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-rw-r--r--src/lua_core.c298
1 files changed, 149 insertions, 149 deletions
diff --git a/src/lua_core.c b/src/lua_core.c
index b9939cb..1fb4969 100644
--- a/src/lua_core.c
+++ b/src/lua_core.c
@@ -25,16 +25,16 @@
/* Define types. */
/* Buffer. */
-static int gcBuffer( lua_State *L ) {
+static int gcBuffer( lua_State* L ) {
if ( state->gcUnload ) {
- Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
+ Buffer* buffer = luaL_checkudata( L, 1, "Buffer" );
unloadBuffer( buffer );
}
return 0;
}
static void defineBuffer() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Buffer" );
lua_pushvalue( L, -1 );
@@ -44,16 +44,16 @@ static void defineBuffer() {
}
/* Image */
-static int gcImage( lua_State *L ) {
+static int gcImage( lua_State* L ) {
if ( state->gcUnload ) {
- Image *image = luaL_checkudata( L, 1, "Image" );
+ Image* image = luaL_checkudata( L, 1, "Image" );
UnloadImage( *image );
}
return 0;
}
static void defineImage() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Image" );
lua_pushvalue( L, -1 );
@@ -63,16 +63,16 @@ static void defineImage() {
}
/* Texture */
-static int gcTexture( lua_State *L ) {
+static int gcTexture( lua_State* L ) {
if ( state->gcUnload ) {
- Texture *texture = luaL_checkudata( L, 1, "Texture" );
+ Texture* texture = luaL_checkudata( L, 1, "Texture" );
UnloadTexture( *texture );
}
return 0;
}
static void defineTexture() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Texture" );
lua_pushvalue( L, -1 );
@@ -82,16 +82,16 @@ static void defineTexture() {
}
/* RenderRexture. */
-static int gcRenderTexture( lua_State *L ) {
+static int gcRenderTexture( lua_State* L ) {
if ( state->gcUnload ) {
- RenderTexture *renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
+ RenderTexture* renderTexture = luaL_checkudata( L, 1, "RenderTexture" );
UnloadRenderTexture( *renderTexture );
}
return 0;
}
static void defineRenderTexture() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "RenderTexture" );
lua_pushvalue( L, -1 );
@@ -102,7 +102,7 @@ static void defineRenderTexture() {
/* Camera2D. */
static void defineCamera2D() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Camera2D" );
lua_pushvalue( L, -1 );
@@ -111,7 +111,7 @@ static void defineCamera2D() {
/* Camera3D. */
static void defineCamera3D() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Camera3D" );
lua_pushvalue( L, -1 );
@@ -119,16 +119,16 @@ static void defineCamera3D() {
}
/* Shader. */
-static int gcShader( lua_State *L ) {
+static int gcShader( lua_State* L ) {
if ( state->gcUnload ) {
- Shader *shader = luaL_checkudata( L, 1, "Shader" );
+ Shader* shader = luaL_checkudata( L, 1, "Shader" );
UnloadShader( *shader );
}
return 0;
}
static void defineShader() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Shader" );
lua_pushvalue( L, -1 );
@@ -138,16 +138,16 @@ static void defineShader() {
}
/* Font. */
-static int gcFont( lua_State *L ) {
+static int gcFont( lua_State* L ) {
if ( state->gcUnload ) {
- Font *font = luaL_checkudata( L, 1, "Font" );
+ Font* font = luaL_checkudata( L, 1, "Font" );
UnloadFont( *font );
}
return 0;
}
static void defineFont() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Font" );
lua_pushvalue( L, -1 );
@@ -157,16 +157,16 @@ static void defineFont() {
}
/* GlyphInfo. */
-static int gcGlyphInfo( lua_State *L ) {
+static int gcGlyphInfo( lua_State* L ) {
if ( state->gcUnload ) {
- GlyphInfo *glyph = luaL_checkudata( L, 1, "GlyphInfo" );
