diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/core.c | 56 | ||||
| -rw-r--r-- | src/gl.c | 4 | ||||
| -rw-r--r-- | src/lights.c | 12 | ||||
| -rw-r--r-- | src/lua_core.c | 86 | ||||
| -rw-r--r-- | src/models.c | 244 | ||||
| -rw-r--r-- | src/rgui.c | 82 | ||||
| -rw-r--r-- | src/rlgl.c | 46 | ||||
| -rw-r--r-- | src/rmath.c | 296 | ||||
| -rw-r--r-- | src/shapes.c | 220 | ||||
| -rw-r--r-- | src/text.c | 30 | ||||
| -rw-r--r-- | src/textures.c | 174 |
11 files changed, 603 insertions, 647 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 ) ); @@ -20,8 +20,8 @@ int lglBlitFramebuffer( lua_State *L ) { lua_pushnil( L ); return 1; } - Rectangle srcRect = uluaGetRectangleIndex( L, 3 ); - Rectangle dstRect = uluaGetRectangleIndex( L, 4 ); + Rectangle srcRect = uluaGetRectangle( L, 3 ); + Rectangle dstRect = uluaGetRectangle( L, 4 ); int mask = luaL_checkinteger( L, 5 ); int filter = luaL_checkinteger( L, 6 ); diff --git a/src/lights.c b/src/lights.c index 38ec04a..dc8b25e 100644 --- a/src/lights.c +++ b/src/lights.c @@ -20,9 +20,9 @@ Create a light and get shader locations */ int llightsCreateLight( lua_State *L ) { int type = luaL_checkinteger( L, 1 ); - Vector3 position = uluaGetVector3Index( L, 2 ); - Vector3 target = uluaGetVector3Index( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Vector3 position = uluaGetVector3( L, 2 ); + Vector3 target = uluaGetVector3( L, 3 ); + Color color = uluaGetColor( L, 4 ); Shader *shader = uluaGetShader( L, 5 ); uluaPushLight( L, CreateLight( type, position, target, color, *shader ) ); @@ -65,7 +65,7 @@ Set light position */ int llightsSetLightPosition( lua_State *L ) { Light *light = uluaGetLight( L, 1 ); - Vector3 position = uluaGetVector3Index( L, 2 ); + Vector3 position = uluaGetVector3( L, 2 ); light->position = position; @@ -79,7 +79,7 @@ Set light target */ int llightsSetLightTarget( lua_State *L ) { Light *light = uluaGetLight( L, 1 ); - Vector3 target = uluaGetVector3Index( L, 2 ); + Vector3 target = uluaGetVector3( L, 2 ); light->target = target; @@ -93,7 +93,7 @@ Set light color */ int llightsSetLightColor( lua_State *L ) { Light *light = uluaGetLight( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Color color = uluaGetColor( L, 2 ); light->color = color; diff --git a/src/lua_core.c b/src/lua_core.c index 90ed9ba..e64501e 100644 --- a/src/lua_core.c +++ b/src/lua_core.c @@ -2379,11 +2379,7 @@ bool uluaGetBoolean( lua_State *L, int index ) { return lua_toboolean( L, index ); } -Color uluaGetColor( lua_State *L ) { - return uluaGetColorIndex( L, lua_gettop( L ) ); -} - -Color uluaGetColorIndex( lua_State *L, int index ) { +Color uluaGetColor( lua_State *L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Color color = { 0, 0, 0, 255 }; @@ -2431,11 +2427,7 @@ Color uluaGetColorIndex( lua_State *L, int index ) { return color; } -Vector2 uluaGetVector2( lua_State *L ) { - return uluaGetVector2Index( L, lua_gettop( L ) ); -} - -Vector2 uluaGetVector2Index( lua_State *L, int index ) { +Vector2 uluaGetVector2( lua_State *L, int index ) { luaL_checktype( L, index, LUA_TTABLE ); Vector2 vector = { 0.0f, 0.0f }; @@ -2471,11 +2463,7 @@ Vector2 uluaGetVector2Index( lua_State *L, int index ) { return vector; } -Vector3 uluaGetVector3( lua_State *L ) { - return uluaGetVector3Index( L, lua_gettop( L ) ); -} - -Vector3 uluaGetVector3Index( 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 }; @@ -2517,11 +2505,7 @@ Vector3 uluaGetVector3Index( lua_State *L, int index ) { return vector; } -Vector4 uluaGetVector4( lua_State *L ) { - return uluaGetVector4Index( L, lua_gettop( L ) ); -} - -Vector4 uluaGetVector4Index( 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 }; @@ -2569,11 +2553,7 @@ Vector4 uluaGetVector4Index( lua_State *L, int index ) { return vector; } -Rectangle uluaGetRectangle( lua_State *L ) { - return uluaGetRectangleIndex( L, lua_gettop( L ) ); -} - -Rectangle uluaGetRectangleIndex( 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 }; @@ -2621,11 +2601,7 @@ Rectangle uluaGetRectangleIndex( lua_State *L, int index ) { return rect; } -Quaternion uluaGetQuaternion( lua_State *L ) { - return uluaGetQuaternionIndex( L, lua_gettop( L ) ); -} - -Quaternion uluaGetQuaternionIndex( 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 }; @@ -2673,11 +2649,7 @@ Quaternion uluaGetQuaternionIndex( lua_State *L, int index ) { return quaternion; } -Matrix uluaGetMatrix( lua_State *L ) { - return uluaGetMatrixIndex( L, lua_gettop( L ) ); -} - -Matrix uluaGetMatrixIndex( 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]; @@ -2709,11 +2681,7 @@ Matrix uluaGetMatrixIndex( lua_State *L, int index ) { return matrix; } -BoundingBox uluaGetBoundingBox( lua_State *L ) { - return uluaGetBoundingBoxIndex( L, lua_gettop( L ) ); -} - -BoundingBox uluaGetBoundingBoxIndex( 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 } }; @@ -2725,10 +2693,10 @@ BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index ) { if ( lua_isnumber( L, -2 ) ) { switch ( i ) { case 0: - box.min = uluaGetVector3( L ); + box.min = uluaGetVector3( L, lua_gettop( L ) ); break; case 1: - box.max = uluaGetVector3( L ); + box.max = uluaGetVector3( L, lua_gettop( L ) ); break; default: break; @@ -2736,10 +2704,10 @@ BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index ) { } else if ( lua_isstring( L, -2 ) ) { if ( strcmp( "min", (char*)lua_tostring( L, -2 ) ) == 0 ) { - box.min = uluaGetVector3( L ); + box.min = uluaGetVector3( L, lua_gettop( L ) ); } else if ( strcmp( "max", (char*)lua_tostring( L, -2 ) ) == 0 ) { - box.max = uluaGetVector3( L ); + box.max = uluaGetVector3( L, lua_gettop( L ) ); } } i++; @@ -2750,11 +2718,7 @@ BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index ) { return box; } -Ray uluaGetRay( lua_State *L ) { - return uluaGetRayIndex( L, lua_gettop( L ) ); -} - -Ray uluaGetRayIndex( 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 } }; @@ -2766,10 +2730,10 @@ Ray uluaGetRayIndex( lua_State *L, int index ) { if ( lua_isnumber( L, -2 ) ) { switch ( i ) { case 0: - ray.position = uluaGetVector3( L ); + ray.position = uluaGetVector3( L, lua_gettop( L ) ); break; case 1: - ray.direction = uluaGetVector3( L ); + ray.direction = uluaGetVector3( L, lua_gettop( L ) ); break; default: break; @@ -2777,10 +2741,10 @@ Ray uluaGetRayIndex( lua_State *L, int index ) { } else if ( lua_isstring( L, -2 ) ) { if ( strcmp( "position", (char*)lua_tostring( L, -2 ) ) == 0 ) { - ray.position = uluaGetVector3( L ); + ray.position = uluaGetVector3( L, lua_gettop( L ) ); } else if ( strcmp( "direction", (char*)lua_tostring( L, -2 ) ) == 0 ) { - ray.direction = uluaGetVector3( L ); + ray.direction = uluaGetVector3( L, lua_gettop( L ) ); } } i++; @@ -2791,11 +2755,7 @@ Ray uluaGetRayIndex( lua_State *L, int index ) { return ray; } -NPatchInfo uluaGetNPatchInfo( lua_State *L ) { - return uluaGetNPatchInfoIndex( L, lua_gettop( L ) ); -} - -NPatchInfo uluaGetNPatchInfoIndex( 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 }; @@ -2807,7 +2767,7 @@ NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index ) { if ( lua_isnumber( L, -2 ) ) { switch ( i ) { case 0: - npatch.source = uluaGetRectangle( L ); + npatch.source = uluaGetRectangle( L, lua_gettop( L ) ); break; case 1: npatch.left = lua_tointeger( L, -1 ); @@ -2830,7 +2790,7 @@ NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index ) { } else if ( lua_isstring( L, -2 ) ) { if ( strcmp( "source", (char*)lua_tostring( L, -2 ) ) == 0 ) { - npatch.source = uluaGetRectangle( L ); + npatch.source = uluaGetRectangle( L, lua_gettop( L ) ); } else if ( strcmp( "left", (char*)lua_tostring( L, -2 ) ) == 0 ) { npatch.left = lua_tointeger( L, -1 ); @@ -3248,11 +3208,7 @@ void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation ) { luaL_setmetatable( L, "ModelAnimation" ); } -int uluaGetTableLen( lua_State *L ) { - return uluaGetTableLenIndex( L, lua_gettop( L ) ); -} - -int uluaGetTableLenIndex( 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 ); diff --git a/src/models.c b/src/models.c index 330346f..64a8d3b 100644 --- a/src/models.c +++ b/src/models.c @@ -132,9 +132,9 @@ void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source Draw a line in 3D world space */ int lmodelsDrawLine3D( lua_State *L ) { - Vector3 startPos = uluaGetVector3Index( L, 1 ); - Vector3 endPos = uluaGetVector3Index( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Vector3 startPos = uluaGetVector3( L, 1 ); + Vector3 endPos = uluaGetVector3( L, 2 ); + Color color = uluaGetColor( L, 3 ); DrawLine3D( startPos, endPos, color); @@ -147,8 +147,8 @@ int lmodelsDrawLine3D( lua_State *L ) { Draw a point in 3D space, actually a small line */ int lmodelsDrawPoint3D( lua_State *L ) { - Vector3 position = uluaGetVector3Index( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Vector3 position = uluaGetVector3( L, 1 ); + Color color = uluaGetColor( L, 2 ); DrawPoint3D( position, color ); @@ -161,11 +161,11 @@ int lmodelsDrawPoint3D( lua_State *L ) { Draw a circle in 3D world space */ int lmodelsDrawCircle3D( lua_State *L ) { - Vector3 center = uluaGetVector3Index( L, 1 ); + Vector3 center = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); - Vector3 rotationAxis = uluaGetVector3Index( L, 3 ); + Vector3 rotationAxis = uluaGetVector3( L, 3 ); float rotationAngle = luaL_checknumber( L, 4 ); - Color color = uluaGetColorIndex( L, 5 ); + Color color = uluaGetColor( L, 5 ); DrawCircle3D( center, radius, rotationAxis, rotationAngle, color ); @@ -178,10 +178,10 @@ int lmodelsDrawCircle3D( lua_State *L ) { Draw a color-filled triangle (Vertex in counter-clockwise order!) */ int lmodelsDrawTriangle3D( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); - Vector3 v3 = uluaGetVector3Index( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); + Vector3 v3 = uluaGetVector3( L, 3 ); + Color color = uluaGetColor( L, 4 ); DrawTriangle3D( v1, v2, v3, color ); @@ -194,9 +194,9 @@ int lmodelsDrawTriangle3D( lua_State *L ) { Draw cube */ int lmodelsDrawCube( lua_State *L ) { - Vector3 pos = uluaGetVector3Index( L, 1 ); - Vector3 size = uluaGetVector3Index( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Vector3 pos = uluaGetVector3( L, 1 ); + Vector3 size = uluaGetVector3( L, 2 ); + Color color = uluaGetColor( L, 3 ); DrawCubeV( pos, size, color ); @@ -209,9 +209,9 @@ int lmodelsDrawCube( lua_State *L ) { Draw cube wires */ int lmodelsDrawCubeWires( lua_State *L ) { - Vector3 pos = uluaGetVector3Index( L, 1 ); - Vector3 size = uluaGetVector3Index( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Vector3 pos = uluaGetVector3( L, 1 ); + Vector3 size = uluaGetVector3( L, 2 ); + Color color = uluaGetColor( L, 3 ); DrawCubeWiresV( pos, size, color ); @@ -224,9 +224,9 @@ int lmodelsDrawCubeWires( lua_State *L ) { Draw sphere */ int lmodelsDrawSphere( lua_State *L ) { - Vector3 centerPos = uluaGetVector3Index( L, 1 ); + Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Color color = uluaGetColor( L, 3 ); DrawSphere( centerPos, radius, color ); @@ -239,11 +239,11 @@ int lmodelsDrawSphere( lua_State *L ) { Draw sphere with extended parameters */ int lmodelsDrawSphereEx( lua_State *L ) { - Vector3 centerPos = uluaGetVector3Index( L, 1 ); + Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); int rings = luaL_checkinteger( L, 3 ); int slices = luaL_checkinteger( L, 4 ); - Color color = uluaGetColorIndex( L, 5 ); + Color color = uluaGetColor( L, 5 ); DrawSphereEx( centerPos, radius, rings, slices, color ); @@ -256,11 +256,11 @@ int lmodelsDrawSphereEx( lua_State *L ) { Draw sphere wires */ int lmodelsDrawSphereWires( lua_State *L ) { - Vector3 centerPos = uluaGetVector3Index( L, 1 ); + Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); int rings = luaL_checkinteger( L, 3 ); int slices = luaL_checkinteger( L, 4 ); - Color color = uluaGetColorIndex( L, 5 ); + Color color = uluaGetColor( L, 5 ); DrawSphereWires( centerPos, radius, rings, slices, color ); @@ -273,12 +273,12 @@ int lmodelsDrawSphereWires( lua_State *L ) { Draw a cylinder/cone */ int lmodelsDrawCylinder( lua_State *L ) { - Vector3 position = uluaGetVector3Index( L, 1 ); + Vector3 position = uluaGetVector3( L, 1 ); float radiusTop = luaL_checknumber( L, 2 ); float radiusBottom = luaL_checknumber( L, 3 ); float height = luaL_checknumber( L, 4 ); int slices = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCylinder( position, radiusTop, radiusBottom, height, slices, color ); @@ -291,12 +291,12 @@ int lmodelsDrawCylinder( lua_State *L ) { Draw a cylinder with base at startPos and top at endPos */ int lmodelsDrawCylinderEx( lua_State *L ) { - Vector3 startPos = uluaGetVector3Index( L, 1 ); - Vector3 endPos = uluaGetVector3Index( L, 2 ); + Vector3 startPos = uluaGetVector3( L, 1 ); + Vector3 endPos = uluaGetVector3( L, 2 ); float startRadius = luaL_checknumber( L, 3 ); float endRadius = luaL_checknumber( L, 4 ); int sides = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCylinderEx( startPos, endPos, startRadius, endRadius, sides, color ); @@ -309,12 +309,12 @@ int lmodelsDrawCylinderEx( lua_State *L ) { Draw a cylinder/cone wires */ int lmodelsDrawCylinderWires( lua_State *L ) { - Vector3 position = uluaGetVector3Index( L, 1 ); + Vector3 position = uluaGetVector3( L, 1 ); float radiusTop = luaL_checknumber( L, 2 ); float radiusBottom = luaL_checknumber( L, 3 ); float height = luaL_checknumber( L, 4 ); int slices = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCylinderWires( position, radiusTop, radiusBottom, height, slices, color ); @@ -327,12 +327,12 @@ int lmodelsDrawCylinderWires( lua_State *L ) { Draw a cylinder wires with base at startPos and top at endPos */ int lmodelsDrawCylinderWiresEx( lua_State *L ) { - Vector3 startPos = uluaGetVector3Index( L, 1 ); - Vector3 endPos = uluaGetVector3Index( L, 2 ); + Vector3 startPos = uluaGetVector3( L, 1 ); + Vector3 endPos = uluaGetVector3( L, 2 ); float startRadius = luaL_checknumber( L, 3 ); float endRadius = luaL_checknumber( L, 4 ); int sides = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCylinderWiresEx( startPos, endPos, startRadius, endRadius, sides, color ); @@ -345,12 +345,12 @@ int lmodelsDrawCylinderWiresEx( lua_State *L ) { Draw a capsule with the center of its sphere caps at startPos and endPos */ int lmodelsDrawCapsule( lua_State *L ) { - Vector3 startPos = uluaGetVector3Index( L, 1 ); - Vector3 endPos = uluaGetVector3Index( L, 2 ); + Vector3 startPos = uluaGetVector3( L, 1 ); + Vector3 endPos = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); int slices = luaL_checkinteger( L, 4 ); int rings = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCapsule( startPos, endPos, radius, slices, rings, color ); @@ -363,12 +363,12 @@ int lmodelsDrawCapsule( lua_State *L ) { Draw capsule wireframe with the center of its sphere caps at startPos and endPos */ int lmodelsDrawCapsuleWires( lua_State *L ) { - Vector3 startPos = uluaGetVector3Index( L, 1 ); - Vector3 endPos = uluaGetVector3Index( L, 2 ); + Vector3 startPos = uluaGetVector3( L, 1 ); + Vector3 endPos = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); int slices = luaL_checkinteger( L, 4 ); int rings = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCapsuleWires( startPos, endPos, radius, slices, rings, color ); @@ -381,9 +381,9 @@ int lmodelsDrawCapsuleWires( lua_State *L ) { Draw a plane XZ */ int lmodelsDrawPlane( lua_State *L ) { - Vector3 centerPos = uluaGetVector3Index( L, 1 ); - Vector2 size = uluaGetVector2Index( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Vector3 centerPos = uluaGetVector3( L, 1 ); + Vector2 size = uluaGetVector2( L, 2 ); + Color color = uluaGetColor( L, 3 ); DrawPlane( centerPos, size, color ); @@ -406,7 +406,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) && i < 4 ) { - vertices[i] = uluaGetVector3( L ); + vertices[i] = uluaGetVector3( L, lua_gettop( L ) ); } i++; lua_pop( L, 1 ); @@ -420,7 +420,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) && i < 4 ) { - texcoords[i] = uluaGetVector2( L ); + texcoords[i] = uluaGetVector2( L, lua_gettop( L ) ); } i++; lua_pop( L, 1 ); @@ -434,7 +434,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) && i < 4 ) { - colors[i] = uluaGetColor( L ); + colors[i] = uluaGetColor( L, lua_gettop( L ) ); } i++; lua_pop( L, 1 ); @@ -464,8 +464,8 @@ int lmodelDrawQuad3DTexture( lua_State *L ) { Draw a ray line */ int lmodelsDrawRay( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Ray ray = uluaGetRay( L, 1 ); + Color color = uluaGetColor( L, 2 ); DrawRay( ray, color ); @@ -532,7 +532,7 @@ Generate cuboid mesh - Success return Mesh */ int lmodelsGenMeshCube( lua_State *L ) { - Vector3 size = uluaGetVector3Index( L, 1 ); + Vector3 size = uluaGetVector3( L, 1 ); uluaPushMesh( L, GenMeshCube( size.x, size.y, size.z ) ); @@ -635,7 +635,7 @@ Generate heightmap mesh from image data */ int lmodelsGenMeshHeightmap( lua_State *L ) { Image *heightmap = uluaGetImage( L, 1 ); - Vector3 size = uluaGetVector3Index( L, 2 ); + Vector3 size = uluaGetVector3( L, 2 ); uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) ); @@ -660,7 +660,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.vertexCount = len; mesh.triangleCount = len / 3; @@ -671,7 +671,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Vector3 vec = uluaGetVector3( L ); + Vector3 vec = uluaGetVector3( L, lua_gettop( L ) ); mesh.vertices[(i*3)+0] = vec.x; mesh.vertices[(i*3)+1] = vec.y; @@ -681,7 +681,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.texcoords = (float*)MemAlloc( len * 2 * sizeof(float) ); @@ -690,7 +690,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Vector2 vec = uluaGetVector2( L ); + Vector2 vec = uluaGetVector2( L, lua_gettop( L ) ); mesh.texcoords[(i*2)+0] = vec.x; mesh.texcoords[(i*2)+1] = vec.y; @@ -699,7 +699,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.texcoords2 = (float*)MemAlloc( len * 2 * sizeof(float) ); @@ -708,7 +708,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Vector2 vec = uluaGetVector2( L ); + Vector2 vec = uluaGetVector2( L, lua_gettop( L ) ); mesh.texcoords2[(i*2)+0] = vec.x; mesh.texcoords2[(i*2)+1] = vec.y; @@ -717,7 +717,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.normals = (float*)MemAlloc( len * 3 * sizeof(float) ); @@ -726,7 +726,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Vector3 vec = uluaGetVector3( L ); + Vector3 vec = uluaGetVector3( L, lua_gettop( L ) ); mesh.normals[(i*3)+0] = vec.x; mesh.normals[(i*3)+1] = vec.y; @@ -736,7 +736,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.tangents = (float*)MemAlloc( len * 4 * sizeof(float) ); @@ -745,7 +745,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Vector4 vec = uluaGetVector4( L ); + Vector4 vec = uluaGetVector4( L, lua_gettop( L ) ); mesh.tangents[(i*4)+0] = vec.x; mesh.tangents[(i*4)+1] = vec.y; @@ -756,7 +756,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.colors = (unsigned char*)MemAlloc( len * 4 * sizeof(unsigned char) ); @@ -765,7 +765,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Color color = uluaGetColor( L ); + Color color = uluaGetColor( L, lua_gettop( L ) ); mesh.colors[(i*4)+0] = color.r; mesh.colors[(i*4)+1] = color.g; @@ -776,7 +776,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.indices = (unsigned short*)MemAlloc( len * sizeof(unsigned short) ); @@ -813,7 +813,7 @@ int lmodelsUpdateMesh( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Vector3 data[ len ]; int t2 = lua_gettop( L ); @@ -821,14 +821,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 && i < mesh->vertexCount ) { - data[i] = uluaGetVector3( L ); + data[i] = uluaGetVector3( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 0, (void*)data, len * 3 * sizeof( float ), 0 ); } else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Vector2 data[ len ]; int t2 = lua_gettop( L ); @@ -836,14 +836,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - data[i] = uluaGetVector2( L ); + data[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 1, (void*)data, len * 2 * sizeof( float ), 0 ); } else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Vector2 data[ len ]; int t2 = lua_gettop( L ); @@ -851,14 +851,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - data[i] = uluaGetVector2( L ); + data[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 5, (void*)data, len * 2 * sizeof( float ), 0 ); } else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Vector3 data[ len ]; int t2 = lua_gettop( L ); @@ -866,14 +866,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - data[i] = uluaGetVector3( L ); + data[i] = uluaGetVector3( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 2, (void*)data, len * 3 * sizeof( float ), 0 ); } else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Vector4 data[ len ]; int t2 = lua_gettop( L ); @@ -881,14 +881,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - data[i] = uluaGetVector4( L ); + data[i] = uluaGetVector4( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 4, (void*)data, len * 4 * sizeof( float ), 0 ); } else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Color data[ len ]; int t2 = lua_gettop( L ); @@ -896,14 +896,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - data[i] = uluaGetColor( L ); + data[i] = uluaGetColor( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 3, (void*)data, len * 4 * sizeof( unsigned char ), 0 ); } else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); unsigned short data[ len ]; int t2 = lua_gettop( L ); @@ -944,7 +944,7 @@ Draw a 3d mesh with material and transform int lmodelsDrawMesh( lua_State *L ) { Mesh *mesh = uluaGetMesh( L, 1 ); Material *material = uluaGetMaterial( L, 2 ); - Matrix matrix = uluaGetMatrixIndex( L, 3 ); + Matrix matrix = uluaGetMatrix( L, 3 ); DrawMesh( *mesh, *material, matrix ); @@ -969,7 +969,7 @@ int lmodelsDrawMeshInstanced( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) ) { - transforms[i] = uluaGetMatrix( L ); + transforms[i] = uluaGetMatrix( L, lua_gettop( L ) ); } i++; lua_pop( L, 1 ); @@ -990,7 +990,7 @@ NOTE: Currently only works on custom mesh */ int lmodelsSetMeshColor( lua_State *L ) { Mesh *mesh = uluaGetMesh( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Color color = uluaGetColor( L, 2 ); if ( mesh->colors == NULL ) { TraceLog( state->logLevelInvalid, "Mesh doesn't have vertex colors allocated" ); @@ -1128,7 +1128,7 @@ int lmodelsCreateMaterial( lua_State *L ) { printf( "Material Create material.maps[map].texture.id = %d\n", material.maps[map].texture.id ); } else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) { - material.maps[map].color = uluaGetColorIndex( L, lua_gettop( L ) ); + material.maps[map].color = uluaGetColor( L, lua_gettop( L ) ); } else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) { material.maps[map].value = luaL_checkinteger( L, -1 ); @@ -1224,7 +1224,7 @@ Set color for a material map type int lmodelsSetMaterialColor( lua_State *L ) { Material *material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Color color = uluaGetColor( L, 3 ); material->maps[ mapType ].color = color; @@ -1268,7 +1268,7 @@ Set material generic parameters (if required) int lmodelsSetMaterialParams( lua_State *L ) { Material *material = uluaGetMaterial( L, 1 ); - size_t len = uluaGetTableLenIndex( L, 2 ); + size_t len = uluaGetTableLen( L, 2 ); float params[ len ]; @@ -1448,9 +1448,9 @@ Draw a model (With texture if set) */ int lmodelsDrawModel( lua_State *L ) { Model *model = uluaGetModel( L, 1 ); - Vector3 position = uluaGetVector3Index( L, 2 ); + Vector3 position = uluaGetVector3( L, 2 ); float scale = luaL_checknumber( L, 3 ); - Color tint = uluaGetColorIndex( L, 4 ); + Color tint = uluaGetColor( L, 4 ); DrawModel( *model, position, scale, tint ); @@ -1464,11 +1464,11 @@ Draw a model with extended parameters */ int lmodelsDrawModelEx( lua_State *L ) { Model *model = uluaGetModel( L, 1 ); - Vector3 position = uluaGetVector3Index( L, 2 ); - Vector3 rotationAxis = uluaGetVector3Index( L, 3 ); + Vector3 position = uluaGetVector3( L, 2 ); + Vector3 rotationAxis = uluaGetVector3( L, 3 ); float rotationAngle = luaL_checknumber( L, 4 ); - Vector3 scale = uluaGetVector3Index( L, 5 ); - Color tint = uluaGetColorIndex( L, 6 ); + Vector3 scale = uluaGetVector3( L, 5 ); + Color tint = uluaGetColor( L, 6 ); DrawModelEx( *model, position, rotationAxis, rotationAngle, scale, tint ); @@ -1531,9 +1531,9 @@ Draw a billboard texture int lmodelsDrawBillboard( lua_State *L ) { Camera3D *camera = uluaGetCamera3D( L, 1 ); Texture *texture = uluaGetTexture( L, 2 ); - Vector3 position = uluaGetVector3Index( L, 3 ); + Vector3 position = uluaGetVector3( L, 3 ); float size = luaL_checknumber( L, 4 ); - Color tint = uluaGetColorIndex( L, 5 ); + Color tint = uluaGetColor( L, 5 ); DrawBillboard( *camera, *texture, position, size, tint ); @@ -1548,10 +1548,10 @@ Draw a billboard texture defined by source int lmodelsDrawBillboardRec( lua_State *L ) { Camera3D *camera = uluaGetCamera3D( L, 1 ); Texture *texture = uluaGetTexture( L, 2 ); - Rectangle source = uluaGetRectangleIndex( L, 3 ); - Vector3 position = uluaGetVector3Index( L, 4 ); - Vector2 size = uluaGetVector2Index( L, 5 ); - Color tint = uluaGetColorIndex( L, 6 ); + Rectangle source = uluaGetRectangle( L, 3 ); + Vector3 position = uluaGetVector3( L, 4 ); + Vector2 size = uluaGetVector2( L, 5 ); + Color tint = uluaGetColor( L, 6 ); DrawBillboardRecNoRatio( *camera, *texture, source, position, size, tint ); @@ -1566,13 +1566,13 @@ Draw a billboard texture defined by source and rotation int lmodelsDrawBillboardPro( lua_State *L ) { Camera3D *camera = uluaGetCamera3D( L, 1 ); Texture *texture = uluaGetTexture( L, 2 ); - Rectangle source = uluaGetRectangleIndex( L, 3 ); - Vector3 position = uluaGetVector3Index( L, 4 ); - Vector3 up = uluaGetVector3Index( L, 5 ); - Vector2 size = uluaGetVector2Index( L, 6 ); - Vector2 origin = uluaGetVector2Index( L, 7 ); + Rectangle source = uluaGetRectangle( L, 3 ); + Vector3 position = uluaGetVector3( L, 4 ); + Vector3 up = uluaGetVector3( L, 5 ); + Vector2 size = uluaGetVector2( L, 6 ); + Vector2 origin = uluaGetVector2( L, 7 ); float rotation = luaL_checknumber( L, 8 ); - Color tint = uluaGetColorIndex( L, 9 ); + Color tint = uluaGetColor( L, 9 ); DrawBillboardProNoRatio( *camera, *texture, source, position, up, size, origin, rotation, tint ); @@ -1586,7 +1586,7 @@ Set model transform matrix */ int lmodelsSetModelTransform( lua_State *L ) { Model *model = uluaGetModel( L, 1 ); - Matrix transform = uluaGetMatrixIndex( L, 2 ); + Matrix transform = uluaGetMatrix( L, 2 ); model->transform = transform; @@ -1713,9 +1713,9 @@ Check collision between two spheres - Success return bool */ int lmodelsCheckCollisionSpheres( lua_State *L ) { - Vector3 center1 = uluaGetVector3Index( L, 1 ); + Vector3 center1 = uluaGetVector3( L, 1 ); float radius1 = luaL_checknumber( L, 2 ); - Vector3 center2 = uluaGetVector3Index( L, 3 ); + Vector3 center2 = uluaGetVector3( L, 3 ); float radius2 = luaL_checknumber( L, 4 ); lua_pushboolean( L, CheckCollisionSpheres( center1, radius1, center2, radius2 ) ); @@ -1731,8 +1731,8 @@ Check collision between two bounding boxes - Success return bool */ int lmodelsCheckCollisionBoxes( lua_State *L ) { - BoundingBox box1 = uluaGetBoundingBoxIndex( L, 1 ); - BoundingBox box2 = uluaGetBoundingBoxIndex( L, 2 ); + BoundingBox box1 = uluaGetBoundingBox( L, 1 ); + BoundingBox box2 = uluaGetBoundingBox( L, 2 ); lua_pushboolean( L, CheckCollisionBoxes( box1, box2 ) ); @@ -1747,8 +1747,8 @@ Check collision between box and sphere - Success return bool */ int lmodelsCheckCollisionBoxSphere( lua_State *L ) { - BoundingBox box = uluaGetBoundingBoxIndex( L, 1 ); - Vector3 center = uluaGetVector3Index( L, 2 ); + BoundingBox box = uluaGetBoundingBox( L, 1 ); + Vector3 center = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); lua_pushboolean( L, CheckCollisionBoxSphere( box, center, radius ) ); @@ -1764,8 +1764,8 @@ Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, - Success return RayCollision */ int lmodelsGetRayCollisionSphere( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); - Vector3 center = uluaGetVector3Index( L, 2 ); + Ray ray = uluaGetRay( L, 1 ); + Vector3 center = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); uluaPushRayCollision( L, GetRayCollisionSphere( ray, center, radius ) ); @@ -1781,8 +1781,8 @@ Get collision info between ray and box - Success return RayCollision */ int lmodelsGetRayCollisionBox( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); - BoundingBox box = uluaGetBoundingBoxIndex( L, 2 ); + Ray ray = uluaGetRay( L, 1 ); + BoundingBox box = uluaGetBoundingBox( L, 2 ); uluaPushRayCollision( L, GetRayCollisionBox( ray, box ) ); @@ -1797,9 +1797,9 @@ Get collision info between ray and mesh - Success return RayCollision */ int lmodelsGetRayCollisionMesh( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); + Ray ray = uluaGetRay( L, 1 ); Mesh *mesh = uluaGetMesh( L, 2 ); - Matrix transform = uluaGetMatrixIndex( L, 3 ); + Matrix transform = uluaGetMatrix( L, 3 ); uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) ); @@ -1814,10 +1814,10 @@ Get collision info between ray and triangle - Success return RayCollision */ int lmodelsGetRayCollisionTriangle( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); - Vector3 p1 = uluaGetVector3Index( L, 2 ); - Vector3 p2 = uluaGetVector3Index( L, 3 ); - Vector3 p3 = uluaGetVector3Index( L, 4 ); + Ray ray = uluaGetRay( L, 1 ); + Vector3 p1 = uluaGetVector3( L, 2 ); + Vector3 p2 = uluaGetVector3( L, 3 ); + Vector3 p3 = uluaGetVector3( L, 4 ); uluaPushRayCollision( L, GetRayCollisionTriangle( ray, p1, p2, p3 ) ); @@ -1832,11 +1832,11 @@ Get collision info between ray and quad - Success return RayCollision */ int lmodelsGetRayCollisionQuad( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); - Vector3 p1 = uluaGetVector3Index( L, 2 ); - Vector3 p2 = uluaGetVector3Index( L, 3 ); - Vector3 p3 = uluaGetVector3Index( L, 4 ); - Vector3 p4 = uluaGetVector3Index( L, 5 ); + Ray ray = uluaGetRay( L, 1 ); + Vector3 p1 = uluaGetVector3( L, 2 ); + Vector3 p2 = uluaGetVector3( L, 3 ); + Vector3 p3 = uluaGetVector3( L, 4 ); + Vector3 p4 = uluaGetVector3( L, 5 ); uluaPushRayCollision( L, GetRayCollisionQuad( ray, p1, p2, p3, p4 ) ); @@ -215,7 +215,7 @@ Window Box control, shows a window that can be closed - Success return bool */ int lguiGuiWindowBox( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushboolean( L, GuiWindowBox( bounds, luaL_checkstring( L, 2 ) ) ); @@ -228,7 +228,7 @@ int lguiGuiWindowBox( lua_State *L ) { Group Box control with text name */ int lguiGuiGroupBox( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); GuiGroupBox( bounds, luaL_checkstring( L, 2 ) ); @@ -241,7 +241,7 @@ int lguiGuiGroupBox( lua_State *L ) { Line separator control, could contain text */ int lguiGuiLine( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); GuiLine( bounds, luaL_checkstring( L, 2 ) ); @@ -254,7 +254,7 @@ int lguiGuiLine( lua_State *L ) { Panel control, useful to group controls */ int lguiGuiPanel( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); GuiPanel( bounds, luaL_checkstring( L, 2 ) ); @@ -269,9 +269,9 @@ Scroll Panel control - Success return Rectangle, Vector2 */ int lguiGuiScrollPanel( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); - Rectangle content = uluaGetRectangleIndex( L, 3 ); - Vector2 scroll = uluaGetVector2Index( L, 4 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); + Rectangle content = uluaGetRectangle( L, 3 ); + Vector2 scroll = uluaGetVector2( L, 4 ); uluaPushRectangle( L, GuiScrollPanel( bounds, luaL_checkstring( L, 2 ), content, &scroll ) ); uluaPushVector2( L, scroll ); @@ -289,7 +289,7 @@ int lguiGuiScrollPanel( lua_State *L ) { Label control, shows text */ int lguiGuiLabel( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); GuiLabel( bounds, luaL_checkstring( L, 2 ) ); @@ -304,7 +304,7 @@ Button control, returns true when clicked - Success return boolean */ int lguiGuiButton( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushboolean( L, GuiButton( bounds, luaL_checkstring( L, 2 ) ) ); @@ -319,7 +319,7 @@ Label button control, show true when clicked - Success return boolean */ int lguiGuiLabelButton( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushboolean( L, GuiLabelButton( bounds, luaL_checkstring( L, 2 ) ) ); @@ -334,7 +334,7 @@ Toggle Button control, returns true when active - Success return boolean */ int lguiGuiToggle( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); bool checked = uluaGetBoolean( L, 3 ); lua_pushboolean( L, GuiToggle( bounds, luaL_checkstring( L, 2 ), checked ) ); @@ -350,7 +350,7 @@ Toggle Group control, returns active toggle index - Success return int */ int lguiGuiToggleGroup( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int active = luaL_checkinteger( L, 3 ); lua_pushinteger( L, GuiToggleGroup( bounds, luaL_checkstring( L, 2 ), active ) ); @@ -366,7 +366,7 @@ Check Box control, returns true when active - Success return boolean */ int lguiGuiCheckBox( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); bool checked = uluaGetBoolean( L, 3 ); lua_pushboolean( L, GuiCheckBox( bounds, luaL_checkstring( L, 2 ), checked ) ); @@ -382,7 +382,7 @@ Combo Box control, returns selected item index - Success return int */ int lguiGuiComboBox( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int active = luaL_checkinteger( L, 3 ); lua_pushinteger( L, GuiComboBox( bounds, luaL_checkstring( L, 2 ), active ) ); @@ -398,7 +398,7 @@ Text Box control, updates input text - Success return boolean, string */ int lguiGuiTextBox( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int textSize = luaL_checkinteger( L, 3 ); // char text[ STRING_LEN ] = { '\0' }; char text[ textSize + 1 ]; @@ -419,7 +419,7 @@ Text Box control with multiple lines - Success return boolean, string */ int lguiGuiTextBoxMulti( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int textSize = luaL_checkinteger( L, 3 ); // char text[ STRING_LEN ] = { '\0' }; char text[ textSize + 1 ]; @@ -440,7 +440,7 @@ Spinner control, returns selected value - Success return boolean, int */ int lguiGuiSpinner( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int value = luaL_checkinteger( L, 3 ); int minValue = luaL_checkinteger( L, 4 ); int maxValue = luaL_checkinteger( L, 5 ); @@ -460,7 +460,7 @@ Value Box control, updates input text with numbers - Success return boolean, int */ int lguiGuiValueBox( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int value = luaL_checkinteger( L, 3 ); int minValue = luaL_checkinteger( L, 4 ); int maxValue = luaL_checkinteger( L, 5 ); @@ -480,7 +480,7 @@ Slider control, returns selected value - Success return float */ int lguiGuiSlider( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); float value = luaL_checknumber( L, 4 ); float minValue = luaL_checknumber( L, 5 ); float