diff options
Diffstat (limited to 'src/textures.c')
| -rw-r--r-- | src/textures.c | 174 |
1 files changed, 87 insertions, 87 deletions
diff --git a/src/textures.c b/src/textures.c index 9f65ab5..cef43f5 100644 --- a/src/textures.c +++ b/src/textures.c @@ -122,8 +122,8 @@ Generate image: plain color - Success return Image */ int ltexturesGenImageColor( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); - Color color = uluaGetColorIndex( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); + Color color = uluaGetColor( L, 1 ); uluaPushImage( L, GenImageColor( size.x, size.y, color ) ); @@ -138,9 +138,9 @@ Generate image: vertical gradient - Success return Image */ int ltexturesGenImageGradientV( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); - Color top = uluaGetColorIndex( L, 2 ); - Color bottom = uluaGetColorIndex( L, 3 ); + Vector2 size = uluaGetVector2( L, 1 ); + Color top = uluaGetColor( L, 2 ); + Color bottom = uluaGetColor( L, 3 ); uluaPushImage( L, GenImageGradientV( (int)size.x, (int)size.y, top, bottom ) ); @@ -155,9 +155,9 @@ Generate image: horizontal gradient - Success return Image */ int ltexturesGenImageGradientH( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); - Color left = uluaGetColorIndex( L, 2 ); - Color right = uluaGetColorIndex( L, 3 ); + Vector2 size = uluaGetVector2( L, 1 ); + Color left = uluaGetColor( L, 2 ); + Color right = uluaGetColor( L, 3 ); uluaPushImage( L, GenImageGradientH( (int)size.x, (int)size.y, left, right ) ); @@ -172,10 +172,10 @@ Generate image: radial gradient - Success return Image */ int ltexturesGenImageGradientRadial( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); float density = luaL_checknumber( L, 2 ); - Color inner = uluaGetColorIndex( L, 3 ); - Color outer = uluaGetColorIndex( L, 4 ); + Color inner = uluaGetColor( L, 3 ); + Color outer = uluaGetColor( L, 4 ); uluaPushImage( L, GenImageGradientRadial( (int)size.x, (int)size.y, density, inner, outer ) ); @@ -190,10 +190,10 @@ Generate image: checked - Success return Image */ int ltexturesGenImageChecked( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); - Vector2 checks = uluaGetVector2Index( L, 2 ); - Color col1 = uluaGetColorIndex( L, 3 ); - Color col2 = uluaGetColorIndex( L, 4 ); + Vector2 size = uluaGetVector2( L, 1 ); + Vector2 checks = uluaGetVector2( L, 2 ); + Color col1 = uluaGetColor( L, 3 ); + Color col2 = uluaGetColor( L, 4 ); uluaPushImage( L, GenImageChecked( (int)size.x, (int)size.y, (int)checks.x, (int)checks.y, col1, col2 ) ); @@ -208,7 +208,7 @@ Generate image: white noise - Success return Image */ int ltexturesGenImageWhiteNoise( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); float factor = luaL_checknumber( L, 2 ); uluaPushImage( L, GenImageWhiteNoise( (int)size.x, (int)size.y, factor ) ); @@ -224,8 +224,8 @@ Generate image: perlin noise - Success return Image */ int ltexturesGenImagePerlinNoise( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); - Vector2 offset = uluaGetVector2Index( L, 2 ); + Vector2 size = uluaGetVector2( L, 1 ); + Vector2 offset = uluaGetVector2( L, 2 ); float factor = luaL_checknumber( L, 3 ); uluaPushImage( L, GenImagePerlinNoise( (int)size.x, (int)size.y, (int)offset.x, (int)offset.y, factor ) ); @@ -241,7 +241,7 @@ Generate image: cellular algorithm. Bigger tileSize means bigger cells - Success return Image */ int ltexturesGenImageCellular( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); int tileSize = luaL_checkinteger( L, 2 ); uluaPushImage( L, GenImageCellular( (int)size.x, (int)size.y, tileSize ) ); @@ -257,7 +257,7 @@ Generate image: grayscale image from text data - Success return Image */ int ltexturesGenImageText( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); uluaPushImage( L, GenImageText( (int)size.x, (int)size.y, luaL_checkstring( L, 2 ) ) ); @@ -292,7 +292,7 @@ Create an image from another image piece */ int ltexturesImageFromImage( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Rectangle rec = uluaGetRectangleIndex( L, 2 ); + Rectangle rec = uluaGetRectangle( L, 2 ); uluaPushImage( L, ImageFromImage( *image, rec ) ); @@ -310,7 +310,7 @@ int ltexturesImageText( lua_State *L ) { Font *font = uluaGetFont( L, 1 ); float fontSize = lua_tonumber( L, 3 ); float spacing = lua_tonumber( L, 4 ); - Color tint = uluaGetColorIndex( L, 5 ); + Color tint = uluaGetColor( L, 5 ); uluaPushImage( L, ImageTextEx( *font, luaL_checkstring( L, 2 ), fontSize, spacing, tint ) ); @@ -338,7 +338,7 @@ Convert image to POT (power-of-two) */ int ltexturesImageToPOT( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Color fill = uluaGetColorIndex( L, 2 ); + Color fill = uluaGetColor( L, 2 ); ImageToPOT( image, fill ); @@ -352,7 +352,7 @@ Crop an image to a defined rectangle */ int ltexturesImageCrop( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Rectangle crop = uluaGetRectangleIndex( L, 2 ); + Rectangle crop = uluaGetRectangle( L, 2 ); ImageCrop( image, crop ); @@ -380,7 +380,7 @@ Clear alpha channel to desired color */ int ltexturesImageAlphaClear( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Color color = uluaGetColor( L, 2 ); float threshold = lua_tonumber( L, 3 ); ImageAlphaClear( image, color, threshold ); @@ -436,7 +436,7 @@ Resize image (Bicubic scaling algorithm) */ int ltexturesImageResize( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Vector2 size = uluaGetVector2Index( L, 2 ); + Vector2 size = uluaGetVector2( L, 2 ); ImageResize( image, (int)size.x, (int)size.y ); @@ -450,7 +450,7 @@ Resize image (Nearest-Neighbor scaling algorithm) */ int ltexturesImageResizeNN( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Vector2 size = uluaGetVector2Index( L, 2 ); + Vector2 size = uluaGetVector2( L, 2 ); ImageResizeNN( image, (int)size.x, (int)size.y ); @@ -464,9 +464,9 @@ Resize canvas and fill with color */ int ltexturesImageResizeCanvas( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Vector2 size = uluaGetVector2Index( L, 2 ); - Vector2 offset = uluaGetVector2Index( L, 3 ); - Color fill = uluaGetColorIndex( L, 4 ); + Vector2 size = uluaGetVector2( L, 2 ); + Vector2 offset = uluaGetVector2( L, 3 ); + Color fill = uluaGetColor( L, 4 ); ImageResizeCanvas( image, (int)size.x, (int)size.y, (int)offset.x, (int)offset.y, fill ); @@ -493,7 +493,7 @@ Dither image data to 16bpp or lower (Floyd-Steinberg dithering) */ int ltexturesImageDither( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Color bpp = uluaGetColorIndex( L, 2 ); + Color bpp = uluaGetColor( L, 2 ); ImageDither( image, bpp.r, bpp.g, bpp.b, bpp.a ); @@ -559,7 +559,7 @@ Modify image color: tint */ int ltexturesImageColorTint( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Color color = uluaGetColor( L, 2 ); ImageColorTint( image, color ); @@ -627,8 +627,8 @@ Modify image color: replace color */ int ltexturesImageColorReplace( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); - Color replace = uluaGetColorIndex( L, 3 ); + Color color = uluaGetColor( L, 2 ); + Color replace = uluaGetColor( L, 3 ); ImageColorReplace( image, color, replace ); @@ -709,7 +709,7 @@ Get image pixel color at (x, y) position */ int