+ GlyphInfo* glyph = luaL_checkudata( L, 1, "GlyphInfo" );
unloadGlyphInfo( glyph );
}
return 0;
}
static void defineGlyphInfo() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "GlyphInfo" );
lua_pushvalue( L, -1 );
@@ -176,16 +176,16 @@ static void defineGlyphInfo() {
}
/* Wave. */
-static int gcWave( lua_State *L ) {
+static int gcWave( lua_State* L ) {
if ( state->gcUnload ) {
- Wave *wave = luaL_checkudata( L, 1, "Wave" );
+ Wave* wave = luaL_checkudata( L, 1, "Wave" );
UnloadWave( *wave );
}
return 0;
}
static void defineWave() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Wave" );
lua_pushvalue( L, -1 );
@@ -195,16 +195,16 @@ static void defineWave() {
}
/* Sound. */
-static int gcSound( lua_State *L ) {
+static int gcSound( lua_State* L ) {
if ( state->gcUnload ) {
- Sound *sound = luaL_checkudata( L, 1, "Sound" );
+ Sound* sound = luaL_checkudata( L, 1, "Sound" );
UnloadSound( *sound );
}
return 0;
}
static void defineSound() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Sound" );
lua_pushvalue( L, -1 );
@@ -214,16 +214,16 @@ static void defineSound() {
}
/* Music. */
-static int gcMusic( lua_State *L ) {
+static int gcMusic( lua_State* L ) {
if ( state->gcUnload ) {
- Music *music = luaL_checkudata( L, 1, "Music" );
+ Music* music = luaL_checkudata( L, 1, "Music" );
UnloadMusicStream( *music );
}
return 0;
}
static void defineMusic() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Music" );
lua_pushvalue( L, -1 );
@@ -234,7 +234,7 @@ static void defineMusic() {
/* Light. */
static void defineLight() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Light" );
lua_pushvalue( L, -1 );
@@ -242,9 +242,9 @@ static void defineLight() {
}
/* Material. */
-static int gcMaterial( lua_State *L ) {
+static int gcMaterial( lua_State* L ) {
if ( state->gcUnload ) {
- Material *material = luaL_checkudata( L, 1, "Material" );
+ Material* material = luaL_checkudata( L, 1, "Material" );
/* Custom UnloadMaterial since we don't want to free Shaders or Textures. */
unloadMaterial( material );
}
@@ -252,7 +252,7 @@ static int gcMaterial( lua_State *L ) {
}
static void defineMaterial() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Material" );
lua_pushvalue( L, -1 );
@@ -262,16 +262,16 @@ static void defineMaterial() {
}
/* Mesh. */
-static int gcMesh( lua_State *L ) {
+static int gcMesh( lua_State* L ) {
if ( state->gcUnload ) {
- Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
+ Mesh* mesh = luaL_checkudata( L, 1, "Mesh" );
UnloadMesh( *mesh );
}
return 0;
}
static void defineMesh() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Mesh" );
lua_pushvalue( L, -1 );
@@ -281,16 +281,16 @@ static void defineMesh() {
}
/* Model. */
-static int gcModel( lua_State *L ) {
+static int gcModel( lua_State* L ) {
if ( state->gcUnload ) {
- Model *model = luaL_checkudata( L, 1, "Model" );
+ Model* model = luaL_checkudata( L, 1, "Model" );
UnloadModel( *model );
}
return 0;
}
static void defineModel() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "Model" );
lua_pushvalue( L, -1 );
@@ -300,16 +300,16 @@ static void defineModel() {
}
/* ModelAnimation. */
-static int gcModelAnimation( lua_State *L ) {
+static int gcModelAnimation( lua_State* L ) {
if ( state->gcUnload ) {
- ModelAnimation *modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" );
+ ModelAnimation* modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" );
UnloadModelAnimation( *modelAnimation );
}
return 0;
}