maxValue = luaL_checknumber( L, 6 ); @@ -498,7 +498,7 @@ Slider Bar control, returns selected value - Success return float */ int lguiGuiSliderBar( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); float value = luaL_checknumber( L, 4 ); float minValue = luaL_checknumber( L, 5 ); float maxValue = luaL_checknumber( L, 6 ); @@ -516,7 +516,7 @@ Progress Bar control, shows current progress value - Success return float */ int lguiGuiProgressBar( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); float value = luaL_checknumber( L, 4 ); float minValue = luaL_checknumber( L, 5 ); float maxValue = luaL_checknumber( L, 6 ); @@ -534,7 +534,7 @@ Scroll Bar control - Success return int */ int lguiGuiScrollBar( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int value = luaL_checkinteger( L, 2 ); int minValue = luaL_checkinteger( L, 3 ); int maxValue = luaL_checkinteger( L, 4 ); @@ -552,7 +552,7 @@ Dropdown Box control, returns selected item - Success return bool, int */ int lguiGuiDropdownBox( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int active = luaL_checkinteger( L, 3 ); bool editMode = uluaGetBoolean( L, 4 ); @@ -568,7 +568,7 @@ int lguiGuiDropdownBox( lua_State *L ) { Status Bar control, shows info text */ int lguiGuiStatusBar( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); GuiStatusBar( bounds, luaL_checkstring( L, 2 ) ); @@ -581,7 +581,7 @@ int lguiGuiStatusBar( lua_State *L ) { Dummy control for placeholders */ int lguiGuiDummyRec( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); GuiDummyRec( bounds, luaL_checkstring( L, 2 ) ); @@ -596,7 +596,7 @@ Grid control, returns mouse cell position - Success return Vector2 */ int lguiGuiGrid( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); float spacing = luaL_checknumber( L, 3 ); int subdivs = luaL_checkinteger( L, 4 ); @@ -617,7 +617,7 @@ List View control, returns selected list item index and scroll index - Success return int, int */ int lguiGuiListView( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int scrollIndex = luaL_checkinteger( L, 3 ); int active = luaL_checkinteger( L, 4 ); @@ -635,7 +635,7 @@ List View with extended parameters, returns selected list item index, scroll ind - Success return int, int, int */ int lguiGuiListViewEx( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int focus = luaL_checkinteger( L, 3 ); int scrollIndex = luaL_checkinteger( L, 4 ); int active = luaL_checkinteger( L, 5 ); @@ -657,7 +657,7 @@ Message Box control, displays a message, returns button index (0 is x button) - Success return int */ int lguiGuiMessageBox( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); lua_pushinteger( L, GuiMessageBox( bounds, luaL_checkstring( L, 2 ), luaL_checkstring( L, 3 ), luaL_checkstring( L, 4 ) ) ); @@ -672,7 +672,7 @@ Text Input Box control, ask for text, supports secret - Success return int, string, int */ int lguiGuiTextInputBox( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); int textMaxSize = luaL_checkinteger( L, 6 ); int secretViewActive = luaL_checkinteger( L, 7 ); char text[ textMaxSize + 1 ]; @@ -693,8 +693,8 @@ Color Picker control (multiple color controls) - Success return Color */ int lguiGuiColorPicker( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); - Color color = uluaGetColorIndex( L, 3 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); + Color color = uluaGetColor( L, 3 ); uluaPushColor( L, GuiColorPicker( bounds, luaL_checkstring( L, 2 ), color ) ); @@ -709,8 +709,8 @@ Color Panel control - Success return Color */ int lguiGuiColorPanel( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); - Color color = uluaGetColorIndex( L, 3 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); + Color color = uluaGetColor( L, 3 ); uluaPushColor( L, GuiColorPanel( bounds, luaL_checkstring( L, 2 ), color ) ); @@ -725,7 +725,7 @@ Color Bar Alpha control - Success return float */ int lguiGuiColorBarAlpha( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); float alpha = luaL_checknumber( L, 3 ); lua_pushnumber( L, GuiColorBarAlpha( bounds, luaL_checkstring( L, 2 ), alpha ) ); @@ -741,7 +741,7 @@ Color Bar Hue control - Success return float */ int lguiGuiColorBarHue( lua_State *L ) { - Rectangle bounds = uluaGetRectangleIndex( L, 1 ); + Rectangle bounds = uluaGetRectangle( L, 1 ); float value = luaL_checknumber( L, 3 ); lua_pushnumber( L, GuiColorBarHue( bounds, luaL_checkstring( L, 2 ), value ) ); @@ -780,9 +780,9 @@ Draw icon */ int lguiGuiDrawIcon( lua_State *L ) { int iconId = luaL_checkinteger( L, 1 ); - Vector2 pos = uluaGetVector2Index( L, 2 ); + Vector2 pos = uluaGetVector2( L, 2 ); int pixelSize = luaL_checkinteger( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Color color = uluaGetColor( L, 4 ); GuiDrawIcon( iconId, pos.x, pos.y, pixelSize, color ); @@ -809,7 +809,7 @@ Set icon pixel value */ int lguiGuiSetIconPixel( lua_State *L ) { int iconId = luaL_checkinteger( L, 1 ); - Vector2 pos = uluaGetVector2Index( L, 2 ); + Vector2 pos = uluaGetVector2( L, 2 ); GuiSetIconPixel( iconId, pos.x, pos.y ); @@ -823,7 +823,7 @@ Clear icon pixel value */ int lguiGuiClearIconPixel( lua_State *L ) { int iconId = luaL_checkinteger( L, 1 ); - Vector2 pos = uluaGetVector2Index( L, 2 ); + Vector2 pos = uluaGetVector2( L, 2 ); GuiClearIconPixel( iconId, pos.x, pos.y ); @@ -839,7 +839,7 @@ Check icon pixel value */ int lguiGuiCheckIconPixel( lua_State *L ) { int iconId = luaL_checkinteger( L, 1 ); - Vector2 pos = uluaGetVector2Index( L, 2 ); + Vector2 pos = uluaGetVector2( L, 2 ); lua_pushboolean( L, GuiCheckIconPixel( iconId, pos.x, pos.y ) ); @@ -57,7 +57,7 @@ int lrlglLoadIdentity( lua_State *L ) { Multiply the current matrix by a translation matrix */ int lrlglTranslatef( lua_State *L ) { - Vector3 translation = uluaGetVector3Index( L, 1 ); + Vector3 translation = uluaGetVector3( L, 1 ); rlTranslatef( translation.x, translation.y, translation.z ); @@ -71,7 +71,7 @@ Multiply the current matrix by a rotation matrix */ int lrlglRotatef( lua_State *L ) { float angle = luaL_checknumber( L, 1 ); - Vector3 rotation = uluaGetVector3Index( L, 2 ); + Vector3 rotation = uluaGetVector3( L, 2 ); rlRotatef( angle, rotation.x, rotation.y, rotation.z ); @@ -84,7 +84,7 @@ int lrlglRotatef( lua_State *L ) { Multiply the current matrix by a scaling matrix */ int lrlglScalef( lua_State *L ) { - Vector3 scale = uluaGetVector3Index( L, 1 ); + Vector3 scale = uluaGetVector3( L, 1 ); rlScalef( scale.x, scale.y, scale.z ); @@ -97,7 +97,7 @@ int lrlglScalef( lua_State *L ) { Multiply the current matrix by another matrix */ int lrlglMultMatrixf( lua_State *L ) { - Matrix matrix = uluaGetMatrixIndex( L, 1 ); + Matrix matrix = uluaGetMatrix( L, 1 ); float matf[16] = { matrix.m0, matrix.m4, matrix.m8, matrix.m12, @@ -153,7 +153,7 @@ Set the viewport area (transformation from normalized device coordinates to wind NOTE: We store current viewport dimensions */ int lrlglViewport( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); + Rectangle rect = uluaGetRectangle( L, 1 ); rlViewport( rect.x, rect.y, rect.width, rect.height ); @@ -192,7 +192,7 @@ int lrlglEnd( lua_State *L ) { Define one vertex (position) */ int lrlglVertex2f( lua_State *L ) { - Vector2 position = uluaGetVector2Index( L, 1 ); + Vector2 position = uluaGetVector2( L, 1 ); rlVertex2f( position.x, position.y ); @@ -205,7 +205,7 @@ int lrlglVertex2f( lua_State *L ) { Define one vertex (position) */ int lrlglVertex3f( lua_State *L ) { - Vector3 position = uluaGetVector3Index( L, 1 ); + Vector3 position = uluaGetVector3( L, 1 ); rlVertex3f( position.x, position.y, position.z ); @@ -218,7 +218,7 @@ int lrlglVertex3f( lua_State *L ) { Define one vertex (texture coordinate) - 2 float */ int lrlglTexCoord2f( lua_State *L ) { - Vector2 texCoord = uluaGetVector2Index( L, 1 ); + Vector2 texCoord = uluaGetVector2( L, 1 ); rlTexCoord2f( texCoord.x, texCoord.y ); @@ -231,7 +231,7 @@ int lrlglTexCoord2f( lua_State *L ) { Define one vertex (normal) - 3 float */ int lrlglNormal3f( lua_State *L ) { - Vector3 normal = uluaGetVector3Index( L, 1 ); + Vector3 normal = uluaGetVector3( L, 1 ); rlNormal3f( normal.x, normal.y, normal.z ); @@ -244,7 +244,7 @@ int lrlglNormal3f( lua_State *L ) { Define one vertex (color) - 4 byte */ int lrlglColor4ub( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); rlColor4ub( color.r, color.g, color.b, color.a ); @@ -257,7 +257,7 @@ int lrlglColor4ub( lua_State *L ) { Define one vertex (color) - 3 float */ int lrlglColor3f( lua_State *L ) { - Vector3 color = uluaGetVector3Index( L, 1 ); + Vector3 color = uluaGetVector3( L, 1 ); rlColor3f( color.x, color.y, color.z ); @@ -270,7 +270,7 @@ int lrlglColor3f( lua_State *L ) { Define one vertex (color) - 4 float */ int lrlglColor4f( lua_State *L ) { - Vector4 color = uluaGetVector4Index( L, 1 ); + Vector4 color = uluaGetVector4( L, 1 ); rlColor4f( color.x, color.y, color.z, color.w ); @@ -657,7 +657,7 @@ int lrlglDisableScissorTest( lua_State *L ) { Scissor test */ int lrlglScissor( lua_State *L ) { - Rectangle area = uluaGetRectangleIndex( L, 1 ); + Rectangle area = uluaGetRectangle( L, 1 ); rlScissor( area.x, area.y, area.width, area.height ); @@ -773,7 +773,7 @@ int lrlglIsStereoRenderEnabled( lua_State *L ) { Clear color buffer with color */ int lrlglClearColor( lua_State *L ) { - Color color = uluaGetColorIndex( L, 1 ); + Color color = uluaGetColor( L, 1 ); rlClearColor( color.r, color.g, color.b, color.a ); @@ -1142,7 +1142,7 @@ Set vertex attribute default value int lrlglSetVertexAttributeDefault( lua_State *L ) { int locIndex = luaL_checkinteger( L, 1 ); int attribType = luaL_checkinteger( L, 3 ); - int count = uluaGetTableLenIndex( L, 2 ); + int count = uluaGetTableLen( L, 2 ); float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; int t = 2; @@ -1231,7 +1231,7 @@ Load texture in GPU - Success return int */ int lrlglLoadTexture( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); int format = luaL_checkinteger( L, 2 ); int mipmapCount = luaL_checkinteger( L, 3 ); @@ -1248,7 +1248,7 @@ Load depth texture/renderbuffer (to be attached to fbo) - Success return int */ int lrlglLoadTextureDepth( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); bool useRenderBuffer = uluaGetBoolean( L, 2 ); lua_pushinteger( L, rlLoadTextureDepth( size.x, size.y, useRenderBuffer ) ); @@ -1279,7 +1279,7 @@ Load an empty framebuffer - Success return int */ int lrlglLoadFramebuffer( lua_State *L ) { - Vector2 size = uluaGetVector2Index( L, 1 ); + Vector2 size = uluaGetVector2( L, 1 ); lua_pushinteger( L, rlLoadFramebuffer( size.x, size.y ) ); @@ -1445,7 +1445,7 @@ Set shader value matrix */ int lrlglSetUniformMatrix( lua_State *L ) { int locIndex = luaL_checkinteger( L, 1 ); - Matrix mat = uluaGetMatrixIndex( L, 2 ); + Matrix mat = uluaGetMatrix( L, 2 ); rlSetUniformMatrix( locIndex, mat ); @@ -1620,7 +1620,7 @@ int lrlglGetMatrixViewOffsetStereo( lua_State *L ) { Set a custom projection matrix (replaces internal projection matrix) */ int lrlglSetMatrixProjection( lua_State *L ) { - rlSetMatrixProjection( uluaGetMatrixIndex( L, 1 ) ); + rlSetMatrixProjection( uluaGetMatrix( L, 1 ) ); return 0; } @@ -1631,7 +1631,7 @@ int lrlglSetMatrixProjection( lua_State *L ) { Set a custom modelview matrix (replaces internal modelview matrix) */ int lrlglSetMatrixModelview( lua_State *L ) { - rlSetMatrixModelview( uluaGetMatrixIndex( L, 1 ) ); + rlSetMatrixModelview( uluaGetMatrix( L, 1 ) ); return 0; } @@ -1642,7 +1642,7 @@ int lrlglSetMatrixModelview( lua_State *L ) { Set eyes projection matrices for stereo rendering */ int lrlglSetMatrixProjectionStereo( lua_State *L ) { - rlSetMatrixProjectionStereo( uluaGetMatrixIndex( L, 1 ), uluaGetMatrixIndex( L, 2 ) ); + rlSetMatrixProjectionStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) ); return 0; } @@ -1653,7 +1653,7 @@ int lrlglSetMatrixProjectionStereo( lua_State *L ) { Set eyes view offsets matrices for stereo rendering */ int lrlglSetMatrixViewOffsetStereo( lua_State *L ) { - rlSetMatrixViewOffsetStereo( uluaGetMatrixIndex( L, 1 ), uluaGetMatrixIndex( L, 2 ) ); + rlSetMatrixViewOffsetStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) ); return 0; } diff --git a/src/rmath.c b/src/rmath.c index f1f4642..529a347 100644 --- a/src/rmath.c +++ b/src/rmath.c @@ -156,8 +156,8 @@ Add two vectors (v1 + v2) - Success return Vector2 */ int lmathVector2Add( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); uluaPushVector2( L, Vector2Add( v1, v2 ) ); @@ -172,7 +172,7 @@ Add vector and float value - Success return Vector2 */ int lmathVector2AddValue( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); float add = luaL_checknumber( L, 2 ); uluaPushVector2( L, Vector2AddValue( v, add ) ); @@ -188,8 +188,8 @@ Subtract two vectors (v1 - v2) - Success return Vector2 */ int lmathVector2Subtract( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); uluaPushVector2( L, Vector2Subtract( v1, v2 ) ); @@ -204,7 +204,7 @@ Subtract vector by float value - Success return Vector2 */ int lmathVector2SubtractValue( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); float sub = luaL_checknumber( L, 2 ); uluaPushVector2( L, Vector2SubtractValue( v, sub ) ); @@ -220,7 +220,7 @@ Calculate vector length - Success return float */ int lmathVector2Length( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); lua_pushnumber( L, Vector2Length( v ) ); @@ -235,7 +235,7 @@ Calculate vector square length - Success return float */ int lmathVector2LengthSqr( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); lua_pushnumber( L, Vector2LengthSqr( v ) ); @@ -250,8 +250,8 @@ Calculate two vectors dot product - Success return float */ int lmathVector2DotProduct( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); lua_pushnumber( L, Vector2DotProduct( v1, v2 ) ); @@ -266,8 +266,8 @@ Calculate distance between two vectors - Success return float */ int lmathVector2Distance( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); lua_pushnumber( L, Vector2Distance( v1, v2 ) ); @@ -282,8 +282,8 @@ Calculate square distance between two vectors - Success return float */ int lmathVector2DistanceSqr( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); lua_pushnumber( L, Vector2DistanceSqr( v1, v2 ) ); @@ -298,8 +298,8 @@ Calculate angle from two vectors - Success return float */ int lmathVector2Angle( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); lua_pushnumber( L, Vector2Angle( v1, v2 ) ); @@ -316,8 +316,8 @@ Current implementation should be aligned with glm::angle. - Success return float */ int lmathVector2LineAngle( lua_State *L ) { - Vector2 start = uluaGetVector2Index( L, 1 ); - Vector2 end = uluaGetVector2Index( L, 2 ); + Vector2 start = uluaGetVector2( L, 1 ); + Vector2 end = uluaGetVector2( L, 2 ); lua_pushnumber( L, Vector2LineAngle( start, end ) ); @@ -332,7 +332,7 @@ Scale vector (multiply by value) - Success return Vector2 */ int lmathVector2Scale( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); float scale = luaL_checknumber( L, 2 ); uluaPushVector2( L, Vector2Scale( v, scale ) ); @@ -348,8 +348,8 @@ Multiply vector by vector - Success return Vector2 */ int lmathVector2Multiply( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); uluaPushVector2( L, Vector2Multiply( v1, v2 ) ); @@ -364,7 +364,7 @@ Negate vector - Success return Vector2 */ int lmathVector2Negate( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Negate( v ) ); @@ -379,8 +379,8 @@ Divide vector by vector - Success return Vector2 */ int lmathVector2Divide( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); uluaPushVector2( L, Vector2Divide( v1, v2 ) ); @@ -395,7 +395,7 @@ Normalize provided vector - Success return Vector2 */ int lmathVector2Normalize( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Normalize( v ) ); @@ -410,8 +410,8 @@ Transforms a Vector2 by a given Matrix - Success return Vector2 */ int lmathVector2Transform( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); - Matrix mat = uluaGetMatrixIndex( L, 2 ); + Vector2 v = uluaGetVector2( L, 1 ); + Matrix mat = uluaGetMatrix( L, 2 ); uluaPushVector2( L, Vector2Transform( v, mat ) ); @@ -426,8 +426,8 @@ Calculate linear interpolation between two vectors - Success return Vector2 */ int lmathVector2Lerp( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); float amount = luaL_checknumber( L, 3 ); uluaPushVector2( L, Vector2Lerp( v1, v2, amount ) ); @@ -443,8 +443,8 @@ Calculate reflected vector to normal - Success return Vector2 */ int lmathVector2Reflect( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); uluaPushVector2( L, Vector2Reflect( v1, v2 ) ); @@ -459,7 +459,7 @@ Rotate vector by angle - Success return Vector2 */ int lmathVector2Rotate( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); float degs = luaL_checknumber( L, 2 ); uluaPushVector2( L, Vector2Rotate( v, degs ) ); @@ -475,8 +475,8 @@ Move Vector towards target - Success return Vector2 */ int lmathVector2MoveTowards( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); float maxDistance = luaL_checknumber( L, 3 ); uluaPushVector2( L, Vector2MoveTowards( v1, v2, maxDistance ) ); @@ -492,7 +492,7 @@ Invert the given vector - Success return Vector2 */ int lmathVector2Invert( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Invert( v ) ); @@ -508,9 +508,9 @@ min and max values specified by the given vectors - Success return Vector2 */ int lmathVector2Clamp( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); - Vector2 min = uluaGetVector2Index( L, 2 ); - Vector2 max = uluaGetVector2Index( L, 3 ); + Vector2 v = uluaGetVector2( L, 1 ); + Vector2 min = uluaGetVector2( L, 2 ); + Vector2 max = uluaGetVector2( L, 3 ); uluaPushVector2( L, Vector2Clamp( v, min, max ) ); @@ -525,7 +525,7 @@ Clamp the magnitude of the vector between two min and max values - Success return Vector2 */ int lmathVector2ClampValue( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -542,8 +542,8 @@ Check whether two given vectors are almost equal - Success return int */ int lmathVector2Equals( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); lua_pushinteger( L, Vector2Equals( v1, v2 ) ); @@ -588,8 +588,8 @@ Add two vectors - Success return Vector3 */ int lmathVector3Add( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Add( v1, v2 ) ); @@ -604,7 +604,7 @@ Add vector and float value - Success return Vector3 */ int lmathVector3AddValue( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); float add = luaL_checknumber( L, 2 ); uluaPushVector3( L, Vector3AddValue( v, add ) ); @@ -620,8 +620,8 @@ Subtract two vectors - Success return Vector3 */ int lmathVector3Subtract( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Subtract( v1, v2 ) ); @@ -636,7 +636,7 @@ Subtract vector by float value - Success return Vector3 */ int lmathVector3SubtractValue( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); float sub = luaL_checknumber( L, 2 ); uluaPushVector3( L, Vector3SubtractValue( v, sub ) ); @@ -652,7 +652,7 @@ Multiply vector by scalar - Success return Vector3 */ int lmathVector3Scale( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); float scalar = luaL_checknumber( L, 2 ); uluaPushVector3( L, Vector3Scale( v, scalar ) ); @@ -668,8 +668,8 @@ Multiply vector by vector - Success return Vector3 */ int lmathVector3Multiply( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Multiply( v1, v2 ) ); @@ -684,8 +684,8 @@ Calculate two vectors cross product - Success return Vector3 */ int lmathVector3CrossProduct( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3CrossProduct( v1, v2 ) ); @@ -700,7 +700,7 @@ Calculate one vector perpendicular vector - Success return Vector3 */ int lmathVector3Perpendicular( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Perpendicular( v ) ); @@ -715,7 +715,7 @@ Calculate vector length - Success return float */ int lmathVector3Length( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); lua_pushnumber( L, Vector3Length( v ) ); @@ -730,7 +730,7 @@ Calculate vector square length - Success return float */ int lmathVector3LengthSqr( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); lua_pushnumber( L, Vector3LengthSqr( v ) ); @@ -745,8 +745,8 @@ Calculate two vectors dot product - Success return float */ int lmathVector3DotProduct( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); lua_pushnumber( L, Vector3DotProduct( v1, v2 ) ); @@ -761,8 +761,8 @@ Calculate distance between two vectors - Success return float */ int lmathVector3Distance( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); lua_pushnumber( L, Vector3Distance( v1, v2 ) ); @@ -777,8 +777,8 @@ Calculate square distance between two vectors - Success return float */ int lmathVector3DistanceSqr( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); lua_pushnumber( L, Vector3DistanceSqr( v1, v2 ) ); @@ -793,8 +793,8 @@ Calculate angle between two vectors - Success return float */ int lmathVector3Angle( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); lua_pushnumber( L, Vector3Angle( v1, v2 ) ); @@ -809,7 +809,7 @@ Negate provided vector (invert direction) - Success return Vector3 */ int lmathVector3Negate( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Negate( v ) ); @@ -824,8 +824,8 @@ Divide vector by vector - Success return Vector3 */ int lmathVector3Divide( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Divide( v1, v2 ) ); @@ -840,7 +840,7 @@ Normalize provided vector - Success return Vector3 */ int lmathVector3Normalize( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Normalize( v ) ); @@ -856,8 +856,8 @@ Gram-Schmidt function implementation - Success return Vector3, Vector3 */ int lmathVector3OrthoNormalize( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); Vector3OrthoNormalize( &v1, &v2 ); @@ -875,8 +875,8 @@ Transforms a Vector3 by a given Matrix - Success return Vector3 */ int lmathVector3Transform( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Matrix mat = uluaGetMatrixIndex( L, 2 ); + Vector3 v = uluaGetVector3( L, 1 ); + Matrix mat = uluaGetMatrix( L, 2 ); uluaPushVector3( L, Vector3Transform( v, mat ) ); @@ -891,8 +891,8 @@ Transform a vector by quaternion rotation - Success return Vector3 */ int lmathVector3RotateByQuaternion( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Quaternion q = uluaGetQuaternionIndex( L, 2 ); + Vector3 v = uluaGetVector3( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 2 ); uluaPushVector3( L, Vector3RotateByQuaternion( v, q ) ); @@ -907,8 +907,8 @@ Rotates a vector around an axis - Success return Vector3 */ int lmathVector3RotateByAxisAngle( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Vector3 axis = uluaGetVector3Index( L, 2 ); + Vector3 v = uluaGetVector3( L, 1 ); + Vector3 axis = uluaGetVector3( L, 2 ); float angle = luaL_checknumber( L, 3 ); uluaPushVector3( L, Vector3RotateByAxisAngle( v, axis, angle ) ); @@ -924,8 +924,8 @@ Calculate linear interpolation between two vectors - Success return Vector3 */ int lmathVector3Lerp( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); float amount = luaL_checknumber( L, 3 ); uluaPushVector3( L, Vector3Lerp( v1, v2, amount ) ); @@ -941,8 +941,8 @@ Calculate reflected vector to normal - Success return Vector3 */ int lmathVector3Reflect( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Vector3 normal = uluaGetVector3Index( L, 2 ); + Vector3 v = uluaGetVector3( L, 1 ); + Vector3 normal = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Reflect( v, normal ) ); @@ -957,8 +957,8 @@ Get min value for each pair of components - Success return Vector3 */ int lmathVector3Min( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Min( v1, v2 ) ); @@ -973,8 +973,8 @@ Get max value for each pair of components - Success return Vector3 */ int lmathVector3Max( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Max( v1, v2 ) ); @@ -990,10 +990,10 @@ NOTE: Assumes P is on the plane of the triangle - Success return Vector3 */ int lmathVector3Barycenter( lua_State *L ) { - Vector3 p = uluaGetVector3Index( L, 1 ); - Vector3 a = uluaGetVector3Index( L, 2 ); - Vector3 b = uluaGetVector3Index( L, 3 ); - Vector3 c = uluaGetVector3Index( L, 4 ); + Vector3 p = uluaGetVector3( L, 1 ); + Vector3 a = uluaGetVector3( L, 2 ); + Vector3 b = uluaGetVector3( L, 3 ); + Vector3 c = uluaGetVector3( L, 4 ); uluaPushVector3( L, Vector3Barycenter( p, a, b, c ) ); @@ -1009,9 +1009,9 @@ NOTE: We are avoiding calling other raymath functions despite available - Success return Vector3 */ int lmathVector3Unproject( lua_State *L ) { - Vector3 source = uluaGetVector3Index( L, 1 ); - Matrix projection = uluaGetMatrixIndex( L, 2 ); - Matrix view = uluaGetMatrixIndex( L, 3 ); + Vector3 source = uluaGetVector3( L, 1 ); + Matrix projection = uluaGetMatrix( L, 2 ); + Matrix view = uluaGetMatrix( L, 3 ); uluaPushVector3( L, Vector3Unproject( source, projection, view ) ); @@ -1026,7 +1026,7 @@ Invert the given vector - Success return Vector3 */ int lmathVector3Invert( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Invert( v ) ); @@ -1042,9 +1042,9 @@ min and max values specified by the given vectors - Success return Vector3 */ int lmathVector3Clamp( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Vector3 min = uluaGetVector3Index( L, 2 ); - Vector3 max = uluaGetVector3Index( L, 3 ); + Vector3 v = uluaGetVector3( L, 1 ); + Vector3 min = uluaGetVector3( L, 2 ); + Vector3 max = uluaGetVector3( L, 3 ); uluaPushVector3( L, Vector3Clamp( v, min, max ) ); @@ -1059,7 +1059,7 @@ Clamp the magnitude of the vector between two values - Success return Vector3 */ int lmathVector3ClampValue( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -1076,8 +1076,8 @@ Check whether two given vectors are almost equal - Success return int */ int lmathVector3Equals( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); lua_pushinteger( L, Vector3Equals( v1, v2 ) ); @@ -1097,8 +1097,8 @@ on the other side of the surface - Success return Vector3 */ int lmathVector3Refract( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Vector3 n = uluaGetVector3Index( L, 2 ); + Vector3 v = uluaGetVector3( L, 1 ); + Vector3 n = uluaGetVector3( L, 2 ); float r = luaL_checknumber( L, 3 ); uluaPushVector3( L, Vector3Refract( v, n, r ) ); @@ -1118,7 +1118,7 @@ Compute matrix determinant - Success return float */ int lmathMatrixDeterminant( lua_State *L ) { - Matrix mat = uluaGetMatrixIndex( L, 1 ); + Matrix mat = uluaGetMatrix( L, 1 ); lua_pushnumber( L, MatrixDeterminant( mat ) ); @@ -1133,7 +1133,7 @@ Get the trace of the matrix (sum of the values along the diagonal) - Success return float */ int lmathMatrixTrace( lua_State *L ) { - Matrix mat = uluaGetMatrixIndex( L, 1 ); + Matrix mat = uluaGetMatrix( L, 1 ); lua_pushnumber( L, MatrixTrace( mat ) ); @@ -1148,7 +1148,7 @@ Transposes provided matrix - Success return Matrix */ int lmathMatrixTranspose( lua_State *L ) { - Matrix mat = uluaGetMatrixIndex( L, 1 ); + Matrix mat = uluaGetMatrix( L, 1 ); uluaPushMatrix( L, MatrixTranspose( mat ) ); @@ -1163,7 +1163,7 @@ Invert provided matrix - Success return Matrix */ int lmathMatrixInvert( lua_State *L ) { - Matrix mat = uluaGetMatrixIndex( L, 1 ); + Matrix mat = uluaGetMatrix( L, 1 ); uluaPushMatrix( L, MatrixInvert( mat ) ); @@ -1191,8 +1191,8 @@ Add two matrices - Success return Matrix */ int lmathMatrixAdd( lua_State *L ) { - Matrix mat1 = uluaGetMatrixIndex( L, 1 ); - Matrix mat2 = uluaGetMatrixIndex( L, 2 ); + Matrix mat1 = uluaGetMatrix( L, 1 ); + Matrix mat2 = uluaGetMatrix( L, 2 ); uluaPushMatrix( L, MatrixAdd( mat1, mat2 ) ); @@ -1207,8 +1207,8 @@ Subtract two matrices (left - right) - Success return Matrix */ int lmathMatrixSubtract( lua_State *L ) { - Matrix mat1 = uluaGetMatrixIndex( L, 1 ); - Matrix mat2 = uluaGetMatrixIndex( L, 2 ); + Matrix mat1 = uluaGetMatrix( L, 1 ); + Matrix mat2 = uluaGetMatrix( L, 2 ); uluaPushMatrix( L, MatrixSubtract( mat1, mat2 ) ); @@ -1223,8 +1223,8 @@ Get two matrix multiplication - Success return Matrix */ int lmathMatrixMultiply( lua_State *L ) { - Matrix mat1 = uluaGetMatrixIndex( L, 1 ); - Matrix mat2 = uluaGetMatrixIndex( L, 2 ); + Matrix mat1 = uluaGetMatrix( L, 1 ); + Matrix mat2 = uluaGetMatrix( L, 2 ); uluaPushMatrix( L, MatrixMultiply( mat1, mat2 ) ); @@ -1239,7 +1239,7 @@ Get translation matrix - Success return Matrix */ int lmathMatrixTranslate( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixTranslate( v.x, v.y, v.z ) ); @@ -1254,7 +1254,7 @@ Create rotation matrix from axis and angle. NOTE: Angle should be provided in ra - Success return Matrix */ int lmathMatrixRotate( lua_State *L ) { - Vector3 axis = uluaGetVector3Index( L, 1 ); + Vector3 axis = uluaGetVector3( L, 1 ); float angle = luaL_checknumber( L, 2 ); uluaPushMatrix( L, MatrixRotate( axis, angle ) ); @@ -1315,7 +1315,7 @@ Get xyz-rotation matrix (angles in radians) - Success return Matrix */ int lmathMatrixRotateXYZ( lua_State *L ) { - Vector3 angle = uluaGetVector3Index( L, 1 ); + Vector3 angle = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixRotateXYZ( angle ) ); @@ -1330,7 +1330,7 @@ Get zyx-rotation matrix (angles in radians) - Success return Matrix */ int lmathMatrixRotateZYX( lua_State *L ) { - Vector3 angle = uluaGetVector3Index( L, 1 ); + Vector3 angle = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixRotateZYX( angle ) ); @@ -1345,7 +1345,7 @@ Get scaling matrix - Success return Matrix */ int lmathMatrixScale( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixScale( v.x, v.y, v.z ) ); @@ -1418,9 +1418,9 @@ Get camera look-at matrix (View matrix) - Success return Matrix */ int lmathMatrixLookAt( lua_State *L ) { - Vector3 eye = uluaGetVector3Index( L, 1 ); - Vector3 target = uluaGetVector3Index( L, 2 ); - Vector3 up = uluaGetVector3Index( L, 3 ); + Vector3 eye = uluaGetVector3( L, 1 ); + Vector3 target = uluaGetVector3( L, 2 ); + Vector3 up = uluaGetVector3( L, 3 ); uluaPushMatrix( L, MatrixLookAt( eye, target, up ) ); @@ -1439,8 +1439,8 @@ Add two quaternions - Success return Quaternion */ int lmathQuaternionAdd( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); uluaPushQuaternion( L, QuaternionAdd( q1, q2 ) ); @@ -1455,7 +1455,7 @@ Add quaternion and float value - Success return Quaternion */ int lmathQuaternionAddValue( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); float add = luaL_checknumber( L, 2 ); uluaPushQuaternion( L, QuaternionAddValue( q, add ) ); @@ -1471,8 +1471,8 @@ Subtract two quaternions - Success return Quaternion */ int lmathQuaternionSubtract( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); uluaPushQuaternion( L, QuaternionSubtract( q1, q2 ) ); @@ -1487,7 +1487,7 @@ Subtract quaternion and float value - Success return Quaternion */ int lmathQuaternionSubtractValue( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); float sub = luaL_checknumber( L, 2 ); uluaPushQuaternion( L, QuaternionSubtractValue( q, sub ) ); @@ -1516,7 +1516,7 @@ Computes the length of a quaternion - Success return float */ int lmathQuaternionLength( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); lua_pushnumber( L, QuaternionLength( q ) ); @@ -1531,7 +1531,7 @@ Normalize provided quaternion - Success return Quaternion */ int lmathQuaternionNormalize( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushQuaternion( L, QuaternionNormalize( q ) ); @@ -1546,7 +1546,7 @@ Invert provided quaternion - Success return Quaternion */ int lmathQuaternionInvert( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushQuaternion( L, QuaternionInvert( q ) ); @@ -1561,8 +1561,8 @@ Calculate two quaternion multiplication - Success return Quaternion */ int lmathQuaternionMultiply( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); uluaPushQuaternion( L, QuaternionMultiply( q1, q2 ) ); @@ -1577,7 +1577,7 @@ Scale quaternion by float value - Success return Quaternion */ int lmathQuaternionScale( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); float mul = luaL_checknumber( L, 2 ); uluaPushQuaternion( L, QuaternionScale( q, mul ) ); @@ -1593,8 +1593,8 @@ Divide two quaternions - Success return Quaternion */ int lmathQuaternionDivide( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); uluaPushQuaternion( L, QuaternionDivide( q1, q2 ) ); @@ -1609,8 +1609,8 @@ Calculate linear interpolation between two quaternions - Success return Quaternion */ int lmathQuaternionLerp( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); uluaPushQuaternion( L, QuaternionLerp( q1, q2, amount ) ); @@ -1626,8 +1626,8 @@ Calculate slerp-optimized interpolation between two quaternions - Success return Quaternion */ int lmathQuaternionNlerp( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); uluaPushQuaternion( L, QuaternionNlerp( q1, q2, amount ) ); @@ -1643,8 +1643,8 @@ Calculates spherical linear interpolation between two quaternions - Success return Quaternion */ int lmathQuaternionSlerp( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); uluaPushQuaternion( L, QuaternionSlerp( q1, q2, amount ) ); @@ -1660,8 +1660,8 @@ Calculate quaternion based on the rotation from one vector to another - Success return Quaternion */ int lmathQuaternionFromVector3ToVector3( lua_State *L ) { - Vector3 from = uluaGetVector3Index( L, 1 ); - Vector3 to = uluaGetVector3Index( L, 2 ); + Vector3 from = uluaGetVector3( L, 1 ); + Vector3 to = uluaGetVector3( L, 2 ); uluaPushQuaternion( L, QuaternionFromVector3ToVector3( from, to ) ); @@ -1676,7 +1676,7 @@ Get a quaternion for a given rotation matrix - Success return Quaternion */ int lmathQuaternionFromMatrix( lua_State *L ) { - Matrix mat = uluaGetMatrixIndex( L, 1 ); + Matrix mat = uluaGetMatrix( L, 1 ); uluaPushQuaternion( L, QuaternionFromMatrix( mat ) ); @@ -1691,7 +1691,7 @@ Get a quaternion for a given rotation matrix - Success return Matrix */ int lmathQuaternionToMatrix( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushMatrix( L, QuaternionToMatrix( q ) ); @@ -1707,7 +1707,7 @@ NOTE: angle must be provided in radians - Success return Quaternion */ int lmathQuaternionFromAxisAngle( lua_State *L ) { - Vector3 axis = uluaGetVector3Index( L, 1 ); + Vector3 axis = uluaGetVector3( L, 1 ); float angle = luaL_checknumber( L, 2 ); uluaPushQuaternion( L, QuaternionFromAxisAngle( axis, angle ) ); @@ -1723,7 +1723,7 @@ Get the rotation angle and axis for a given quaternion - Success return Vector3, float */ int lmathQuaternionToAxisAngle( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); float angle = 0.0; Vector3 axis = { 0.0 }; @@ -1762,7 +1762,7 @@ NOTE: Angles are returned in a Vector3 struct in radians - Success return Vector3 */ int lmathQuaternionToEuler( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushVector3( L, QuaternionToEuler( q ) ); @@ -1777,8 +1777,8 @@ Transform a quaternion given a transformation matrix - Success return Quaternion */ int lmathQuaternionTransform( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); - Matrix mat = uluaGetMatrixIndex( L, 2 ); + Quaternion q = uluaGetQuaternion( L, 