ltexturesGetImageColor( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Vector2 pixelPos = uluaGetVector2Index( L, 2 ); + Vector2 pixelPos = uluaGetVector2( L, 2 ); uluaPushColor( L, GetImageColor( *image, pixelPos.x, pixelPos.y ) ); @@ -727,7 +727,7 @@ Clear image background with given color */ int ltexturesImageClearBackground( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Color color = uluaGetColor( L, 2 ); ImageClearBackground( image, color ); @@ -741,8 +741,8 @@ Draw pixel within an image */ int ltexturesImageDrawPixel( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Vector2 position = uluaGetVector2Index( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Vector2 position = uluaGetVector2( L, 2 ); + Color color = uluaGetColor( L, 3 ); ImageDrawPixelV( image, position, color ); @@ -756,9 +756,9 @@ Draw line within an image */ int ltexturesImageDrawLine( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Vector2 start = uluaGetVector2Index( L, 2 ); - Vector2 end = uluaGetVector2Index( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Vector2 start = uluaGetVector2( L, 2 ); + Vector2 end = uluaGetVector2( L, 3 ); + Color color = uluaGetColor( L, 4 ); ImageDrawLineV( image, start, end, color ); @@ -772,9 +772,9 @@ Draw circle within an image */ int ltexturesImageDrawCircle( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Vector2 center = uluaGetVector2Index( L, 2 ); + Vector2 center = uluaGetVector2( L, 2 ); int radius = luaL_checkinteger( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Color color = uluaGetColor( L, 4 ); ImageDrawCircleV( image, center, radius, color ); @@ -788,9 +788,9 @@ Draw circle outline within an image */ int ltexturesImageDrawCircleLines( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Vector2 center = uluaGetVector2Index( L, 2 ); + Vector2 center = uluaGetVector2( L, 2 ); int radius = luaL_checkinteger( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Color color = uluaGetColor( L, 4 ); ImageDrawCircleLinesV( image, center, radius, color ); @@ -804,8 +804,8 @@ Draw rectangle within an image */ int ltexturesImageDrawRectangle( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Rectangle rec = uluaGetRectangleIndex( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Rectangle rec = uluaGetRectangle( L, 2 ); + Color color = uluaGetColor( L, 3 ); ImageDrawRectangleRec( image, rec, color ); @@ -819,9 +819,9 @@ Draw rectangle lines within an image */ int ltexturesImageDrawRectangleLines( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Rectangle rec = uluaGetRectangleIndex( L, 2 ); + Rectangle rec = uluaGetRectangle( L, 2 ); int thick = luaL_checkinteger( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Color color = uluaGetColor( L, 4 ); ImageDrawRectangleLines( image, rec, thick, color ); @@ -836,9 +836,9 @@ Draw a source image within a destination image (Tint applied to source) int ltexturesImageDraw( lua_State *L ) { Image *imageDstId = uluaGetImage( L, 1 ); Image *imageSrcId = uluaGetImage( L, 2 ); - Rectangle srcRec = uluaGetRectangleIndex( L, 3 ); - Rectangle dstRec = uluaGetRectangleIndex( L, 4 ); - Color tint = uluaGetColorIndex( L, 5 ); + Rectangle srcRec = uluaGetRectangle( L, 3 ); + Rectangle dstRec = uluaGetRectangle( L, 4 ); + Color tint = uluaGetColor( L, 5 ); ImageDraw( imageDstId, *imageSrcId, srcRec, dstRec, tint ); @@ -853,10 +853,10 @@ Draw text (Custom sprite font) within an image (Destination) int ltexturesImageDrawTextEx( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); Font *font = uluaGetFont( L, 2 ); - Vector2 