From 836c9d1d0005c32714c89b3adecbb232472b494a Mon Sep 17 00:00:00 2001 From: jussi Date: Sun, 18 Feb 2024 19:46:50 +0200 Subject: Pointer variable declaration style change. --- src/textures.c | 396 ++++++++++++++++++++++++++++----------------------------- 1 file changed, 198 insertions(+), 198 deletions(-) (limited to 'src/textures.c') diff --git a/src/textures.c b/src/textures.c index 48ba2cd..aa9a053 100644 --- a/src/textures.c +++ b/src/textures.c @@ -16,7 +16,7 @@ Load image from file into CPU memory (RAM) - Failure return nil - Success return Image */ -int ltexturesLoadImage( lua_State *L ) { +int ltexturesLoadImage( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushImage( L, LoadImage( luaL_checkstring( L, 1 ) ) ); @@ -36,8 +36,8 @@ Load image from RAW file data - Failure return nil - Success return Image */ -int ltexturesLoadImageRaw( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); +int ltexturesLoadImageRaw( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); int format = luaL_checkinteger( L, 3 ); int headerSize = luaL_checkinteger( L, 4 ); @@ -60,8 +60,8 @@ Load image from SVG file data or string with specified size - Success return Image */ -int ltexturesLoadImageSvg( lua_State *L ) { - const char *fileNameOrString = luaL_checkstring( L, 1 ); +int ltexturesLoadImageSvg( lua_State* L ) { + const char* fileNameOrString = luaL_checkstring( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); uluaPushImage( L, LoadImageSvg( fileNameOrString, (int)size.x, (int)size.y ) ); @@ -77,8 +77,8 @@ Load image sequence from file (frames appended to image.data). All frames are re - Failure return nil - Success return Image, int */ -int ltexturesLoadImageAnim( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); +int ltexturesLoadImageAnim( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); if ( FileExists( fileName ) ) { int frameCount = 0; @@ -100,9 +100,9 @@ Load image from memory buffer, fileType refers to extension: i.e. '.png' - Success return Image */ -int ltexturesLoadImageFromMemory( lua_State *L ) { - const char *fileType = luaL_checkstring( L, 1 ); - Buffer *data = uluaGetBuffer( L, 2 ); +int ltexturesLoadImageFromMemory( lua_State* L ) { + const char* fileType = luaL_checkstring( L, 1 ); + Buffer* data = uluaGetBuffer( L, 2 ); uluaPushImage( L, LoadImageFromMemory( fileType, data->data, data->size ) ); @@ -116,8 +116,8 @@ Load image from data - Success return Image */ -int ltexturesLoadImageFromData( lua_State *L ) { - Buffer *data = uluaGetBuffer( L, 1 ); +int ltexturesLoadImageFromData( lua_State* L ) { + Buffer* data = uluaGetBuffer( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); int mipmaps = luaL_checkinteger( L, 3 ); int format = luaL_checkinteger( L, 4 ); @@ -144,8 +144,8 @@ Load image from GPU texture data - Success return Image */ -int ltexturesLoadImageFromTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesLoadImageFromTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); uluaPushImage( L, LoadImageFromTexture( *texture ) ); return 1; @@ -158,7 +158,7 @@ Load image from screen buffer and (screenshot) - Success return Image */ -int ltexturesLoadImageFromScreen( lua_State *L ) { +int ltexturesLoadImageFromScreen( lua_State* L ) { uluaPushImage( L, LoadImageFromScreen() ); return 1; @@ -171,8 +171,8 @@ Check if an image is ready - Success return bool */ -int ltextureIsImageReady( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltextureIsImageReady( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); lua_pushboolean( L, IsImageReady( *image ) ); @@ -184,8 +184,8 @@ int ltextureIsImageReady( lua_State *L ) { Unload image from CPU memory (RAM) */ -int ltextureUnloadImage( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltextureUnloadImage( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); UnloadImage( *image ); @@ -199,8 +199,8 @@ Export image data to file, returns true on success - Success return bool */ -int ltexturesExportImage( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesExportImage( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); lua_pushboolean( L, ExportImage( *image, luaL_checkstring( L, 2 ) ) ); return 1; @@ -213,9 +213,9 @@ Export image to memory buffer - Success return Buffer */ -int ltexturesExportImageToMemory( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); - const char *fileType = luaL_checkstring( L, 2 ); +int ltexturesExportImageToMemory( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); + const char* fileType = luaL_checkstring( L, 2 ); Buffer buffer = { .type = BUFFER_UNSIGNED_CHAR @@ -234,8 +234,8 @@ Export image as code file defining an array of bytes, returns true on success - Success return bool */ -int ltexturesExportImageAsCode( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesExportImageAsCode( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); lua_pushboolean( L, ExportImageAsCode( *image, luaL_checkstring( L, 2 ) ) ); return 1; @@ -252,7 +252,7 @@ Generate image: plain color - Success return Image */ -int ltexturesGenImageColor( lua_State *L ) { +int ltexturesGenImageColor( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); Color color = uluaGetColor( L, 1 ); @@ -268,7 +268,7 @@ Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradi - Success return Image */ -int ltexturesGenImageGradientLinear( lua_State *L ) { +int ltexturesGenImageGradientLinear( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); int direction = luaL_checkinteger( L, 2 ); Color start = uluaGetColor( L, 3 ); @@ -286,7 +286,7 @@ Generate image: radial gradient - Success return Image */ -int ltexturesGenImageGradientRadial( lua_State *L ) { +int ltexturesGenImageGradientRadial( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); float density = luaL_checknumber( L, 2 ); Color inner = uluaGetColor( L, 3 ); @@ -304,7 +304,7 @@ Generate image: square gradient - Success return Image */ -int ltexturesGenImageGradientSquare( lua_State *L ) { +int ltexturesGenImageGradientSquare( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); float density = luaL_checknumber( L, 2 ); Color inner = uluaGetColor( L, 3 ); @@ -322,7 +322,7 @@ Generate image: checked - Success return Image */ -int ltexturesGenImageChecked( lua_State *L ) { +int ltexturesGenImageChecked( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); Vector2 checks = uluaGetVector2( L, 2 ); Color col1 = uluaGetColor( L, 3 ); @@ -340,7 +340,7 @@ Generate image: white noise - Success return Image */ -int ltexturesGenImageWhiteNoise( lua_State *L ) { +int ltexturesGenImageWhiteNoise( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); float factor = luaL_checknumber( L, 2 ); @@ -356,7 +356,7 @@ Generate image: perlin noise - Success return Image */ -int ltexturesGenImagePerlinNoise( lua_State *L ) { +int ltexturesGenImagePerlinNoise( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); Vector2 offset = uluaGetVector2( L, 2 ); float factor = luaL_checknumber( L, 3 ); @@ -373,7 +373,7 @@ Generate image: cellular algorithm. Bigger tileSize means bigger cells - Success return Image */ -int ltexturesGenImageCellular( lua_State *L ) { +int ltexturesGenImageCellular( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); int tileSize = luaL_checkinteger( L, 2 ); @@ -389,7 +389,7 @@ Generate image: grayscale image from text data - Success return Image */ -int ltexturesGenImageText( lua_State *L ) { +int ltexturesGenImageText( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); uluaPushImage( L, GenImageText( (int)size.x, (int)size.y, luaL_checkstring( L, 2 ) ) ); @@ -408,8 +408,8 @@ Create an image duplicate (useful for transformations) - Success return Image */ -int ltexturesImageCopy( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageCopy( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); uluaPushImage( L, ImageCopy( *image ) ); @@ -423,8 +423,8 @@ Create an image from another image piece - Success return Image */ -int ltexturesImageFromImage( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageFromImage( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); uluaPushImage( L, ImageFromImage( *image, rec ) ); @@ -439,8 +439,8 @@ Create an image from text (custom sprite font) - Success return Image */ -int ltexturesImageText( lua_State *L ) { - Font *font = uluaGetFont( L, 1 ); +int ltexturesImageText( lua_State* L ) { + Font* font = uluaGetFont( L, 1 ); float fontSize = lua_tonumber( L, 3 ); float spacing = lua_tonumber( L, 4 ); Color tint = uluaGetColor( L, 5 ); @@ -455,8 +455,8 @@ int ltexturesImageText( lua_State *L ) { Convert image data to desired format */ -int ltexturesImageFormat( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageFormat( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int newFormat = luaL_checkinteger( L, 2 ); ImageFormat( image, newFormat ); @@ -469,8 +469,8 @@ int ltexturesImageFormat( lua_State *L ) { Convert image to POT (power-of-two) */ -int ltexturesImageToPOT( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageToPOT( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color fill = uluaGetColor( L, 2 ); ImageToPOT( image, fill ); @@ -483,8 +483,8 @@ int ltexturesImageToPOT( lua_State *L ) { Crop an image to a defined rectangle */ -int ltexturesImageCrop( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageCrop( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Rectangle crop = uluaGetRectangle( L, 2 ); ImageCrop( image, crop ); @@ -497,8 +497,8 @@ int ltexturesImageCrop( lua_State *L ) { Crop image depending on alpha value */ -int ltexturesImageAlphaCrop( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageAlphaCrop( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); float threshold = lua_tonumber( L, 2 ); ImageAlphaCrop( image, threshold ); @@ -511,8 +511,8 @@ int ltexturesImageAlphaCrop( lua_State *L ) { Clear alpha channel to desired color */ -int ltexturesImageAlphaClear( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageAlphaClear( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color color = uluaGetColor( L, 2 ); float threshold = lua_tonumber( L, 3 ); @@ -526,9 +526,9 @@ int ltexturesImageAlphaClear( lua_State *L ) { Apply alpha mask to image */ -int ltexturesImageAlphaMask( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); - Image *alphaMask = uluaGetImage( L, 2 ); +int ltexturesImageAlphaMask( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); + Image* alphaMask = uluaGetImage( L, 2 ); ImageAlphaMask( image, *alphaMask ); @@ -540,8 +540,8 @@ int ltexturesImageAlphaMask( lua_State *L ) { Premultiply alpha channel */ -int ltexturesImageAlphaPremultiply( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageAlphaPremultiply( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageAlphaPremultiply( image ); @@ -553,8 +553,8 @@ int ltexturesImageAlphaPremultiply( lua_State *L ) { Apply Gaussian blur using a box blur approximation */ -int ltexturesImageBlurGaussian( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageBlurGaussian( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int blurSize = luaL_checkinteger( L, 2 ); ImageBlurGaussian( image, blurSize ); @@ -567,8 +567,8 @@ int ltexturesImageBlurGaussian( lua_State *L ) { Resize image (Bicubic scaling algorithm) */ -int ltexturesImageResize( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageResize( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); ImageResize( image, (int)size.x, (int)size.y ); @@ -581,8 +581,8 @@ int ltexturesImageResize( lua_State *L ) { Resize image (Nearest-Neighbor scaling algorithm) */ -int ltexturesImageResizeNN( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageResizeNN( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); ImageResizeNN( image, (int)size.x, (int)size.y ); @@ -595,8 +595,8 @@ int ltexturesImageResizeNN( lua_State *L ) { Resize canvas and fill with color */ -int ltexturesImageResizeCanvas( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageResizeCanvas( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); Vector2 offset = uluaGetVector2( L, 3 ); Color fill = uluaGetColor( L, 4 ); @@ -611,8 +611,8 @@ int ltexturesImageResizeCanvas( lua_State *L ) { Generate all mipmap levels for a provided image */ -int ltexturesImageMipmaps( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageMipmaps( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageMipmaps( image ); @@ -624,8 +624,8 @@ int ltexturesImageMipmaps( lua_State *L ) { Dither image data to 16bpp or lower (Floyd-Steinberg dithering) */ -int ltexturesImageDither( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDither( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color bpp = uluaGetColor( L, 2 ); ImageDither( image, bpp.r, bpp.g, bpp.b, bpp.a ); @@ -638,8 +638,8 @@ int ltexturesImageDither( lua_State *L ) { Flip image vertically */ -int ltexturesImageFlipVertical( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageFlipVertical( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageFlipVertical( image ); @@ -651,8 +651,8 @@ int ltexturesImageFlipVertical( lua_State *L ) { Flip image horizontally */ -int ltexturesImageFlipHorizontal( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageFlipHorizontal( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageFlipHorizontal( image ); @@ -664,8 +664,8 @@ int ltexturesImageFlipHorizontal( lua_State *L ) { Rotate image by input angle in degrees (-359 to 359) */ -int ltexturesImageRotate( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageRotate( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int degrees = luaL_checkinteger( L, 2 ); ImageRotate( image, degrees ); @@ -678,8 +678,8 @@ int