static void defineModelAnimation() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "ModelAnimation" );
lua_pushvalue( L, -1 );
@@ -319,16 +319,16 @@ static void defineModelAnimation() {
}
/* rlRenderBatch. */
-static int gcRLRenderBatch( lua_State *L ) {
+static int gcRLRenderBatch( lua_State* L ) {
if ( state->gcUnload ) {
- rlRenderBatch *renderBatch = luaL_checkudata( L, 1, "rlRenderBatch" );
+ rlRenderBatch* renderBatch = luaL_checkudata( L, 1, "rlRenderBatch" );
rlUnloadRenderBatch( *renderBatch );
}
return 0;
}
static void defineRLRenderBatch() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_newmetatable( L, "rlRenderBatch" );
lua_pushvalue( L, -1 );
@@ -339,38 +339,38 @@ static void defineRLRenderBatch() {
/* Assing globals. */
-void assignGlobalInt( int value, const char *name ) {
- lua_State *L = state->luaState;
+void assignGlobalInt( int value, const char* name ) {
+ lua_State* L = state->luaState;
lua_pushinteger( L, value );
lua_setfield( L, -2, name );
}
-void assignGlobalFloat( float value, const char *name ) {
- lua_State *L = state->luaState;
+void assignGlobalFloat( float value, const char* name ) {
+ lua_State* L = state->luaState;
lua_pushnumber( L, value );
lua_setfield( L, -2, name );
}
-void assignGlobalDouble( double value, const char *name ) {
- lua_State *L = state->luaState;
+void assignGlobalDouble( double value, const char* name ) {
+ lua_State* L = state->luaState;
lua_pushnumber( L, value );
lua_setfield( L, -2, name );
}
-void assignGlobalColor( Color color, const char *name ) {
- lua_State *L = state->luaState;
+void assignGlobalColor( Color color, const char* name ) {
+ lua_State* L = state->luaState;
uluaPushColor( L, color );
lua_setfield( L, -2, name );
}
-void assingGlobalFunction( const char *name, int ( *functionPtr )( lua_State* ) ) {
- lua_State *L = state->luaState;
+void assingGlobalFunction( const char* name, int ( *functionPtr )( lua_State* ) ) {
+ lua_State* L = state->luaState;
lua_pushcfunction( L, functionPtr );
lua_setfield( L, -2, name );
}
static void defineGlobals() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
lua_newtable( L );
lua_setglobal( L, "RL" );
@@ -960,7 +960,7 @@ static void defineGlobals() {
}
// Custom logging funtion.
-static void logCustom( int logLevel, const char *text, va_list args ) {
+static void logCustom( int logLevel, const char* text, va_list args ) {
char string[ STRING_LEN ] = {'\0'};
char msg[ STRING_LEN ] = {'\0'};
@@ -979,7 +979,7 @@ static void logCustom( int logLevel, const char *text, va_list args ) {
printf( "%s\n", msg );
/* Call Lua log function if exists. */
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
/* Prevent calling lua log function when lua is already shutdown. */
if ( L != NULL ) {
@@ -1004,9 +1004,9 @@ static void logCustom( int logLevel, const char *text, va_list args ) {
}
}
-bool luaInit( int argn, const char **argc ) {
+bool luaInit( int argn, const char** argc ) {
state->luaState = luaL_newstate();
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
luaL_openlibs( L );
@@ -1057,7 +1057,7 @@ bool luaInit( int argn, const char **argc ) {
return true;
}
-int luaTraceback( lua_State *L ) {
+int luaTraceback( lua_State* L ) {
lua_getglobal( L, "debug" );
if ( !lua_istable( L, -1 ) ) {
@@ -1078,7 +1078,7 @@ int luaTraceback( lua_State *L ) {
}
bool luaCallMain() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
char path[ STRING_LEN ] = { '\0' };
@@ -1132,7 +1132,7 @@ void luaCallUpdate() {