1 ); + Matrix mat = uluaGetMatrix( L, 2 ); uluaPushQuaternion( L, QuaternionTransform( q, mat ) ); @@ -1793,8 +1793,8 @@ Check whether two given quaternions are almost equal - Success return int */ int lmathQuaternionEquals( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); lua_pushinteger( L, QuaternionEquals( q1, q2 ) ); diff --git a/src/shapes.c b/src/shapes.c index 975b478..33896ed 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -17,7 +17,7 @@ defining a font char white rectangle would allow drawing everything in a single */ int lshapesSetShapesTexture( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); - Rectangle source = uluaGetRectangleIndex( L, 2 ); + Rectangle source = uluaGetRectangle( L, 2 ); SetShapesTexture( *texture, source ); @@ -30,8 +30,8 @@ int lshapesSetShapesTexture( lua_State *L ) { Draw a pixel */ int lshapesDrawPixel( lua_State *L ) { - Vector2 pos = uluaGetVector2Index( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Vector2 pos = uluaGetVector2( L, 1 ); + Color color = uluaGetColor( L, 2 ); DrawPixelV( pos, color ); @@ -44,10 +44,10 @@ int lshapesDrawPixel( lua_State *L ) { Draw a line defining thickness */ int lshapesDrawLine( lua_State *L ) { - Vector2 startPos = uluaGetVector2Index( L, 1 ); - Vector2 endPos = uluaGetVector2Index( L, 2 ); + Vector2 startPos = uluaGetVector2( L, 1 ); + Vector2 endPos = uluaGetVector2( L, 2 ); float thickness = luaL_checknumber( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Color color = uluaGetColor( L, 4 ); DrawLineEx( startPos, endPos, thickness, color ); @@ -60,10 +60,10 @@ int lshapesDrawLine( lua_State *L ) { Draw a line using cubic-bezier curves in-out */ int lshapesDrawLineBezier( lua_State *L ) { - Vector2 startPos = uluaGetVector2Index( L, 1 ); - Vector2 endPos = uluaGetVector2Index( L, 2 ); + Vector2 startPos = uluaGetVector2( L, 1 ); + Vector2 endPos = uluaGetVector2( L, 2 ); float thickness = luaL_checknumber( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Color color = uluaGetColor( L, 4 ); DrawLineBezier( startPos, endPos, thickness, color ); @@ -76,11 +76,11 @@ int lshapesDrawLineBezier( lua_State *L ) { Draw line using quadratic bezier curves with a control point */ int lshapesDrawLineBezierQuad( lua_State *L ) { - Vector2 startPos = uluaGetVector2Index( L, 1 ); - Vector2 endPos = uluaGetVector2Index( L, 2 ); - Vector2 controlPos = uluaGetVector2Index( L, 3 ); + Vector2 startPos = uluaGetVector2( L, 1 ); + Vector2 endPos = uluaGetVector2( L, 2 ); + Vector2 controlPos = uluaGetVector2( L, 3 ); float thickness = luaL_checknumber( L, 4 ); - Color color = uluaGetColorIndex( L, 5 ); + Color color = uluaGetColor( L, 5 ); DrawLineBezierQuad( startPos, endPos, controlPos, thickness, color ); @@ -93,12 +93,12 @@ int lshapesDrawLineBezierQuad( lua_State *L ) { Draw line using quadratic bezier curves with a control point */ int lshapesDrawLineBezierCubic( lua_State *L ) { - Vector2 startPos = uluaGetVector2Index( L, 1 ); - Vector2 endPos = uluaGetVector2Index( L, 2 ); - Vector2 startControlPos = uluaGetVector2Index( L, 3 ); - Vector2 endControlPos = uluaGetVector2Index( L, 4 ); + Vector2 startPos = uluaGetVector2( L, 1 ); + Vector2 endPos = uluaGetVector2( L, 2 ); + Vector2 startControlPos = uluaGetVector2( L, 3 ); + Vector2 endControlPos = uluaGetVector2( L, 4 ); float thickness = luaL_checknumber( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawLineBezierCubic( startPos, endPos, startControlPos, endControlPos, thickness, color ); @@ -111,8 +111,8 @@ int lshapesDrawLineBezierCubic( lua_State *L ) { Draw lines sequence */ int lshapesDrawLineStrip( lua_State *L ) { - int pointsCount = uluaGetTableLenIndex( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + int pointsCount = uluaGetTableLen( L, 1 ); + Color color = uluaGetColor( L, 2 ); Vector2 points[ pointsCount ]; @@ -121,7 +121,7 @@ int lshapesDrawLineStrip( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { - points[i] = uluaGetVector2( L ); + points[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } @@ -136,9 +136,9 @@ int lshapesDrawLineStrip( lua_State *L ) { Draw a color-filled circle */ int lshapesDrawCircle( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Color color = uluaGetColor( L, 3 ); DrawCircleV( center, radius, color ); @@ -151,12 +151,12 @@ int lshapesDrawCircle( lua_State *L ) { Draw a piece of a circle */ int lshapesDrawCircleSector( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); float startAngle = luaL_checknumber( L, 3 ); float endAngle = luaL_checknumber( L, 4 ); int segments = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCircleSector( center, radius, startAngle, endAngle, segments, color ); @@ -169,12 +169,12 @@ int lshapesDrawCircleSector( lua_State *L ) { Draw circle sector outline */ int lshapesDrawCircleSectorLines( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); float startAngle = luaL_checknumber( L, 3 ); float endAngle = luaL_checknumber( L, 4 ); int segments = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCircleSectorLines( center, radius, startAngle, endAngle, segments, color ); @@ -187,10 +187,10 @@ int lshapesDrawCircleSectorLines( lua_State *L ) { Draw a gradient-filled circle */ int lshapesDrawCircleGradient( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); - Color color1 = uluaGetColorIndex( L, 3 ); - Color color2 = uluaGetColorIndex( L, 4 ); + Color color1 = uluaGetColor( L, 3 ); + Color color2 = uluaGetColor( L, 4 ); DrawCircleGradient( center.x, center.y, radius, color1, color2 ); @@ -203,9 +203,9 @@ int lshapesDrawCircleGradient( lua_State *L ) { Draw circle outline */ int lshapesDrawCircleLines( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Color color = uluaGetColor( L, 3 ); DrawCircleLines( center.x, center.y, radius, color ); @@ -218,10 +218,10 @@ int lshapesDrawCircleLines( lua_State *L ) { Draw ellipse */ int lshapesDrawEllipse( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); float radiusH = luaL_checknumber( L, 2 ); float radiusV = luaL_checknumber( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Color color = uluaGetColor( L, 4 ); DrawEllipse( center.x, center.y, radiusH, radiusV, color ); @@ -234,10 +234,10 @@ int lshapesDrawEllipse( lua_State *L ) { Draw ellipse outline */ int lshapesDrawEllipseLines( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); float radiusH = luaL_checknumber( L, 2 ); float radiusV = luaL_checknumber( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Color color = uluaGetColor( L, 4 ); DrawEllipseLines( center.x, center.y, radiusH, radiusV, color ); @@ -250,13 +250,13 @@ int lshapesDrawEllipseLines( lua_State *L ) { Draw ring */ int lshapesDrawRing( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); float innerRadius = luaL_checknumber( L, 2 ); float outerRadius = luaL_checknumber( L, 3 ); float startAngle = luaL_checknumber( L, 4 ); float endAngle = luaL_checknumber( L, 5 ); int segments = luaL_checkinteger( L, 6 ); - Color color = uluaGetColorIndex( L, 7 ); + Color color = uluaGetColor( L, 7 ); DrawRing( center, innerRadius, outerRadius, startAngle, endAngle, segments, color ); @@ -269,13 +269,13 @@ int lshapesDrawRing( lua_State *L ) { Draw ring outline */ int lshapesDrawRingLines( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); float innerRadius = luaL_checknumber( L, 2 ); float outerRadius = luaL_checknumber( L, 3 ); float startAngle = luaL_checknumber( L, 4 ); float endAngle = luaL_checknumber( L, 5 ); int segments = luaL_checkinteger( L, 6 ); - Color color = uluaGetColorIndex( L, 7 ); + Color color = uluaGetColor( L, 7 ); DrawRingLines( center, innerRadius, outerRadius, startAngle, endAngle, segments, color ); @@ -288,8 +288,8 @@ int lshapesDrawRingLines( lua_State *L ) { Draw a color-filled rectangle */ int lshapesDrawRectangle( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Rectangle rect = uluaGetRectangle( L, 1 ); + Color color = uluaGetColor( L, 2 ); DrawRectangleRec( rect, color ); @@ -302,10 +302,10 @@ int lshapesDrawRectangle( lua_State *L ) { Draw a color-filled rectangle with pro parameters */ int lshapesDrawRectanglePro( lua_State *L ) { - Rectangle rec = uluaGetRectangleIndex( L, 1 ); - Vector2 origin = uluaGetVector2Index( L, 2 ); + Rectangle rec = uluaGetRectangle( L, 1 ); + Vector2 origin = uluaGetVector2( L, 2 ); float rotation = luaL_checknumber( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Color color = uluaGetColor( L, 4 ); DrawRectanglePro( rec, origin, rotation, color ); @@ -318,9 +318,9 @@ int lshapesDrawRectanglePro( lua_State *L ) { Draw a vertical-gradient-filled rectangle */ int lshapesDrawRectangleGradientV( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); - Color color1 = uluaGetColorIndex( L, 2 ); - Color color2 = uluaGetColorIndex( L, 3 ); + Rectangle rect = uluaGetRectangle( L, 1 ); + Color color1 = uluaGetColor( L, 2 ); + Color color2 = uluaGetColor( L, 3 ); DrawRectangleGradientV( rect.x, rect.y, rect.width, rect.height, color1, color2 ); @@ -333,9 +333,9 @@ int lshapesDrawRectangleGradientV( lua_State *L ) { Draw a horizontal-gradient-filled rectangle */ int lshapesDrawRectangleGradientH( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); - Color color1 = uluaGetColorIndex( L, 2 ); - Color color2 = uluaGetColorIndex( L, 3 ); + Rectangle rect = uluaGetRectangle( L, 1 ); + Color color1 = uluaGetColor( L, 2 ); + Color color2 = uluaGetColor( L, 3 ); DrawRectangleGradientH( rect.x, rect.y, rect.width, rect.height, color1, color2 ); @@ -348,11 +348,11 @@ int lshapesDrawRectangleGradientH( lua_State *L ) { Draw a gradient-filled rectangle with custom vertex colors */ int lshapesDrawRectangleGradientEx( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); - Color color1 = uluaGetColorIndex( L, 2 ); - Color color2 = uluaGetColorIndex( L, 3 ); - Color color3 = uluaGetColorIndex( L, 4 ); - Color color4 = uluaGetColorIndex( L, 5 ); + Rectangle rect = uluaGetRectangle( L, 1 ); + Color color1 = uluaGetColor( L, 2 ); + Color color2 = uluaGetColor( L, 3 ); + Color color3 = uluaGetColor( L, 4 ); + Color color4 = uluaGetColor( L, 5 ); DrawRectangleGradientEx( rect, color1, color2, color3, color4 ); @@ -365,8 +365,8 @@ int lshapesDrawRectangleGradientEx( lua_State *L ) { Draw rectangle outline */ int lshapesDrawRectangleLines( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Rectangle rect = uluaGetRectangle( L, 1 ); + Color color = uluaGetColor( L, 2 ); DrawRectangleLines( rect.x, rect.y, rect.width, rect.height, color ); @@ -379,9 +379,9 @@ int lshapesDrawRectangleLines( lua_State *L ) { Draw rectangle outline with extended parameters */ int lshapesDrawRectangleLinesEx( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); + Rectangle rect = uluaGetRectangle( L, 1 ); int lineThick = luaL_checkinteger( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Color color = uluaGetColor( L, 3 ); DrawRectangleLinesEx( rect, lineThick, color ); @@ -394,10 +394,10 @@ int lshapesDrawRectangleLinesEx( lua_State *L ) { Draw rectangle with rounded edges */ int lshapesDrawRectangleRounded( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); + Rectangle rect = uluaGetRectangle( L, 1 ); float roundness = luaL_checknumber( L, 2 ); int segments = luaL_checkinteger( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Color color = uluaGetColor( L, 4 ); DrawRectangleRounded( rect, roundness, segments, color ); @@ -410,11 +410,11 @@ int lshapesDrawRectangleRounded( lua_State *L ) { Draw rectangle with rounded edges outline */ int lshapesDrawRectangleRoundedLines( lua_State *L ) { - Rectangle rect = uluaGetRectangleIndex( L, 1 ); + Rectangle rect = uluaGetRectangle( L, 