ltexturesImageRotate( lua_State *L ) { Rotate image clockwise 90deg */ -int ltexturesImageRotateCW( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageRotateCW( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageRotateCW( image ); @@ -691,8 +691,8 @@ int ltexturesImageRotateCW( lua_State *L ) { Rotate image counter-clockwise 90deg */ -int ltexturesImageRotateCCW( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageRotateCCW( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageRotateCCW( image ); @@ -704,8 +704,8 @@ int ltexturesImageRotateCCW( lua_State *L ) { Modify image color: tint */ -int ltexturesImageColorTint( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorTint( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color color = uluaGetColor( L, 2 ); ImageColorTint( image, color ); @@ -718,8 +718,8 @@ int ltexturesImageColorTint( lua_State *L ) { Modify image color: invert */ -int ltexturesImageColorInvert( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorInvert( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageColorInvert( image ); @@ -731,8 +731,8 @@ int ltexturesImageColorInvert( lua_State *L ) { Modify image color: grayscale */ -int ltexturesImageColorGrayscale( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorGrayscale( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); ImageColorGrayscale( image ); @@ -744,8 +744,8 @@ int ltexturesImageColorGrayscale( lua_State *L ) { Modify image color: contrast (-100 to 100) */ -int ltexturesImageColorContrast( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorContrast( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); float contrast = luaL_checkinteger( L, 2 ); ImageColorContrast( image, contrast ); @@ -758,8 +758,8 @@ int ltexturesImageColorContrast( lua_State *L ) { Modify image color: brightness (-255 to 255) */ -int ltexturesImageColorBrightness( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorBrightness( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int brightness = luaL_checkinteger( L, 2 ); ImageColorBrightness( image, brightness ); @@ -772,8 +772,8 @@ int ltexturesImageColorBrightness( lua_State *L ) { Modify image color: replace color */ -int ltexturesImageColorReplace( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageColorReplace( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color color = uluaGetColor( L, 2 ); Color replace = uluaGetColor( L, 3 ); @@ -789,11 +789,11 @@ Load color data from image as a Color array (RGBA - 32bit) - Success return Color{} */ -int ltexturesLoadImageColors( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesLoadImageColors( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int colorCount = image->width * image->height; - Color *colors = LoadImageColors( *image ); + Color* colors = LoadImageColors( *image ); lua_createtable( L, colorCount, 0 ); @@ -813,12 +813,12 @@ Load colors palette from image as a Color array (RGBA - 32bit) - Success return Color{} */ -int ltexturesLoadImagePalette( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesLoadImagePalette( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int maxPaletteSize = luaL_checkinteger( L, 2 ); int colorCount = 0; - Color *colors = LoadImagePalette( *image, maxPaletteSize, &colorCount ); + Color* colors = LoadImagePalette( *image, maxPaletteSize, &colorCount ); lua_createtable( L, colorCount, 0 ); @@ -838,8 +838,8 @@ Get image alpha border rectangle - Success return Rectangle */ -int ltexturesGetImageAlphaBorder( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageAlphaBorder( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); float threshold = luaL_checknumber( L, 2 ); uluaPushRectangle( L, GetImageAlphaBorder( *image, threshold ) ); @@ -854,8 +854,8 @@ Get image pixel color at (x, y) position - Success return Color */ -int ltexturesGetImageColor( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageColor( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 pixelPos = uluaGetVector2( L, 2 ); uluaPushColor( L, GetImageColor( *image, pixelPos.x, pixelPos.y ) ); @@ -874,8 +874,8 @@ Get image data as Buffer - Success return Buffer */ -int ltexturesGetImageData( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageData( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Buffer buffer = (Buffer){ .type = BUFFER_UNSIGNED_CHAR, @@ -896,8 +896,8 @@ Get image size - Success return Vector2 */ -int ltexturesGetImageSize( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageSize( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); uluaPushVector2( L, (Vector2){ image->width, image->height } ); @@ -911,8 +911,8 @@ Get image mipmaps. Mipmap levels, 1 by default - Success return int */ -int ltexturesGetImageMipmaps( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageMipmaps( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); lua_pushinteger( L, image->mipmaps ); @@ -926,8 +926,8 @@ Get image data format (PixelFormat type) - Success return int */ -int ltexturesGetImageFormat( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesGetImageFormat( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); lua_pushinteger( L, image->format ); @@ -943,8 +943,8 @@ int ltexturesGetImageFormat( lua_State *L ) { Clear image background with given color */ -int ltexturesImageClearBackground( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageClearBackground( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Color color = uluaGetColor( L, 2 ); ImageClearBackground( image, color ); @@ -957,8 +957,8 @@ int ltexturesImageClearBackground( lua_State *L ) { Draw pixel within an image */ -int ltexturesImageDrawPixel( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawPixel( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 position = uluaGetVector2( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -972,8 +972,8 @@ int ltexturesImageDrawPixel( lua_State *L ) { Draw line within an image */ -int ltexturesImageDrawLine( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawLine( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 start = uluaGetVector2( L, 2 ); Vector2 end = uluaGetVector2( L, 3 ); Color color = uluaGetColor( L, 4 ); @@ -988,8 +988,8 @@ int ltexturesImageDrawLine( lua_State *L ) { Draw circle within an image */ -int ltexturesImageDrawCircle( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawCircle( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 center = uluaGetVector2( L, 2 ); int radius = luaL_checkinteger( L, 3 ); Color color = uluaGetColor( L, 4 ); @@ -1004,8 +1004,8 @@ int ltexturesImageDrawCircle( lua_State *L ) { Draw circle outline within an image */ -int ltexturesImageDrawCircleLines( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawCircleLines( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Vector2 center = uluaGetVector2( L, 2 ); int radius = luaL_checkinteger( L, 3 ); Color color = uluaGetColor( L, 4 ); @@ -1020,8 +1020,8 @@ int ltexturesImageDrawCircleLines( lua_State *L ) { Draw rectangle within an image */ -int ltexturesImageDrawRectangle( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawRectangle( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -1035,8 +1035,8 @@ int ltexturesImageDrawRectangle( lua_State *L ) { Draw rectangle lines within an image */ -int ltexturesImageDrawRectangleLines( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesImageDrawRectangleLines( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); int thick = luaL_checkinteger( L, 3 ); Color color = uluaGetColor( L, 4 ); @@ -1051,9 +1051,9 @@ int ltexturesImageDrawRectangleLines( lua_State *L ) { 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 ); +int ltexturesImageDraw( lua_State* L ) { + Image* imageDstId = uluaGetImage( L, 1 ); + Image* imageSrcId = uluaGetImage( L, 2 ); Rectangle srcRec = uluaGetRectangle( L, 3 ); Rectangle dstRec = uluaGetRectangle( L, 4 ); Color tint = uluaGetColor( L, 5 ); @@ -1068,9 +1068,9 @@ int ltexturesImageDraw( lua_State *L ) { Draw text (Custom sprite font) within an image (Destination) */ -int ltexturesImageDrawTextEx( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); - Font *font = uluaGetFont( L, 2 ); +int ltexturesImageDrawTextEx( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); + Font* font = uluaGetFont( L, 2 ); Vector2 position = uluaGetVector2( L, 4 ); float fontSize = luaL_checknumber( L, 5 ); float spacing = luaL_checknumber( L, 6 ); @@ -1092,7 +1092,7 @@ Get default texture. Return as lightuserdata - Success return Texture */ -int ltexturesGetTextureDefault( lua_State *L ) { +int ltexturesGetTextureDefault( lua_State* L ) { lua_pushlightuserdata( L, &state->defaultTexture ); return 1; @@ -1106,7 +1106,7 @@ Load texture from file into GPU memory ( VRAM ) - Failure return nil - Success return Texture */ -int ltexturesLoadTexture( lua_State *L ) { +int ltexturesLoadTexture( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushTexture( L, LoadTexture( lua_tostring( L, 1 ) ) ); @@ -1125,8 +1125,8 @@ Load texture from image data - Success return Texture */ -int