#if defined PLATFORM_DESKTOP_SDL && defined LUA_EVENTS
platformSendEvents();
#endif
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
lua_pushcfunction( L, luaTraceback );
int tracebackidx = lua_gettop(L);
@@ -1154,7 +1154,7 @@ void luaCallUpdate() {
}
void luaCallDraw() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
lua_pushcfunction( L, luaTraceback );
int tracebackidx = lua_gettop(L);
@@ -1175,7 +1175,7 @@ void luaCallDraw() {
}
void luaCallExit() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
lua_pushcfunction( L, luaTraceback );
int tracebackidx = lua_gettop(L);
@@ -1193,7 +1193,7 @@ void luaCallExit() {
}
void luaRegister() {
- lua_State *L = state->luaState;
+ lua_State* L = state->luaState;
lua_getglobal( L, "RL" );
/* Core. */
@@ -2226,13 +2226,13 @@ void luaRegister() {
/* Lua util functions. */
-bool uluaGetBoolean( lua_State *L, int index ) {
+bool uluaGetBoolean( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TBOOLEAN );
return lua_toboolean( L, index );
}
-Color uluaGetColor( lua_State *L, int index ) {
+Color uluaGetColor( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Color color = { 0, 0, 0, 255 };
@@ -2280,7 +2280,7 @@ Color uluaGetColor( lua_State *L, int index ) {
return color;
}
-Vector2 uluaGetVector2( lua_State *L, int index ) {
+Vector2 uluaGetVector2( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Vector2 vector = { 0.0f, 0.0f };
@@ -2316,7 +2316,7 @@ Vector2 uluaGetVector2( lua_State *L, int index ) {
return vector;
}
-Vector3 uluaGetVector3( lua_State *L, int index ) {
+Vector3 uluaGetVector3( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Vector3 vector = { 0.0f, 0.0f, 0.0f };
@@ -2358,7 +2358,7 @@ Vector3 uluaGetVector3( lua_State *L, int index ) {
return vector;
}
-Vector4 uluaGetVector4( lua_State *L, int index ) {
+Vector4 uluaGetVector4( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Vector4 vector = { 0.0f, 0.0f, 0.0f, 0.0f };
@@ -2406,7 +2406,7 @@ Vector4 uluaGetVector4( lua_State *L, int index ) {
return vector;
}
-Rectangle uluaGetRectangle( lua_State *L, int index ) {
+Rectangle uluaGetRectangle( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Rectangle rect = { 0.0f, 0.0f, 0.0f, 0.0f };
@@ -2454,7 +2454,7 @@ Rectangle uluaGetRectangle( lua_State *L, int index ) {
return rect;
}
-Quaternion uluaGetQuaternion( lua_State *L, int index ) {
+Quaternion uluaGetQuaternion( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Quaternion quaternion = { 0.0f, 0.0f, 0.0f, 0.0f };
@@ -2502,7 +2502,7 @@ Quaternion uluaGetQuaternion( lua_State *L, int index ) {
return quaternion;
}
-Matrix uluaGetMatrix( lua_State *L, int index ) {
+Matrix uluaGetMatrix( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Matrix matrix = { 0.0f };
float m[4][4];
@@ -2547,7 +2547,7 @@ Matrix uluaGetMatrix( lua_State *L, int index ) {
return matrix;
}
-BoundingBox uluaGetBoundingBox( lua_State *L, int index ) {
+BoundingBox uluaGetBoundingBox( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
BoundingBox box = { .min = { 0.0, 0.0, 0.0 }, .max = { 0.0, 0.0, 0.0 } };
@@ -2583,7 +2583,7 @@ BoundingBox uluaGetBoundingBox( lua_State *L, int index ) {
return box;
}
-Ray uluaGetRay( lua_State *L, int index ) {
+Ray uluaGetRay( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Ray ray = { .position = { 0.0, 0.0, 0.0 }, .direction = { 0.0, 0.0, 0.0 } };
@@ -2619,7 +2619,7 @@ Ray uluaGetRay( lua_State *L, int index ) {
return ray;
}
-NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) {
