diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 56 |
1 files changed, 28 insertions, 28 deletions
@@ -105,7 +105,7 @@ int lcoreSetWindowMonitor( lua_State *L ) { Set window position on screen */ int lcoreSetWindowPosition( lua_State *L ) { - Vector2 pos = uluaGetVector2Index( L, 1 ); + Vector2 pos = uluaGetVector2( L, 1 ); SetWindowPosition( pos.x, pos.y ); @@ -118,7 +118,7 @@ int lcoreSetWindowPosition( lua_State *L ) { Set window dimensions */ int lcoreSetWindowSize( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); SetWindowSize( (int)size.x, (int)size.y ); @@ -157,7 +157,7 @@ int lcoreGetWindowHandle( lua_State *L ) { Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) */ int lcoreSetWindowMinSize( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); SetWindowMinSize( (int)size.x, (int)size.y ); @@ -297,7 +297,7 @@ int lcoreSetWindowIcon( lua_State *L ) { Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) */ int lcoreSetWindowIcons( lua_State *L ) { - int count = uluaGetTableLenIndex( L, 1 ); + int count = uluaGetTableLen( L, 1 ); Image images[ count ]; int t = 1; @@ -603,7 +603,7 @@ int lcoreLoadBuffer( lua_State *L ) { int type = luaL_checkinteger( L, 2 ); Buffer buffer = { 0 }; - int len = uluaGetTableLenIndex( L, 1 ); + int len = uluaGetTableLen( L, 1 ); switch ( type ) { case BUFFER_UNSIGNED_CHAR: @@ -771,7 +771,7 @@ int lcoreIsCursorOnScreen( lua_State *L ) { Set background color (framebuffer clear color) */ int lcoreClearBackground( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); ClearBackground( color ); @@ -830,7 +830,7 @@ int lcoreEndBlendMode( lua_State *L ) { Begin scissor mode (define screen area for following drawing) */ int lcoreBeginScissorMode( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); + Rectangle rect = uluaGetRectangle( L, 1 ); BeginScissorMode( rect.x, rect.y, rect.width, rect.height ); @@ -914,13 +914,13 @@ int lcoreLoadShaderFromMemory( lua_State *L ) { char *fs = NULL; if ( lua_isstring( L, 1 ) ) { - size_t vsLen = uluaGetTableLenIndex( L, 1 ) + 1; + size_t vsLen = uluaGetTableLen( L, 1 ) + 1; vs = malloc( vsLen * sizeof( char ) ); strcpy( vs, lua_tostring( L, 1 ) ); } if ( lua_isstring( L, 2 ) ) { - size_t fsLen = uluaGetTableLenIndex( L, 2 ) + 1; + size_t fsLen = uluaGetTableLen( L, 2 ) + 1; fs = malloc( fsLen * sizeof( char ) ); strcpy( fs, lua_tostring( L, 2 ) ); @@ -1045,7 +1045,7 @@ Set shader uniform value (matrix 4x4) int lcoreSetShaderValueMatrix( lua_State *L ) { Shader *shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); - Matrix mat = uluaGetMatrixIndex( L, 3 ); + Matrix mat = uluaGetMatrix( L, 3 ); SetShaderValueMatrix( *shader, locIndex, mat ); @@ -1076,7 +1076,7 @@ NOTE: Even one value should be in table int lcoreSetShaderValue( lua_State *L ) { Shader *shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); - size_t valueCount = uluaGetTableLenIndex( L, 3 ); + size_t valueCount = uluaGetTableLen( L, 3 ); int uniformType = luaL_checkinteger( L, 4 ); /* Read values. */ @@ -1118,7 +1118,7 @@ NOTE: Even one value should be in table int lcoreSetShaderValueV( lua_State *L ) { Shader *shader = uluaGetShader( L, 1 ); int locIndex = luaL_checkinteger( L, 2 ); - size_t valueCount = uluaGetTableLenIndex( L, 3 ); + size_t valueCount = uluaGetTableLen( L, 3 ); int uniformType = luaL_checkinteger( L, 4 ); int count = luaL_checkinteger( L, 5 ); @@ -1527,7 +1527,7 @@ int lcoreGetMouseDelta( lua_State *L ) { Set mouse position XY */ int lcoreSetMousePosition( lua_State *L ) { - Vector2 pos = uluaGetVector2Index( L, 1 ); + Vector2 pos = uluaGetVector2( L, 1 ); SetMousePosition( pos.x, pos.y ); @@ -1540,7 +1540,7 @@ int lcoreSetMousePosition( lua_State *L ) { Set mouse offset */ int lcoreSetMouseOffset( lua_State *L ) { - Vector2 offset = uluaGetVector2Index( L, 1 ); + Vector2 offset = uluaGetVector2( L, 1 ); SetMouseOffset( offset.x, offset.y ); @@ -1553,7 +1553,7 @@ int lcoreSetMouseOffset( lua_State *L ) { Set mouse scaling */ int lcoreSetMouseScale( lua_State *L ) { - Vector2 scale = uluaGetVector2Index( L, 1 ); + Vector2 scale = uluaGetVector2( L, 1 ); SetMouseScale( scale.x, scale.y ); @@ -2062,7 +2062,7 @@ Set camera target (rotation and zoom origin) */ int lcoreSetCamera2DTarget( lua_State *L ) { Camera2D *camera = uluaGetCamera2D( L, 1 ); - Vector2 target = uluaGetVector2Index( L, 2 ); + Vector2 target = uluaGetVector2( L, 2 ); camera->target = target; @@ -2076,7 +2076,7 @@ Set camera offset (displacement from target) */ int lcoreSetCamera2DOffset( lua_State *L ) { Camera2D *camera = uluaGetCamera2D( L, 1 ); - Vector2 offset = uluaGetVector2Index( L, 2 ); + Vector2 offset = uluaGetVector2( L, 2 ); camera->offset = offset; @@ -2224,7 +2224,7 @@ Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes) */ int lcoreSetCamera3DPosition( lua_State *L ) { Camera3D *camera = uluaGetCamera3D( L, 1 ); - Vector3 pos = uluaGetVector3Index( L, 2 ); + Vector3 pos = uluaGetVector3( L, 2 ); camera->position = pos; @@ -2238,7 +2238,7 @@ Set camera target it looks-at */ int lcoreSetCamera3DTarget( lua_State *L ) { Camera3D *camera = uluaGetCamera3D( L, 1 ); - Vector3 target = uluaGetVector3Index( L, 2 ); + Vector3 target = uluaGetVector3( L, 2 ); camera->target = target; @@ -2252,7 +2252,7 @@ Set camera up vector (Rotation over it's axis) */ int lcoreSetCamera3DUp( lua_State *L ) { Camera3D *camera = uluaGetCamera3D( L, 1 ); - Vector3 up = uluaGetVector3Index( L, 2 ); + Vector3 up = uluaGetVector3( L, 2 ); camera->up = up; @@ -2573,8 +2573,8 @@ Update camera movement, movement/rotation values should be provided by user */ int lcoreUpdateCamera3DPro( lua_State *L ) { Camera3D *camera = uluaGetCamera3D( L, 1 ); - Vector3 movement = uluaGetVector3Index( L, 2 ); - Vector3 rotation = uluaGetVector3Index( L, 3 ); + Vector3 movement = uluaGetVector3( L, 2 ); + Vector3 rotation = uluaGetVector3( L, 3 ); float zoom = luaL_checknumber( L, 4 ); UpdateCameraPro( camera, movement, rotation, zoom ); @@ -2594,7 +2594,7 @@ Get a ray trace from mouse position - Success return Ray */ int lcoreGetMouseRay( lua_State *L ) { - Vector2 mousePosition = uluaGetVector2Index( L, 1 ); + Vector2 mousePosition = uluaGetVector2( L, 1 ); Camera3D *camera = uluaGetCamera3D( L, 2 ); uluaPushRay( L, GetMouseRay( mousePosition, *camera ) ); @@ -2640,7 +2640,7 @@ Get the screen space position for a 3d world space position - Success return Vector2 */ int lcoreGetWorldToScreen( lua_State *L ) { - Vector3 position = uluaGetVector3Index( L, 1 ); + Vector3 position = uluaGetVector3( L, 1 ); Camera3D *camera = uluaGetCamera3D( L, 2 ); uluaPushVector2( L, GetWorldToScreen( position, *camera ) ); @@ -2656,9 +2656,9 @@ Get size position for a 3d world space position - Success return Vector2 */ int lcoreGetWorldToScreenEx( lua_State *L ) { - Vector3 position = uluaGetVector3Index( L, 1 ); + Vector3 position = uluaGetVector3( L, 1 ); Camera3D *camera = uluaGetCamera3D( L, 2 ); - Vector2 size = uluaGetVector2Index( L, 3 ); + Vector2 size = uluaGetVector2( L, 3 ); uluaPushVector2( L, GetWorldToScreenEx( position, *camera, size.x, size.y ) ); @@ -2673,7 +2673,7 @@ Get the screen space position for a 2d camera world space position - Success return Vector2 */ int lcoreGetWorldToScreen2D( lua_State *L ) { - Vector2 position = uluaGetVector2Index( L, 1 ); + Vector2 position = uluaGetVector2( L, 1 ); Camera2D *camera = uluaGetCamera2D( L, 2 ); uluaPushVector2( L, GetWorldToScreen2D( position, *camera ) ); @@ -2689,7 +2689,7 @@ Get the world space position for a 2d camera screen space position - Success return Vector2 */ int lcoreGetScreenToWorld2D( lua_State *L ) { - Vector2 position = uluaGetVector2Index( L, 1 ); + Vector2 position = uluaGetVector2( L, 1 ); Camera2D *camera = uluaGetCamera2D( L, 2 ); uluaPushVector2( L, GetScreenToWorld2D( position, *camera ) ); |