ltexturesLoadTextureFromImage( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesLoadTextureFromImage( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); uluaPushTexture( L, LoadTextureFromImage( *image ) ); @@ -1140,8 +1140,8 @@ Load cubemap from image, multiple image cubemap layouts supported - Success return Texture */ -int ltexturesLoadTextureCubemap( lua_State *L ) { - Image *image = uluaGetImage( L, 1 ); +int ltexturesLoadTextureCubemap( lua_State* L ) { + Image* image = uluaGetImage( L, 1 ); int layout = luaL_checkinteger( L, 2 ); uluaPushTexture( L, LoadTextureCubemap( *image, layout ) ); @@ -1156,7 +1156,7 @@ Load Texture from data - Success return Texture */ -int ltexturesLoadTextureFromData( lua_State *L ) { +int ltexturesLoadTextureFromData( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); Texture texture = { 0 }; @@ -1194,7 +1194,7 @@ Load texture for rendering (framebuffer) - Success return RenderTexture */ -int ltexturesLoadRenderTexture( lua_State *L ) { +int ltexturesLoadRenderTexture( lua_State* L ) { Vector2 size = uluaGetVector2( L, 1 ); uluaPushRenderTexture( L, LoadRenderTexture( (int)size.x, (int)size.y ) ); @@ -1209,7 +1209,7 @@ Load RenderTexture from data (framebuffer) - Success return RenderTexture */ -int ltexturesLoadRenderTextureFromData( lua_State *L ) { +int ltexturesLoadRenderTextureFromData( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); RenderTexture renTexture = { 0 }; @@ -1222,11 +1222,11 @@ int ltexturesLoadRenderTextureFromData( lua_State *L ) { renTexture.id = (unsigned int)luaL_checkinteger( L, -1 ); } else if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) { - Texture *texture = uluaGetTexture( L, -1 ); + Texture* texture = uluaGetTexture( L, -1 ); renTexture.texture = *texture; } else if ( strcmp( "depth", (char*)lua_tostring( L, -2 ) ) == 0 ) { - Texture *depth = uluaGetTexture( L, -1 ); + Texture* depth = uluaGetTexture( L, -1 ); renTexture.depth = *depth; } lua_pop( L, 1 ); @@ -1243,8 +1243,8 @@ Check if a texture is ready - Success return bool */ -int ltexturesIsTextureReady( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesIsTextureReady( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); lua_pushboolean( L, IsTextureReady( *texture ) ); @@ -1256,8 +1256,8 @@ int ltexturesIsTextureReady( lua_State *L ) { Unload texture from GPU memory (VRAM) */ -int ltextureUnloadTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltextureUnloadTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); UnloadTexture( *texture ); @@ -1271,8 +1271,8 @@ Check if a render texture is ready - Success return bool */ -int ltexturesIsRenderTextureReady( lua_State *L ) { - RenderTexture *target = uluaGetRenderTexture( L, 1 ); +int ltexturesIsRenderTextureReady( lua_State* L ) { + RenderTexture* target = uluaGetRenderTexture( L, 1 ); lua_pushboolean( L, IsRenderTextureReady( *target ) ); @@ -1284,8 +1284,8 @@ int ltexturesIsRenderTextureReady( lua_State *L ) { Unload render texture from GPU memory (VRAM) */ -int ltextureUnloadRenderTexture( lua_State *L ) { - RenderTexture *target = uluaGetRenderTexture( L, 1 ); +int ltextureUnloadRenderTexture( lua_State* L ) { + RenderTexture* target = uluaGetRenderTexture( L, 1 ); UnloadRenderTexture( *target ); @@ -1298,11 +1298,11 @@ int ltextureUnloadRenderTexture( lua_State *L ) { Update GPU texture with new data NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format */ -int ltexturesUpdateTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesUpdateTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); size_t len = uluaGetTableLen( L, 2 ); - unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) ); + unsigned char* pixels = malloc( len * 4 * sizeof( unsigned char ) ); int t = lua_gettop( L ); unsigned int i = 0; @@ -1336,12 +1336,12 @@ int ltexturesUpdateTexture( lua_State *L ) { Update GPU texture rectangle with new data. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format */ -int ltexturesUpdateTextureRec( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesUpdateTextureRec( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); size_t len = uluaGetTableLen( L, 3 ); - unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) ); + unsigned char* pixels = malloc( len * 4 * sizeof( unsigned char ) ); int t = lua_gettop( L ); unsigned int i = 0; @@ -1380,8 +1380,8 @@ int ltexturesUpdateTextureRec( lua_State *L ) { Generate GPU mipmaps for a texture */ -int ltexturesGenTextureMipmaps( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGenTextureMipmaps( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); GenTextureMipmaps( texture ); @@ -1393,8 +1393,8 @@ int ltexturesGenTextureMipmaps( lua_State *L ) { Set texture scaling filter mode (TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR...) */ -int ltexturesSetTextureFilter( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesSetTextureFilter( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); int filter = luaL_checkinteger( L, 2 ); SetTextureFilter( *texture, filter ); @@ -1407,8 +1407,8 @@ int ltexturesSetTextureFilter( lua_State *L ) { Set texture wrapping mode (TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP...) */ -int ltexturesSetTextureWrap( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesSetTextureWrap( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); int wrap = luaL_checkinteger( L, 2 ); SetTextureWrap( *texture, wrap ); @@ -1423,8 +1423,8 @@ Get OpenGL texture id - Success return int */ -int ltexturesGetTextureId( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGetTextureId( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); lua_pushinteger( L, texture->id ); @@ -1438,8 +1438,8 @@ Get texture size - Success return Vector2 */ -int ltexturesGetTextureSize( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGetTextureSize( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); uluaPushVector2( L, (Vector2){ texture->width, texture->height } ); @@ -1453,8 +1453,8 @@ Get texture mipmaps. Mipmap levels, 1 by default - Success return int */ -int ltexturesGetTextureMipmaps( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGetTextureMipmaps( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); lua_pushinteger( L, texture->mipmaps ); @@ -1468,8 +1468,8 @@ Get texture data format (PixelFormat type) - Success return int */ -int ltexturesGetTextureFormat( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGetTextureFormat( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); lua_pushinteger( L, texture->format ); @@ -1485,8 +1485,8 @@ int ltexturesGetTextureFormat( lua_State *L ) { Draw a Texture2D */ -int ltexturesDrawTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesDrawTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Vector2 pos = uluaGetVector2( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -1499,8 +1499,8 @@ int ltexturesDrawTexture( lua_State *L ) { Draw a part of a texture defined by a rectangle */ -int ltexturesDrawTextureRec( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesDrawTextureRec( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Rectangle srcRect = uluaGetRectangle( L, 2 ); Vector2 pos = uluaGetVector2( L, 3 ); Color tint = uluaGetColor( L, 4 ); @@ -1514,8 +1514,8 @@ int ltexturesDrawTextureRec( lua_State *L ) { Draw a part of a texture defined by a rectangle with "pro" parameters */ -int ltexturesDrawTexturePro( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesDrawTexturePro( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Rectangle srcRect = uluaGetRectangle( L, 2 ); Rectangle dstRect = uluaGetRectangle( L, 3 ); Vector2 origin = uluaGetVector2( L, 4 ); @@ -1532,8 +1532,8 @@ int ltexturesDrawTexturePro( lua_State *L ) { Draws a texture (or part of it) that stretches or shrinks nicely */ -int ltexturesDrawTextureNPatch( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesDrawTextureNPatch( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); NPatchInfo nPatchInfo = uluaGetNPatchInfo( L, 2 ); Rectangle dest = uluaGetRectangle( L, 3 ); Vector2 origin = uluaGetVector2( L, 4 ); @@ -1586,8 +1586,8 @@ inline static void drawNPatchArea( Vector4 src, Vector4 dst, Vector2 texSize ) { } } -int ltexturesDrawTextureNPatchRepeat( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesDrawTextureNPatchRepeat( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); NPatchInfo nPatchInfo = uluaGetNPatchInfo( L, 2 ); Rectangle dest = uluaGetRectangle( L, 3 ); Vector2 origin = uluaGetVector2( L, 4 ); @@ -1774,8 +1774,8 @@ Get OpenGL framebuffer object id - Success return int */ -int ltexturesGetRenderTextureId( lua_State *L ) { - RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 ); +int ltexturesGetRenderTextureId( lua_State* L ) { + RenderTexture* renderTexture = uluaGetRenderTexture( L, 1 ); lua_pushinteger( L, renderTexture->id ); @@ -1789,8 +1789,8 @@ Get color buffer attachment texture. Returns as lightuserdata - Success return Texture */ -int ltexturesGetRenderTextureTexture( lua_State *L ) { - RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 ); +int ltexturesGetRenderTextureTexture( lua_State* L ) { + RenderTexture* renderTexture = uluaGetRenderTexture( L, 1 ); lua_pushlightuserdata( L, &renderTexture->texture ); @@ -1804,8 +1804,8 @@ Get depth buffer attachment texture. Returns as lightuserdata - Success return Texture */ -int ltexturesGetRenderTextureDepthTexture( lua_State *L ) { - RenderTexture *renderTexture = uluaGetRenderTexture( L, 1 ); +int ltexturesGetRenderTextureDepthTexture( lua_State* L ) { + RenderTexture* renderTexture = uluaGetRenderTexture( L, 1 ); lua_pushlightuserdata( L, &renderTexture->depth ); @@ -1823,7 +1823,7 @@ Returns color with alpha applied, alpha goes from 0.0f to 1.0f - Success return Color */ -int ltexturesFade( lua_State *L ) { +int ltexturesFade( lua_State* L ) { Color color = uluaGetColor( L, 1 ); float alpha = luaL_checknumber( L, 2 ); @@ -1839,7 +1839,7 @@ Returns hexadecimal value for a Color - Success return int */ -int ltexturesColorToInt( lua_State *L ) { +int ltexturesColorToInt( lua_State* L ) { Color color = uluaGetColor( L, 1 ); lua_pushinteger( L, ColorToInt( color ) ); @@ -1854,7 +1854,7 @@ Returns Color normalized as float [0..1] - Success return Vector4 */ -int ltexturesColorNormalize( lua_State *L ) { +int ltexturesColorNormalize( lua_State* L ) { Color color = uluaGetColor( L, 1 ); uluaPushVector4( L, ColorNormalize( color ) ); @@ -1869,7 +1869,7 @@ Color from normalized values [0..1] - Success return Color */ -int ltexturesColorFromNormalized( lua_State *L ) { +int ltexturesColorFromNormalized( lua_State* L ) { Vector4 normalized = uluaGetVector4( L, 1 ); uluaPushColor( L, ColorFromNormalized( normalized ) ); @@ -1884,7 +1884,7 @@ Returns HSV values for a Color, hue [0..360], saturation/value [0..1] - Success return Vector3 */ -int ltexturesColorToHSV( lua_State *L ) { +int ltexturesColorToHSV( lua_State* L ) { Color color = uluaGetColor( L, 1 ); uluaPushVector3( L, ColorToHSV( color ) ); @@ -1899,7 +1899,7 @@ Returns a Color from HSV values, hue [0..360], saturation/value [0..1] - Success return Color */ -int ltexturesColorFromHSV( lua_State *L ) { +int ltexturesColorFromHSV( lua_State* L ) { float hue = luaL_checknumber( L, 1 ); float saturation = luaL_checknumber( L, 2 ); float value = luaL_checknumber( L, 3 ); @@ -1916,7 +1916,7 @@ Get color multiplied with another color - Success return Color */ -int ltexturesColorTint( lua_State *L ) { +int ltexturesColorTint( lua_State* L ) { Color color = uluaGetColor( L, 1 ); Color tint = uluaGetColor( L, 2 ); @@ -1932,7 +1932,7 @@ Get color with brightness correction, brightness factor goes from -1.0f to 1.0f - Success return Color */ -int ltexturesColorBrightness( lua_State *L ) { +int ltexturesColorBrightness( lua_State* L ) { Color color = uluaGetColor( L, 1 ); float factor = luaL_checknumber( L, 2 ); @@ -1948,7 +1948,7 @@ Get color with contrast correction, contrast values between -1.0f and 1.0f - Success return Color */ -int ltexturesColorContrast( lua_State *L ) { +int ltexturesColorContrast( lua_State* L ) { Color color = uluaGetColor( L, 1 ); float contrast = luaL_checknumber( L, 2 ); @@ -1964,7 +1964,7 @@ Returns color with alpha applied, alpha goes from 0.0f to 1.0f - Success return Color */ -int ltexturesColorAlpha( lua_State *L ) { +int ltexturesColorAlpha( lua_State* L ) { Color color = uluaGetColor( L, 1 ); float alpha = luaL_checknumber( L, 2 ); @@ -1980,7 +1980,7 @@ Returns src alpha-blended into dst color with tint - Success return Color */ -int ltexturesColorAlphaBlend( lua_State *L ) { +int ltexturesColorAlphaBlend( lua_State* L ) { Color dst = uluaGetColor( L, 1 ); Color src = uluaGetColor( L, 2 ); Color tint = uluaGetColor( L, 3 ); @@ -1997,7 +1997,7 @@ Get Color structure from hexadecimal value - Success return Color */ -int ltexturesGetColor( lua_State *L ) { +int ltexturesGetColor( lua_State* L ) { unsigned int hexValue = (unsigned int)luaL_checkinteger( L, 1 ); uluaPushColor( L, GetColor( hexValue ) ); @@ -2012,8 +2012,8 @@ Get pixel color from source texture - Success return Color */ -int ltexturesGetPixelColor( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int ltexturesGetPixelColor( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); Vector2 pos = uluaGetVector2( L, 2 ); Image srcImage = LoadImageFromTexture( *texture ); @@ -2030,7 +2030,7 @@ Get pixel data size in bytes for certain format - Success return int */ -int ltexturesGetPixelDataSize( lua_State *L ) { +int ltexturesGetPixelDataSize( lua_State* L ) { int width = luaL_checkinteger( L, 1 ); int height = luaL_checkinteger( L, 2 ); int format = luaL_checkinteger( L, 3 ); -- cgit v1.2.3