+NPatchInfo uluaGetNPatchInfo( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
NPatchInfo npatch = { .source = { 0.0, 0.0, 0.0, 0.0 }, .left = 0, .top = 0, .right = 0, .bottom = 0, .layout = NPATCH_NINE_PATCH };
@@ -2678,7 +2678,7 @@ NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) {
return npatch;
}
-BoneInfo uluaGetBoneInfo( lua_State *L, int index ) {
+BoneInfo uluaGetBoneInfo( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
BoneInfo bone = { 0 };
@@ -2715,7 +2715,7 @@ BoneInfo uluaGetBoneInfo( lua_State *L, int index ) {
return bone;
}
-Transform uluaGetTransform( lua_State *L, int index ) {
+Transform uluaGetTransform( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Transform transform = { 0 };
@@ -2758,126 +2758,126 @@ Transform uluaGetTransform( lua_State *L, int index ) {
return transform;
}
-Buffer* uluaGetBuffer( lua_State *L, int index ) {
+Buffer* uluaGetBuffer( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Buffer*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Buffer" );
}
-Image* uluaGetImage( lua_State *L, int index ) {
+Image* uluaGetImage( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Image*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Image" );
}
-Texture* uluaGetTexture( lua_State *L, int index ) {
+Texture* uluaGetTexture( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Texture*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Texture" );
}
-RenderTexture* uluaGetRenderTexture( lua_State *L, int index ) {
+RenderTexture* uluaGetRenderTexture( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (RenderTexture*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "RenderTexture" );
}
-Shader* uluaGetShader( lua_State *L, int index ) {
+Shader* uluaGetShader( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Shader*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Shader" );
}
-Mesh* uluaGetMesh( lua_State *L, int index ) {
+Mesh* uluaGetMesh( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Mesh*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Mesh" );
}
-Camera2D* uluaGetCamera2D( lua_State *L, int index ) {
+Camera2D* uluaGetCamera2D( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Camera2D*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Camera2D" );
}
-Camera3D* uluaGetCamera3D( lua_State *L, int index ) {
+Camera3D* uluaGetCamera3D( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Camera3D*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Camera3D" );
}
-Font* uluaGetFont( lua_State *L, int index ) {
+Font* uluaGetFont( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Font*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Font" );
}
-GlyphInfo* uluaGetGlyphInfo( lua_State *L, int index ) {
+GlyphInfo* uluaGetGlyphInfo( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (GlyphInfo*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "GlyphInfo" );
}
-Wave* uluaGetWave( lua_State *L, int index ) {
+Wave* uluaGetWave( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Wave*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Wave" );
}
-Sound* uluaGetSound( lua_State *L, int index ) {
+Sound* uluaGetSound( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Sound*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Sound" );
}
-Music* uluaGetMusic( lua_State *L, int index ) {
+Music* uluaGetMusic( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Music*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Music" );
