengthSqr( self )
+ return RL.Vector3LengthSqr( self )
end
function Vector3:dot( v2 )
- return RL_Vector3DotProduct( self, v2 )
+ return RL.Vector3DotProduct( self, v2 )
end
function Vector3:distance( v2 )
- return RL_Vector3Distance( self, v2 )
+ return RL.Vector3Distance( self, v2 )
end
function Vector3:distanceSqr( v2 )
- return RL_Vector3DistanceSqr( self, v2 )
+ return RL.Vector3DistanceSqr( self, v2 )
end
function Vector3:angle( v2 )
- return RL_Vector3Angle( self, v2 )
+ return RL.Vector3Angle( self, v2 )
end
function Vector3:negate()
- return Vector3:new( RL_Vector3Negate( self ) )
+ return Vector3:new( RL.Vector3Negate( self ) )
end
function Vector3:normalize()
- return Vector3:new( RL_Vector3Normalize( self ) )
+ return Vector3:new( RL.Vector3Normalize( self ) )
end
function Vector3:orthoNormalize( v2 )
- local r1, r2 = RL_Vector3OrthoNormalize( self, v2 )
+ local r1, r2 = RL.Vector3OrthoNormalize( self, v2 )
return Vector3:new( r1[1], r1[2], r1[3] ), Vector3:new( r2[1], r2[2], r2[3] )
end
function Vector3:transform( mat )
- return Vector3:new( RL_Vector3Transform( self, mat ) )
+ return Vector3:new( RL.Vector3Transform( self, mat ) )
end
function Vector3:rotateByQuaternion( q )
- return Vector3:new( RL_Vector3RotateByQuaternion( self, q ) )
+ return Vector3:new( RL.Vector3RotateByQuaternion( self, q ) )
end
function Vector3:rotateByAxisAngle( axis, angle )
- return Vector3:new( RL_Vector3RotateByAxisAngle( self, axis, angle ) )
+ return Vector3:new( RL.Vector3RotateByAxisAngle( self, axis, angle ) )
end
function Vector3:lerp( v2, value )
- return Vector3:new( RL_Vector3Lerp( self, v2, value ) )
+ return Vector3:new( RL.Vector3Lerp( self, v2, value ) )
end
function Vector3:reflect( normal )
- return Vector3:new( RL_Vector3Reflect( self, normal ) )
+ return Vector3:new( RL.Vector3Reflect( self, normal ) )
end
function Vector3:invert()
- return Vector3:new( RL_Vector3Invert( self ) )
+ return Vector3:new( RL.Vector3Invert( self ) )
end
function Vector3:clamp( min, max )
- return Vector3:new( RL_Vector3Clamp( self, min, max ) )
+ return Vector3:new( RL.Vector3Clamp( self, min, max ) )
end
function Vector3:clampValue( min, max )
- return Vector3:new( RL_Vector3ClampValue( self, min, max ) )
+ return Vector3:new( RL.Vector3ClampValue( self, min, max ) )
end
function Vector3:equals( v2 )
- return RL_Vector3Equals( self, v2 )
+ return RL.Vector3Equals( self, v2 )
end
return Vector3
diff --git a/examples/shaders/main.lua b/examples/shaders/main.lua
index a91f1ee..e5f59ed 100644
--- a/examples/shaders/main.lua
+++ b/examples/shaders/main.lua
@@ -8,27 +8,27 @@ local GLSL_VERSION = "330" -- PLATFORM_DESKTOP
local secondsLoc
-function init()
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
-
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
-
- texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/cat.png" )
- textureSize = RL_GetTextureSize( texture )
- shader = RL_LoadShader( nil, RL_GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/wave.fs" )
-
- secondsLoc = RL_GetShaderLocation( shader, "secondes" )
- local sizeLoc = RL_GetShaderLocation( shader, "size" )
- local freqXLoc = RL_GetShaderLocation( shader, "freqX" )
- local freqYLoc = RL_GetShaderLocation( shader, "freqY" )
- local ampXLoc = RL_GetShaderLocation( shader, "ampX" )
- local ampYLoc = RL_GetShaderLocation( shader, "ampY" )
- local speedXLoc = RL_GetShaderLocation( shader, "speedX" )
- local speedYLoc = RL_GetShaderLocation( shader, "speedY" )
+function RL.init()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
+
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+
+ texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/cat.png" )
+ textureSize = RL.GetTextureSize( texture )
+ shader = RL.LoadShader( nil, RL.GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/wave.fs" )
+
+ secondsLoc = RL.GetShaderLocation( shader, "secondes" )
+ local sizeLoc = RL.GetShaderLocation( shader, "size" )
+ local freqXLoc = RL.GetShaderLocation( shader, "freqX" )
+ local freqYLoc = RL.GetShaderLocation( shader, "freqY" )