position = uluaGetVector2Index( L, 4 ); + Vector2 position = uluaGetVector2( L, 4 ); float fontSize = luaL_checknumber( L, 5 ); float spacing = luaL_checknumber( L, 6 ); - Color tint = uluaGetColorIndex( L, 7 ); + Color tint = uluaGetColor( L, 7 ); ImageDrawTextEx( image, *font, luaL_checkstring( L, 3 ), position, fontSize, spacing, tint ); @@ -1013,7 +1013,7 @@ Load texture for rendering (framebuffer) - Success return RenderTexture */ int ltexturesLoadRenderTexture( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); uluaPushRenderTexture( L, LoadRenderTexture( (int)size.x, (int)size.y ) ); @@ -1118,7 +1118,7 @@ NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 25 */ int ltexturesUpdateTexture( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); - size_t len = uluaGetTableLenIndex( L, 2 ); + size_t len = uluaGetTableLen( L, 2 ); unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) ); @@ -1127,7 +1127,7 @@ int ltexturesUpdateTexture( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { - size_t colLen = uluaGetTableLen( L ); + size_t colLen = uluaGetTableLen( L, lua_gettop( L ) ); int t2 = lua_gettop( L ); int j = 0; @@ -1156,8 +1156,8 @@ NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 25 */ int ltexturesUpdateTextureRec( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); - Rectangle rec = uluaGetRectangleIndex( L, 2 ); - size_t len = uluaGetTableLenIndex( L, 3 ); + Rectangle rec = uluaGetRectangle( L, 2 ); + size_t len = uluaGetTableLen( L, 3 ); unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) ); @@ -1166,7 +1166,7 @@ int ltexturesUpdateTextureRec( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { - size_t colLen = uluaGetTableLen( L ); + size_t colLen = uluaGetTableLen( L, lua_gettop( L ) ); int t2 = lua_gettop( L ); int j = 0; @@ -1200,8 +1200,8 @@ Draw a Texture2D */ int ltexturesDrawTexture( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); - Vector2 pos = uluaGetVector2Index( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Vector2 pos = uluaGetVector2( L, 2 ); + Color color = uluaGetColor( L, 3 ); DrawTexture( *texture, pos.x, pos.y, color ); return 0; @@ -1214,9 +1214,9 @@ Draw a part of a texture defined by a rectangle */ int ltexturesDrawTextureRec( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); - Rectangle srcRect = uluaGetRectangleIndex( L, 2 ); - Vector2 pos = uluaGetVector2Index( L, 3 ); - Color tint = uluaGetColorIndex( L, 4 ); + Rectangle srcRect = uluaGetRectangle( L, 2 ); + Vector2 pos = uluaGetVector2( L, 3 ); + Color tint = uluaGetColor( L, 4 ); DrawTextureRec( *texture, srcRect, pos, tint ); return 0; @@ -1229,11 +1229,11 @@ Draw a part of a texture defined by a rectangle with "pro" parameters */ int ltexturesDrawTexturePro( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); - Rectangle srcRect = uluaGetRectangleIndex( L, 2 ); - Rectangle dstRect = uluaGetRectangleIndex( L, 3 ); - Vector2 origin = uluaGetVector2Index( L, 4 ); + Rectangle srcRect = uluaGetRectangle( L, 2 ); + Rectangle dstRect = uluaGetRectangle( L, 3 ); + Vector2 origin = uluaGetVector2( L, 4 ); float rot = luaL_checknumber( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawTexturePro( *texture, srcRect, dstRect, origin, rot, color ); @@ -1247,11 +1247,11 @@ Draws a texture (or part of it) that stretches or shrinks nicely */ int ltexturesDrawTextureNPatch( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); - NPatchInfo nPatchInfo = uluaGetNPatchInfoIndex( L, 2 ); - Rectangle dest = uluaGetRectangleIndex( L, 3 ); - Vector2 origin = uluaGetVector2Index( L, 