}
-Light* uluaGetLight( lua_State *L, int index ) {
+Light* uluaGetLight( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Light*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Light" );
}
-Material* uluaGetMaterial( lua_State *L, int index ) {
+Material* uluaGetMaterial( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Material*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Material" );
}
-Model* uluaGetModel( lua_State *L, int index ) {
+Model* uluaGetModel( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Model*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "Model" );
}
-ModelAnimation* uluaGetModelAnimation( lua_State *L, int index ) {
+ModelAnimation* uluaGetModelAnimation( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (ModelAnimation*)lua_touserdata( L, index );
}
return luaL_checkudata( L, index, "ModelAnimation" );
}
-rlRenderBatch* uluaGetRLRenderBatch( lua_State *L, int index ) {
+rlRenderBatch* uluaGetRLRenderBatch( lua_State* L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (rlRenderBatch*)lua_touserdata( L, index );
}
@@ -2886,7 +2886,7 @@ rlRenderBatch* uluaGetRLRenderBatch( lua_State *L, int index ) {
/* Push types. */
-void uluaPushColor( lua_State *L, Color color ) {
+void uluaPushColor( lua_State* L, Color color ) {
lua_createtable( L, 3, 0 );
lua_pushnumber( L, color.r );
lua_rawseti( L, -2, 1 );
@@ -2898,7 +2898,7 @@ void uluaPushColor( lua_State *L, Color color ) {
lua_rawseti( L, -2, 4 );
}
-void uluaPushVector2( lua_State *L, Vector2 vector ) {
+void uluaPushVector2( lua_State* L, Vector2 vector ) {
lua_createtable( L, 2, 0 );
lua_pushnumber( L, vector.x );
lua_rawseti( L, -2, 1 );
@@ -2906,7 +2906,7 @@ void uluaPushVector2( lua_State *L, Vector2 vector ) {
lua_rawseti( L, -2, 2 );
}
-void uluaPushVector3( lua_State *L, Vector3 vector ) {
+void uluaPushVector3( lua_State* L, Vector3 vector ) {
lua_createtable( L, 3, 0 );
lua_pushnumber( L, vector.x );
lua_rawseti( L, -2, 1 );
@@ -2916,7 +2916,7 @@ void uluaPushVector3( lua_State *L, Vector3 vector ) {
lua_rawseti( L, -2, 3 );
}
-void uluaPushVector4( lua_State *L, Vector4 vector ) {
+void uluaPushVector4( lua_State* L, Vector4 vector ) {
lua_createtable( L, 4, 0 );
lua_pushnumber( L, vector.x );
lua_rawseti( L, -2, 1 );
@@ -2928,7 +2928,7 @@ void uluaPushVector4( lua_State *L, Vector4 vector ) {
lua_rawseti( L, -2, 4 );
}
-void uluaPushRectangle( lua_State *L, Rectangle rect ) {
+void uluaPushRectangle( lua_State* L, Rectangle rect ) {
lua_createtable( L, 4, 0 );
lua_pushnumber( L, rect.x );
lua_rawseti( L, -2, 1 );
@@ -2940,7 +2940,7 @@ void uluaPushRectangle( lua_State *L, Rectangle rect ) {
lua_rawseti( L, -2, 4 );
}
-void uluaPushQuaternion( lua_State *L, Quaternion quaternion ) {
+void uluaPushQuaternion( lua_State* L, Quaternion quaternion ) {
lua_createtable( L, 4, 0 );
lua_pushnumber( L, quaternion.x );
lua_rawseti( L, -2, 1 );
@@ -2952,7 +2952,7 @@ void uluaPushQuaternion( lua_State *L, Quaternion quaternion ) {
lua_rawseti( L, -2, 4 );
}
-void uluaPushMatrix( lua_State *L, Matrix matrix ) {
+void uluaPushMatrix( lua_State* L, Matrix matrix ) {
lua_createtable( L, 4, 0 );
lua_createtable( L, 4, 0 );
@@ -3000,7 +3000,7 @@ void uluaPushMatrix( lua_State *L, Matrix matrix ) {
lua_rawseti( L, -2, 4 );
}
-void uluaPushRay( lua_State *L, Ray ray ) {
+void uluaPushRay( lua_State* L, Ray ray ) {
lua_createtable( L, 2, 0 );
lua_createtable( L, 3, 0 );