+ local ampXLoc = RL.GetShaderLocation( shader, "ampX" )
+ local ampYLoc = RL.GetShaderLocation( shader, "ampY" )
+ local speedXLoc = RL.GetShaderLocation( shader, "speedX" )
+ local speedYLoc = RL.GetShaderLocation( shader, "speedY" )
local freqX = 25.0
local freqY = 25.0
@@ -37,25 +37,25 @@ function init()
local speedX = 8.0
local speedY = 8.0
- RL_SetShaderValue( shader, sizeLoc, textureSize, SHADER_UNIFORM_VEC2 )
- RL_SetShaderValue( shader, freqXLoc, { freqX }, SHADER_UNIFORM_FLOAT )
- RL_SetShaderValue( shader, freqYLoc, { freqY }, SHADER_UNIFORM_FLOAT )
- RL_SetShaderValue( shader, ampXLoc, { ampX }, SHADER_UNIFORM_FLOAT )
- RL_SetShaderValue( shader, ampYLoc, { ampY }, SHADER_UNIFORM_FLOAT )
- RL_SetShaderValue( shader, speedXLoc, { speedX }, SHADER_UNIFORM_FLOAT )
- RL_SetShaderValue( shader, speedYLoc, { speedY }, SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, sizeLoc, textureSize, RL.SHADER_UNIFORM_VEC2 )
+ RL.SetShaderValue( shader, freqXLoc, { freqX }, RL.SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, freqYLoc, { freqY }, RL.SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, ampXLoc, { ampX }, RL.SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, ampYLoc, { ampY }, RL.SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, speedXLoc, { speedX }, RL.SHADER_UNIFORM_FLOAT )
+ RL.SetShaderValue( shader, speedYLoc, { speedY }, RL.SHADER_UNIFORM_FLOAT )
end
local seconds = 0.0
-function draw()
- seconds = seconds + RL_GetFrameTime();
+function RL.draw()
+ seconds = seconds + RL.GetFrameTime();
- RL_SetShaderValue( shader, secondsLoc, { seconds }, SHADER_UNIFORM_FLOAT );
+ RL.SetShaderValue( shader, secondsLoc, { seconds }, RL.SHADER_UNIFORM_FLOAT );
- RL_ClearBackground( { 100, 150, 100 } )
+ RL.ClearBackground( { 100, 150, 100 } )
- RL_BeginShaderMode( shader )
- RL_DrawTexture( texture, { 0, 0 }, WHITE );
- RL_EndShaderMode()
+ RL.BeginShaderMode( shader )
+ RL.DrawTexture( texture, { 0, 0 }, RL.WHITE );
+ RL.EndShaderMode()
end
diff --git a/examples/snake/main.lua b/examples/snake/main.lua
index dd752e4..0f07317 100644
--- a/examples/snake/main.lua
+++ b/examples/snake/main.lua
@@ -7,8 +7,8 @@ local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum wannabe.
-- Resources
local framebuffer = -1
local monitor = 0
-local monitorPos = RL_GetMonitorPosition( monitor )
-local monitorSize = RL_GetMonitorSize( monitor )
+local monitorPos = RL.GetMonitorPosition( monitor )
+local monitorSize = RL.GetMonitorSize( monitor )
local winScale = 6
local winSize = { RESOLUTION[1] * winScale, RESOLUTION[2] * winScale }
local gameState = STATE.GAME
@@ -64,18 +64,18 @@ end
-- Init.
-function init()
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowSize( winSize )
- RL_SetWindowPosition( { monitorPos[1] + monitorSize[1] / 2 - winSize[1] / 2, monitorPos[2] + monitorSize[2] / 2 - winSize[2] / 2 } )
- RL_SetWindowTitle( "Snake" )
- RL_SetWindowIcon( RL_LoadImage( RL_GetBasePath().."../resources/images/apple.png" ) )
+function RL.init()
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { monitorPos[1] + monitorSize[1] / 2 - winSize[1] / 2, monitorPos[2] + monitorSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowTitle( "Snake" )
+ RL.SetWindowIcon( RL.LoadImage( RL.GetBasePath().."../resources/images/apple.png" ) )
- framebuffer = RL_LoadRenderTexture( RESOLUTION )
- grassTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/grass.png" )
- snakeTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/snake.png" )
- appleTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/apple.png" )
+ framebuffer = RL.LoadRenderTexture( RESOLUTION )
+ grassTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/grass.png" )
+ snakeTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/snake.png" )
+ appleTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/apple.png" )
setSnake()
setApplePos()
@@ -122,25 +122,25 @@ local function moveSnake()
moveTimer = moveTimer + 1.0
end
-function process( delta )
+function RL.process( delta )
if gameState == STATE.GAME then -- Run game.
-- Controls.
