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-rw-r--r--src/lua_core.c3
-rw-r--r--src/state.c1
-rw-r--r--src/text.c4
-rw-r--r--src/textures.c13
4 files changed, 19 insertions, 2 deletions
diff --git a/src/lua_core.c b/src/lua_core.c
index 56162c1..ecd5f75 100644
--- a/src/lua_core.c
+++ b/src/lua_core.c
@@ -1090,7 +1090,7 @@ bool luaCallMain() {
}
void luaCallProcess() {
-
+
#ifdef PLATFORM_DESKTOP_SDL
platformSendEvents();
#endif
@@ -1508,6 +1508,7 @@ void luaRegister() {
assingGlobalFunction( "ImageDraw", ltexturesImageDraw );
assingGlobalFunction( "ImageDrawTextEx", ltexturesImageDrawTextEx );
/* Texture loading functions. */
+ assingGlobalFunction( "GetTextureDefault", ltexturesGetTextureDefault );
assingGlobalFunction( "LoadTexture", ltexturesLoadTexture );
assingGlobalFunction( "LoadTextureFromImage", ltexturesLoadTextureFromImage );
assingGlobalFunction( "LoadTextureCubemap", ltexturesLoadTextureCubemap );
diff --git a/src/state.c b/src/state.c
index 0b4dae8..716bf4e 100644
--- a/src/state.c
+++ b/src/state.c
@@ -30,6 +30,7 @@ bool stateInit( int argn, const char **argc, const char *exePath ) {
}
state->defaultFont = GetFontDefault();
state->defaultMaterial = LoadMaterialDefault();
+ state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 };
state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) );
int *defaultShaderLocs = rlGetShaderLocsDefault();
diff --git a/src/text.c b/src/text.c
index a6e0241..4c20966 100644
--- a/src/text.c
+++ b/src/text.c
@@ -162,9 +162,11 @@ bool wordWrap, Color *tints, int tintCount, Color *backTints, int backTintCount
*/
/*
-> RL.GetFontDefault()
+> font = RL.GetFontDefault()
Get the default Font. Return as lightuserdata
+
+- Success return Font
*/
int ltextGetFontDefault( lua_State *L ) {
lua_pushlightuserdata( L, &state->defaultFont );
diff --git a/src/textures.c b/src/textures.c
index ef1e76e..717db91 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -1036,6 +1036,19 @@ int ltexturesImageDrawTextEx( lua_State *L ) {
*/
/*
+> texture = RL.GetTextureDefault()
+
+Get default texture. Return as lightuserdata
+
+- Success return Texture
+*/
+int ltexturesGetTextureDefault( lua_State *L ) {
+ lua_pushlightuserdata( L, &state->defaultTexture );
+
+ return 1;
+}
+
+/*
> texture = RL.LoadTexture( string fileName )
Load texture from file into GPU memory ( VRAM )