@@ -3022,7 +3022,7 @@ void uluaPushRay( lua_State *L, Ray ray ) {
lua_rawseti( L, -2, 2 );
}
-void uluaPushRayCollision( lua_State *L, RayCollision rayCol ) {
+void uluaPushRayCollision( lua_State* L, RayCollision rayCol ) {
lua_createtable( L, 4, 0 );
lua_pushboolean( L, rayCol.hit );
lua_setfield( L, -2, "hit" );
@@ -3034,7 +3034,7 @@ void uluaPushRayCollision( lua_State *L, RayCollision rayCol ) {
lua_setfield( L, -2, "normal" );
}
-void uluaPushBoundingBox( lua_State *L, BoundingBox box ) {
+void uluaPushBoundingBox( lua_State* L, BoundingBox box ) {
lua_createtable( L, 2, 0 );
lua_createtable( L, 3, 0 );
@@ -3056,7 +3056,7 @@ void uluaPushBoundingBox( lua_State *L, BoundingBox box ) {
lua_rawseti( L, -2, 2 );
}
-void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ) {
+void uluaPushBoneInfo( lua_State* L, BoneInfo boneInfo ) {
lua_createtable( L, 2, 0 );
lua_pushstring( L, boneInfo.name );
lua_setfield( L, -2, "name" );
@@ -3064,7 +3064,7 @@ void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ) {
lua_setfield( L, -2, "parent" );
}
-void uluaPushTransform( lua_State *L, Transform transform ) {
+void uluaPushTransform( lua_State* L, Transform transform ) {
lua_createtable( L, 3, 0 );
uluaPushVector3( L, transform.translation );
lua_setfield( L, -2, "name" );
@@ -3074,118 +3074,118 @@ void uluaPushTransform( lua_State *L, Transform transform ) {
lua_setfield( L, -2, "scale" );
}
-void uluaPushBuffer( lua_State *L, Buffer buffer ) {
+void uluaPushBuffer( lua_State* L, Buffer buffer ) {
if ( buffer.size == 0 ) {
buffer.data = NULL;
}
- Buffer *bufferP = lua_newuserdata( L, sizeof( Buffer ) );
+ Buffer* bufferP = lua_newuserdata( L, sizeof( Buffer ) );
*bufferP = buffer;
luaL_setmetatable( L, "Buffer" );
}
-void uluaPushImage( lua_State *L, Image image ) {
- Image *imageP = lua_newuserdata( L, sizeof( Image ) );
+void uluaPushImage( lua_State* L, Image image ) {
+ Image* imageP = lua_newuserdata( L, sizeof( Image ) );
*imageP = image;
luaL_setmetatable( L, "Image" );
}
-void uluaPushTexture( lua_State *L, Texture texture ) {
- Texture *textureP = lua_newuserdata( L, sizeof( Texture ) );
+void uluaPushTexture( lua_State* L, Texture texture ) {
+ Texture* textureP = lua_newuserdata( L, sizeof( Texture ) );
*textureP = texture;
luaL_setmetatable( L, "Texture" );
}
-void uluaPushRenderTexture( lua_State *L, RenderTexture renderTexture ) {
- RenderTexture *renderTextureP = lua_newuserdata( L, sizeof( RenderTexture ) );
+void uluaPushRenderTexture( lua_State* L, RenderTexture renderTexture ) {
+ RenderTexture* renderTextureP = lua_newuserdata( L, sizeof( RenderTexture ) );
*renderTextureP = renderTexture;
luaL_setmetatable( L, "RenderTexture" );
}
-void uluaPushCamera2D( lua_State *L, Camera2D camera ) {
- Camera2D *cameraP = lua_newuserdata( L, sizeof( Camera2D ) );
+void uluaPushCamera2D( lua_State* L, Camera2D camera ) {
+ Camera2D* cameraP = lua_newuserdata( L, sizeof( Camera2D ) );
*cameraP = camera;
luaL_setmetatable( L, "Camera2D" );
}
-void uluaPushCamera3D( lua_State *L, Camera3D camera ) {
- Camera3D *cameraP = lua_newuserdata( L, sizeof( Camera3D ) );
+void uluaPushCamera3D( lua_State* L, Camera3D camera ) {
+ Camera3D* cameraP = lua_newuserdata( L, sizeof( Camera3D ) );
*cameraP = camera;
luaL_setmetatable( L, "Camera3D" );
}
-void uluaPushShader( lua_State *L, Shader shader ) {
- Shader *shaderP = lua_newuserdata( L, sizeof( Shader ) );
+void uluaPushShader( lua_State* L, Shader shader ) {
+ Shader* shaderP = lua_newuserdata( L, sizeof( Shader ) );