1 ); float roundness = luaL_checknumber( L, 2 ); int segments = luaL_checkinteger( L, 3 ); int lineThick = luaL_checkinteger( L, 4 ); - Color color = uluaGetColorIndex( L, 5 ); + Color color = uluaGetColor( L, 5 ); DrawRectangleRoundedLines( rect, roundness, segments, lineThick, color ); @@ -427,10 +427,10 @@ int lshapesDrawRectangleRoundedLines( lua_State *L ) { Draw a color-filled triangle (Vertex in counter-clockwise order!) */ int lshapesDrawTriangle( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); - Vector2 v3 = uluaGetVector2Index( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); + Vector2 v3 = uluaGetVector2( L, 3 ); + Color color = uluaGetColor( L, 4 ); DrawTriangle( v1, v2, v3, color ); @@ -443,10 +443,10 @@ int lshapesDrawTriangle( lua_State *L ) { Draw triangle outline (Vertex in counter-clockwise order!) */ int lshapesDrawTriangleLines( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); - Vector2 v3 = uluaGetVector2Index( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); + Vector2 v3 = uluaGetVector2( L, 3 ); + Color color = uluaGetColor( L, 4 ); DrawTriangleLines( v1, v2, v3, color ); @@ -459,8 +459,8 @@ int lshapesDrawTriangleLines( lua_State *L ) { Draw a triangle fan defined by points (first vertex is the center) */ int lshapesDrawTriangleFan( lua_State *L ) { - int pointsCount = uluaGetTableLenIndex( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + int pointsCount = uluaGetTableLen( L, 1 ); + Color color = uluaGetColor( L, 2 ); Vector2 points[ pointsCount ]; @@ -469,7 +469,7 @@ int lshapesDrawTriangleFan( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { - points[i] = uluaGetVector2( L ); + points[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } @@ -484,8 +484,8 @@ int lshapesDrawTriangleFan( lua_State *L ) { Draw a triangle strip defined by points */ int lshapesDrawTriangleStrip( lua_State *L ) { - int pointsCount = uluaGetTableLenIndex( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + int pointsCount = uluaGetTableLen( L, 1 ); + Color color = uluaGetColor( L, 2 ); Vector2 points[ pointsCount ]; @@ -494,7 +494,7 @@ int lshapesDrawTriangleStrip( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { - points[i] = uluaGetVector2( L ); + points[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } @@ -509,11 +509,11 @@ int lshapesDrawTriangleStrip( lua_State *L ) { Draw a regular polygon (Vector version) */ int lshapesDrawPoly( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); float rotation = luaL_checknumber( L, 4 ); - Color color = uluaGetColorIndex( L, 5 ); + Color color = uluaGetColor( L, 5 ); DrawPoly( center, sides, radius, rotation, color ); @@ -526,11 +526,11 @@ int lshapesDrawPoly( lua_State *L ) { Draw a polygon outline of n sides */ int lshapesDrawPolyLines( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); float rotation = luaL_checknumber( L, 4 ); - Color color = uluaGetColorIndex( L, 5 ); + Color color = uluaGetColor( L, 5 ); DrawPolyLines( center, sides, radius, rotation, color ); @@ -543,12 +543,12 @@ int lshapesDrawPolyLines( lua_State *L ) { Draw a polygon outline of n sides with extended parameters */ int lshapesDrawPolyLinesEx( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); float rotation = luaL_checknumber( L, 4 ); float lineThick = luaL_checknumber( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawPolyLinesEx( center, sides, radius, rotation, lineThick, color ); @@ -567,8 +567,8 @@ Check collision between two rectangles - Success return bool */ int lshapesCheckCollisionRecs( lua_State *L ) { - Rectangle rect1 = uluaGetRectangleIndex( L, 1 ); - Rectangle rect2 = uluaGetRectangleIndex( L, 2 ); + Rectangle rect1 = uluaGetRectangle( L, 1 ); + Rectangle rect2 = uluaGetRectangle( L, 2 ); lua_pushboolean( L, CheckCollisionRecs( rect1, rect2 ) ); @@ -583,9 +583,9 @@ Check collision between two circles - Success return bool */ int lshapesCheckCollisionCircles( lua_State *L ) { - Vector2 center1 = uluaGetVector2Index( L, 1 ); + Vector2 center1 = uluaGetVector2( L, 1 ); float radius1 = luaL_checknumber( L, 2 ); - Vector2 center2 = uluaGetVector2Index( L, 3 ); + Vector2 center2 = uluaGetVector2( L, 3 ); float radius2 = luaL_checknumber( L, 4 ); lua_pushboolean( L, CheckCollisionCircles( center1, radius1, center2, radius2 ) ); @@ -601,9 +601,9 @@ Check collision between circle and rectangle - Success return bool */ int lshapesCheckCollisionCircleRec( lua_State *L ) { - Vector2 center = uluaGetVector2Index( L, 1 ); + Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); - Rectangle rec = uluaGetRectangleIndex( L, 3 ); + Rectangle rec = uluaGetRectangle( L, 3 ); lua_pushboolean( L, CheckCollisionCircleRec( center, radius, rec ) ); @@ -618,8 +618,8 @@ Check if point is inside rectangle - Success return bool */ int lshapesCheckCollisionPointRec( lua_State *L ) { - Vector2 point = uluaGetVector2Index( L, 1 ); - Rectangle rec = uluaGetRectangleIndex( L, 2 ); + Vector2 point = uluaGetVector2( L, 1 ); + Rectangle rec = uluaGetRectangle( L, 2 ); lua_pushboolean( L, CheckCollisionPointRec( point, rec ) ); @@ -634,8 +634,8 @@ Check if point is inside circle - Success return bool */ int lshapesCheckCollisionPointCircle( lua_State *L ) { - Vector2 point = uluaGetVector2Index( L, 1 ); - Vector2 center = uluaGetVector2Index( L, 2 ); + Vector2 point = uluaGetVector2( L, 1 ); + Vector2 center = uluaGetVector2( L, 2 ); float radius = luaL_checknumber( L, 3 ); lua_pushboolean( L, CheckCollisionPointCircle( point, center, radius ) ); @@ -651,10 +651,10 @@ Check if point is inside a triangle - Success return bool */ int lshapesCheckCollisionPointTriangle( lua_State *L ) { - Vector2 point = uluaGetVector2Index( L, 1 ); - Vector2 p1 = uluaGetVector2Index( L, 2 ); - Vector2 p2 = uluaGetVector2Index( L, 3 ); - Vector2 p3 = uluaGetVector2Index( L, 4 ); + Vector2 point = uluaGetVector2( L, 1 ); + Vector2 p1 = uluaGetVector2( L, 2 ); + Vector2 p2 = uluaGetVector2( L, 3 ); + Vector2 p3 = uluaGetVector2( L, 4 ); lua_pushboolean( L, CheckCollisionPointTriangle( point, p1, p2, p3 ) ); @@ -669,8 +669,8 @@ Check if point is within a polygon described by array of vertices - Success return bool */ int lshapesCheckCollisionPointPoly( lua_State *L ) { - Vector2 point = uluaGetVector2Index( L, 1 ); - int pointCount = uluaGetTableLenIndex( L, 2 ); + Vector2 point = uluaGetVector2( L, 1 ); + int pointCount = uluaGetTableLen( L, 2 ); Vector2 points[ pointCount ]; /* t = points index. */ @@ -678,7 +678,7 @@ int lshapesCheckCollisionPointPoly( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { - points[i] = uluaGetVector2( L ); + points[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } @@ -695,10 +695,10 @@ Check the collision between two lines defined by two points each, returns collis - Success return bool, Vector2 */ int lshapesCheckCollisionLines( lua_State *L ) { - Vector2 startPos1 = uluaGetVector2Index( L, 1 ); - Vector2 endPos1 = uluaGetVector2Index( L, 2 ); - Vector2 startPos2 = uluaGetVector2Index( L, 3 ); - Vector2 endPos2 = uluaGetVector2Index( L, 4 ); + Vector2 startPos1 = uluaGetVector2( L, 1 ); + Vector2 endPos1 = uluaGetVector2( L, 2 ); + Vector2 startPos2 = uluaGetVector2( L, 3 ); + Vector2 endPos2 = uluaGetVector2( L, 4 ); Vector2 colPoint = { 0, 0 }; @@ -716,9 +716,9 @@ Check if point belongs to line created between two points [p1] and [p2] with def - Success return bool */ int lshapesCheckCollisionPointLine( lua_State *L ) { - Vector2 point = uluaGetVector2Index( L, 1 ); - Vector2 p1 = uluaGetVector2Index( L, 2 ); - Vector2 p2 = uluaGetVector2Index( L, 3 ); + Vector2 point = uluaGetVector2( L, 1 ); + Vector2 p1 = uluaGetVector2( L, 2 ); + Vector2 p2 = uluaGetVector2( L, 3 ); int threshold = luaL_checkinteger( L, 4 ); lua_pushboolean( L, CheckCollisionPointLine( point, p1, p2, threshold ) ); @@ -734,8 +734,8 @@ Get collision rectangle for two rectangles collision - Success return Rectangle */ int lshapesGetCollisionRec( lua_State *L ) { - Rectangle rec1 = uluaGetRectangleIndex( L, 1 ); - Rectangle rec2 = uluaGetRectangleIndex( L, 2 ); + Rectangle rec1 = uluaGetRectangle( L, 1 ); + Rectangle rec2 = uluaGetRectangle( L, 2 ); uluaPushRectangle( L, GetCollisionRec( rec1, rec2 ) ); @@ -52,7 +52,7 @@ int ltextLoadFontEx( lua_State *L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { if ( lua_istable( L, 3 ) ) { - int glyphCount = uluaGetTableLenIndex( L, 3 ); + int glyphCount = uluaGetTableLen( L, 3 ); int fontChars[ glyphCount ]; int t = lua_gettop( L ); @@ -88,7 +88,7 @@ Load font from Image ( XNA style) */ int ltextLoadFontFromImage( lua_State *L ) { Image *image = uluaGetImage( L, 1 ); - Color key = uluaGetColorIndex( L, 2 ); + Color key = uluaGetColor( L, 2 ); int firstChar = luaL_checkinteger( L, 3 ); uluaPushFont( L, LoadFontFromImage( *image, key, firstChar ) ); @@ -134,7 +134,7 @@ int ltextUnloadFont( lua_State *L ) { Draw current FPS */ int ltextDrawFPS( lua_State *L ) { - Vector2 pos = uluaGetVector2Index( L, 1 ); + Vector2 pos = uluaGetVector2( L, 1 ); DrawFPS( pos.x, pos.y ); @@ -147,9 +147,9 @@ int ltextDrawFPS( lua_State *L ) { Draw text (using default font) */ int ltextDrawText( lua_State *L ) { - Vector2 position = uluaGetVector2Index( L, 2 ); + Vector2 position = uluaGetVector2( L, 2 ); float fontSize = luaL_checknumber( L, 3 ); - Color tint = uluaGetColorIndex( L, 4 ); + Color tint = uluaGetColor( L, 4 ); DrawText( luaL_checkstring( L, 1 ), position.x, position.y, fontSize, tint ); @@ -163,10 +163,10 @@ Draw text using font and additional parameters */ int ltextDrawTextEx( lua_State *L ) { Font *font = uluaGetFont( L, 1 ); - Vector2 position = uluaGetVector2Index( L, 3 ); + Vector2 position = uluaGetVector2( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); float spacing = luaL_checknumber( L, 5 ); - Color tint = uluaGetColorIndex( L, 6 ); + Color tint = uluaGetColor( L, 6 ); DrawTextEx( *font, luaL_checkstring( L, 2 ), position, fontSize, spacing, tint ); @@ -180,12 +180,12 @@ Draw text using Font and pro parameters (rotation) */ int ltextDrawTextPro( lua_State *L ) { Font *font = uluaGetFont( L, 1 ); - Vector2 position = uluaGetVector2Index( L, 3 ); - Vector2 origin = uluaGetVector2Index( L, 4 ); + Vector2 position = uluaGetVector2( L, 3 ); + Vector2 origin = uluaGetVector2( L, 4 ); float rotation = luaL_checknumber( L, 5 ); float fontSize = luaL_checknumber( L, 6 ); float spacing = luaL_checknumber( L, 7 ); - Color tint = uluaGetColorIndex( L, 8 ); + Color tint = uluaGetColor( L, 8 ); DrawTextPro( *font, luaL_checkstring( L, 2 ), position, origin, rotation, fontSize, spacing, tint ); @@ -200,9 +200,9 @@ Draw one character (codepoint) int ltextDrawTextCodepoint( lua_State *L ) { Font *font = uluaGetFont( L, 1 ); int codepoint = luaL_checkinteger( L, 2 ); - Vector2 position = uluaGetVector2Index( L, 3 ); + Vector2 position = uluaGetVector2( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); - Color tint = uluaGetColorIndex( L, 5 ); + Color tint = uluaGetColor( L, 5 ); DrawTextCodepoint( *font, codepoint, position, fontSize, tint ); @@ -216,12 +216,12 @@ Draw multiple character (codepoint) */ int ltextDrawTextCodepoints( lua_State *L ) { Font *font = uluaGetFont( L, 1 ); - Vector2 position = uluaGetVector2Index( L, 3 ); + Vector2 position = uluaGetVector2( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); float spacing = luaL_checknumber( L, 5 ); - Color tint = uluaGetColorIndex( L, 6 ); + Color tint = uluaGetColor( L, 6 ); - int count = uluaGetTableLenIndex( L, 2 ); + int count = uluaGetTableLen( L, 2 ); int codepoints[ count ]; int t = 2; 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 ) ); |