4 ); + NPatchInfo nPatchInfo = uluaGetNPatchInfo( L, 2 ); + Rectangle dest = uluaGetRectangle( L, 3 ); + Vector2 origin = uluaGetVector2( L, 4 ); float rotation = luaL_checknumber( L, 5 ); - Color tint = uluaGetColorIndex( L, 6 ); + Color tint = uluaGetColor( L, 6 ); DrawTextureNPatch( *texture, nPatchInfo, dest, origin, rotation, tint ); @@ -1448,7 +1448,7 @@ Returns color with alpha applied, alpha goes from 0.0f to 1.0f - Success return Color */ int ltexturesFade( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); float alpha = luaL_checknumber( L, 2 ); uluaPushColor( L, Fade( color, alpha ) ); @@ -1464,7 +1464,7 @@ Returns hexadecimal value for a Color - Success return int */ int ltexturesColorToInt( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); lua_pushinteger( L, ColorToInt( color ) ); @@ -1479,7 +1479,7 @@ Returns Color normalized as float [0..1] - Success return Vector4 */ int ltexturesColorNormalize( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); uluaPushVector4( L, ColorNormalize( color ) ); @@ -1494,7 +1494,7 @@ Color from normalized values [0..1] - Success return Color */ int ltexturesColorFromNormalized( lua_State *L ) { - Vector4 normalized = uluaGetVector4Index( L, 1 ); + Vector4 normalized = uluaGetVector4( L, 1 ); uluaPushColor( L, ColorFromNormalized( normalized ) ); @@ -1509,7 +1509,7 @@ Returns HSV values for a Color, hue [0..360], saturation/value [0..1] - Success return Vector3 */ int ltexturesColorToHSV( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); uluaPushVector3( L, ColorToHSV( color ) ); @@ -1541,8 +1541,8 @@ Get color multiplied with another color - Success return Color */ int ltexturesColorTint( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); - Color tint = uluaGetColorIndex( L, 2 ); + Color color = uluaGetColor( L, 1 ); + Color tint = uluaGetColor( L, 2 ); uluaPushColor( L, ColorTint( color, tint ) ); @@ -1557,7 +1557,7 @@ Get color with brightness correction, brightness factor goes from -1.0f to 1.0f - Success return Color */ int ltexturesColorBrightness( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); float factor = luaL_checknumber( L, 2 ); uluaPushColor( L, ColorBrightness( color, factor ) ); @@ -1573,7 +1573,7 @@ Get color with contrast correction, contrast values between -1.0f and 1.0f - Success return Color */ int ltexturesColorContrast( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); float contrast = luaL_checknumber( L, 2 ); uluaPushColor( L, ColorContrast( color, contrast ) ); @@ -1589,7 +1589,7 @@ Returns color with alpha applied, alpha goes from 0.0f to 1.0f - Success return Color */ int ltexturesColorAlpha( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); float alpha = luaL_checknumber( L, 2 ); uluaPushColor( L, ColorAlpha( color, alpha ) ); @@ -1605,9 +1605,9 @@ Returns src alpha-blended into dst color with tint - Success return Color */ int ltexturesColorAlphaBlend( lua_State *L ) { - Color dst = uluaGetColorIndex( L, 1 ); - Color src = uluaGetColorIndex( L, 2 ); - Color tint = uluaGetColorIndex( L, 3 ); + Color dst = uluaGetColor( L, 1 ); + Color src = uluaGetColor( L, 2 ); + Color tint = uluaGetColor( L, 3 ); uluaPushColor( L, ColorAlphaBlend( dst, src, tint ) ); @@ -1638,7 +1638,7 @@ Get pixel color from source texture */ int ltexturesGetPixelColor( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); - Vector2 pos = uluaGetVector2Index( L, 2 ); + Vector2 pos = uluaGetVector2( L, 2 ); Image srcImage = LoadImageFromTexture( *texture ); uluaPushColor( L, GetImageColor( srcImage, pos.x, pos.y ) ); |