- if RL_IsKeyPressed( KEY_RIGHT ) and 0 <= snake.heading[1] then
+ if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading[1] then
snake.control = { 1, 0 }
- elseif RL_IsKeyPressed( KEY_LEFT ) and snake.heading[1] <= 0 then
+ elseif RL.IsKeyPressed( RL.KEY_LEFT ) and snake.heading[1] <= 0 then
snake.control = { -1, 0 }
- elseif RL_IsKeyPressed( KEY_DOWN ) and 0 <= snake.heading[2] then
+ elseif RL.IsKeyPressed( RL.KEY_DOWN ) and 0 <= snake.heading[2] then
snake.control = { 0, 1 }
- elseif RL_IsKeyPressed( KEY_UP ) and snake.heading[2] <= 0 then
+ elseif RL.IsKeyPressed( RL.KEY_UP ) and snake.heading[2] <= 0 then
snake.control = { 0, -1 }
end
-
+
moveTimer = moveTimer - gameSpeed * delta
-
+
if moveTimer <= 0.0 then
moveSnake()
end
- elseif gameState == STATE.OVER and RL_IsKeyPressed( KEY_ENTER ) then -- Reset game.
+ elseif gameState == STATE.OVER and RL.IsKeyPressed( RL.KEY_ENTER ) then -- Reset game.
setSnake()
setApplePos()
gameState = STATE.GAME
@@ -152,7 +152,7 @@ end
local function drawGrass()
for y = 0, LEVEL_SIZE - 1 do
for x = 0, LEVEL_SIZE - 1 do
- RL_DrawTexture( grassTexture, { x * TILE_SIZE, y * TILE_SIZE }, WHITE )
+ RL.DrawTexture( grassTexture, { x * TILE_SIZE, y * TILE_SIZE }, RL.WHITE )
end
end
end
@@ -168,14 +168,14 @@ end
local function drawSnake()
for i, seg in ipairs( snake.segments ) do
- local angle = math.deg( RL_Vector2Angle( { 0, 0 }, seg.heading ) )
+ local angle = math.deg( RL.Vector2Angle( { 0, 0 }, seg.heading ) )
local source = { 16, 0, 8, 8 }
if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment.
source[1] = 8
if 1 < #snake.segments then
- angle = math.deg( RL_Vector2Angle( { 0, 0 }, snake.segments[ 2 ].heading ) )
+ angle = math.deg( RL.Vector2Angle( { 0, 0 }, snake.segments[ 2 ].heading ) )
end
elseif i < #snake.segments and not vector2IsEqual( seg.heading, snake.segments[ i+1 ].heading ) then -- Turned middle segments.
source[1] = 0
@@ -191,34 +191,34 @@ local function drawSnake()
end
end
-- Notice that we set the origin to center { 4, 4 } that acts as pivot point. We also have to adjust our dest position by 4.
- RL_DrawTexturePro( snakeTexture, source, { seg.pos[1] * TILE_SIZE + 4, seg.pos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, WHITE )
+ RL.DrawTexturePro( snakeTexture, source, { seg.pos[1] * TILE_SIZE + 4, seg.pos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, RL.WHITE )
end
-- Let's draw the head last to keep it on top.
- local angle = math.deg( RL_Vector2Angle( { 0, 0 }, snake.heading ) )
- RL_DrawTexturePro( snakeTexture, { 24, 0, 8, 8 }, { snake.headPos[1] * TILE_SIZE + 4, snake.headPos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, WHITE )
+ local angle = math.deg( RL.Vector2Angle( { 0, 0 }, snake.heading ) )
+ RL.DrawTexturePro( snakeTexture, { 24, 0, 8, 8 }, { snake.headPos[1] * TILE_SIZE + 4, snake.headPos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, RL.WHITE )
end
local function drawApple()
- RL_DrawTexture( appleTexture, { applePos[1] * TILE_SIZE, applePos[2] * TILE_SIZE }, WHITE )
+ RL.DrawTexture( appleTexture, { applePos[1] * TILE_SIZE, applePos[2] * TILE_SIZE }, RL.WHITE )
end
-function draw()
+function RL.draw()
-- Clear the window to black.
- RL_ClearBackground( BLACK )
+ RL.ClearBackground( RL.BLACK )
-- Draw to framebuffer.
- RL_BeginTextureMode( framebuffer )
- RL_ClearBackground( BLACK )
+ RL.BeginTextureMode( framebuffer )
+ RL.ClearBackground( RL.BLACK )
drawGrass()
drawSnake()
drawApple()
if gameState == STATE.OVER then
- RL_DrawText( 0, "Press Enter to\nrestart", { 10, 10 }, 10, 2, WHITE )
+ RL.DrawText( 0, "Press Enter to\nrestart", { 10, 10 }, 10, 2, RL.WHITE )
end
- RL_EndTextureMode()
+ RL.EndTextureMode()
-- Draw framebuffer to window.
- RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
- RL_DrawTexturePro( framebuffer, { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
- RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
+ RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
+ RL.DrawTexturePro( framebuffer, { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, RL.WHITE )
+ RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
end
diff --git a/examples/waving_cubes/main.lua b/examples/waving_cubes/main.lua
index eab9758..d8cd143 100644
--- a/examples/waving_cubes/main.lua
+++ b/examples/waving_cubes/main.lua
@@ -9,40 +9,40 @@
local camera = -1
local num_blocks = 15
-function init()
+function RL.init()
local monitor = 0
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
-
- RL_SetWindowTitle( "Waving cubes" )
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowState( FLAG_VSYNC_HINT )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
- camera = RL_CreateCamera3D()
- RL_SetCamera3DPosition( camera, { 30, 20, 30 } )
- RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
- RL_SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL.SetWindowTitle( "Waving cubes" )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+
+ camera = RL.CreateCamera3D()
+ RL.SetCamera3DPosition( camera, { 30, 20, 30 } )
+ RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL.SetCamera3DUp( camera, { 0, 1, 0 } )
end
-function draw()
- local t = RL_GetTime()
+function RL.draw()
+ local t = RL.GetTime()
local cos = math.cos
local sin = math.sin
local scale = (2.0 + sin(t)) * 0.7
local camera_time = t * 0.3
- local camera_pos = RL_GetCamera3DPosition( camera )
+ local camera_pos = RL.GetCamera3DPosition( camera )
camera_pos[1] = cos(camera_time) * 40.0
camera_pos[3] = sin(camera_time) * 40.0
-
- RL_SetCamera3DPosition( camera, camera_pos )
- RL_ClearBackground( RAYWHITE )
- RL_BeginMode3D( camera )
- RL_DrawGrid( 10, 5.0 )
+ RL.SetCamera3DPosition( camera, camera_pos )
+ RL.ClearBackground( RL.RAYWHITE )
+
+ RL.BeginMode3D( camera )
+ RL.DrawGrid( 10, 5.0 )
for x = 0,num_blocks - 1 do
for y = 0,num_blocks - 1 do
@@ -55,14 +55,14 @@ function draw()
(y - num_blocks / 2) * (scale * 2.0) + scatter,
(z - num_blocks / 2) * (scale * 3.0) + scatter
}
- local cube_color = RL_ColorFromHSV( (((x + y + z) * 18) % 360), 0.75, 0.9 )
+ local cube_color = RL.ColorFromHSV( (((x + y + z) * 18) % 360), 0.75, 0.9 )
local cube_size = (2.4 - scale) * block_scale
- RL_DrawCube( cube_pos, { cube_size, cube_size, cube_size }, cube_color )
+ RL.DrawCube( cube_pos, { cube_size, cube_size, cube_size }, cube_color )
end
end
end
- RL_EndMode3D()
+ RL.EndMode3D()
- RL_DrawFPS( { 10, 10 } )
+ RL.DrawFPS( { 10, 10 } )
end
diff --git a/examples/window/main.lua b/examples/window/main.lua
index 1fa5744..9816188 100644
--- a/examples/window/main.lua
+++ b/examples/window/main.lua
@@ -1,29 +1,29 @@
-local textColor = BLACK
+local textColor = RL.BLACK
local textPos = { 192, 200 }
local imageFont = -1
local text = "Congrats! You created your first window!"
-function init()
- RL_SetWindowTitle( "First window" )
- RL_SetWindowState( FLAG_VSYNC_HINT )
+function RL.init()
+ RL.SetWindowTitle( "First window" )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
end
-function process( delta )
- if RL_IsKeyPressed( KEY_ENTER ) then
- local textSize = RL_MeasureText( 0, text, 20, 2 )
- local winSize = RL_GetScreenSize()
+function RL.process( delta )
+ if RL.IsKeyPressed( RL.KEY_ENTER ) then
+ local textSize = RL.MeasureText( 0, text, 20, 2 )
+ local winSize = RL.GetScreenSize()
- textColor = BLUE
+ textColor = RL.BLUE
textPos = { winSize[1] / 2 - textSize[1] / 2, winSize[2] / 2 - textSize[2] / 2 }
end
- if RL_IsKeyPressed( KEY_SPACE ) then
- textColor = BLACK
+ if RL.IsKeyPressed( RL.KEY_SPACE ) then
+ textColor = RL.BLACK
textPos = { 192, 200 }
end
end
-function draw()
- RL_ClearBackground( RAYWHITE )
- RL_DrawText( 0, text, textPos, 20, 2, textColor )
+function RL.draw()
+ RL.ClearBackground( RL.RAYWHITE )
+ RL.DrawText( 0, text, textPos, 20, 2, textColor )
end