*shaderP = shader;
luaL_setmetatable( L, "Shader" );
}
-void uluaPushFont( lua_State *L, Font font ) {
- Font *fontP = lua_newuserdata( L, sizeof( Font ) );
+void uluaPushFont( lua_State* L, Font font ) {
+ Font* fontP = lua_newuserdata( L, sizeof( Font ) );
*fontP = font;
luaL_setmetatable( L, "Font" );
}
-void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyph ) {
- GlyphInfo *glyphP = lua_newuserdata( L, sizeof( GlyphInfo ) );
+void uluaPushGlyphInfo( lua_State* L, GlyphInfo glyph ) {
+ GlyphInfo* glyphP = lua_newuserdata( L, sizeof( GlyphInfo ) );
*glyphP = glyph;
luaL_setmetatable( L, "GlyphInfo" );
}
-void uluaPushWave( lua_State *L, Wave wave ) {
- Wave *waveP = lua_newuserdata( L, sizeof( Wave ) );
+void uluaPushWave( lua_State* L, Wave wave ) {
+ Wave* waveP = lua_newuserdata( L, sizeof( Wave ) );
*waveP = wave;
luaL_setmetatable( L, "Wave" );
}
-void uluaPushSound( lua_State *L, Sound sound ) {
- Sound *soundP = lua_newuserdata( L, sizeof( Sound ) );
+void uluaPushSound( lua_State* L, Sound sound ) {
+ Sound* soundP = lua_newuserdata( L, sizeof( Sound ) );
*soundP = sound;
luaL_setmetatable( L, "Sound" );
}
-void uluaPushMusic( lua_State *L, Music music ) {
- Music *musicP = lua_newuserdata( L, sizeof( Music ) );
+void uluaPushMusic( lua_State* L, Music music ) {
+ Music* musicP = lua_newuserdata( L, sizeof( Music ) );
*musicP = music;
luaL_setmetatable( L, "Music" );
}
-void uluaPushLight( lua_State *L, Light light ) {
- Light *lightP = lua_newuserdata( L, sizeof( Light ) );
+void uluaPushLight( lua_State* L, Light light ) {
+ Light* lightP = lua_newuserdata( L, sizeof( Light ) );
*lightP = light;
luaL_setmetatable( L, "Light" );
}
-void uluaPushMaterial( lua_State *L, Material material ) {
- Material *materialP = lua_newuserdata( L, sizeof( Material ) );
+void uluaPushMaterial( lua_State* L, Material material ) {
+ Material* materialP = lua_newuserdata( L, sizeof( Material ) );
*materialP = material;
luaL_setmetatable( L, "Material" );
}
-void uluaPushMesh( lua_State *L, Mesh mesh ) {
- Mesh *meshP = lua_newuserdata( L, sizeof( Mesh ) );
+void uluaPushMesh( lua_State* L, Mesh mesh ) {
+ Mesh* meshP = lua_newuserdata( L, sizeof( Mesh ) );
*meshP = mesh;
luaL_setmetatable( L, "Mesh" );
}
-void uluaPushModel( lua_State *L, Model model ) {
- Model *modelP = lua_newuserdata( L, sizeof( Model ) );
+void uluaPushModel( lua_State* L, Model model ) {
+ Model* modelP = lua_newuserdata( L, sizeof( Model ) );
*modelP = model;
luaL_setmetatable( L, "Model" );
}
-void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation ) {
- ModelAnimation *modelAnimationP = lua_newuserdata( L, sizeof( ModelAnimation ) );
+void uluaPushModelAnimation( lua_State* L, ModelAnimation modelAnimation ) {
+ ModelAnimation* modelAnimationP = lua_newuserdata( L, sizeof( ModelAnimation ) );
*modelAnimationP = modelAnimation;
luaL_setmetatable( L, "ModelAnimation" );
}
-void uluaPushRLRenderBatch( lua_State *L, rlRenderBatch renderBatch ) {
- rlRenderBatch *renderBatchP = lua_newuserdata( L, sizeof( rlRenderBatch ) );
+void uluaPushRLRenderBatch( lua_State* L, rlRenderBatch renderBatch ) {
+ rlRenderBatch* renderBatchP = lua_newuserdata( L, sizeof( rlRenderBatch ) );
*renderBatchP = renderBatch;
luaL_setmetatable( L, "rlRenderBatch" );
}
-int uluaGetTableLen( lua_State *L, int index ) {
+int uluaGetTableLen( lua_State* L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
int t = index, i = 0;
lua_pushnil( L );