--Create api.md and ReiLua_API.lua files from c sources. -- Export each module as separate .md file. local separate = false if arg ~= nil and arg[1] ~= nil and arg[1] == "-s" then separate = true end local function split( str, sep ) if sep == nil then sep = "%s" end local t = {} for str in string.gmatch( str, "([^"..sep.."]+)" ) do table.insert( t, str ) end return t end local function getParamType( param ) if param == "Color" or param == "Vector2" or param == "Vector3" or param == "Vector4" or param == "Quaternion" or param == "Matrix" or param == "Rectangle" then return "table" elseif param == "float" then return "number" elseif param == "int" then return "integer" elseif param == "string" then return "string" elseif param == "bool" then return "boolean" else return "any" end end local function parseFunction( line ) local splitted = split( line, "(" ) local parString = splitted[2]:sub(2) parString = parString:sub( 1, #parString - 2 ) local parameters = split( parString, "," ) local str = "" local parStr = "" for i, par in ipairs( parameters ) do local sepPar = split( par, " " ) parStr = parStr..sepPar[2] str = str.."---@param "..sepPar[2].." " str = str..getParamType( sepPar[1] ).."\n" if i < #parameters then parStr = parStr..", " end end local returnsAndFuncName = split( splitted[1], "=" ) for i, ret in ipairs( split( returnsAndFuncName[1]:sub(3), "," ) ) do if ret:sub( 1, 1 ) == " " then ret = ret:sub(2) end str = str.."---@return any "..ret.."\n" end str = str.."function "..returnsAndFuncName[ #returnsAndFuncName ]:sub(2) if parStr ~= "" then str = str.."( "..parStr.." )" else str = str.."()" end return str.." end\n" end local apiFile = io.open( "../API.md", "w" ) local luaApiFile = io.open( "../ReiLua_API.lua", "w" ) -- Header apiFile:write( "# ReiLua API\n" ) -- Usage. apiFile:write( "\n## Usage\n" ) apiFile:write( "\nApplication needs 'main.lua' or 'main' file as entry point. ReiLua executable will first look it from same directory. Alternatively, path to the folder where \"main.lua\" is located can be given as argument. There are five Lua functions that the framework will call, 'RL.init', 'RL.process', 'RL.draw', 'RL.log' and 'RL.exit'.\n" ) local FUNC_DESC = { init = "This function will be called first when 'main.lua' is found", process = "This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'", draw = "This function will be called every frame after process and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.", log = "This function can be used for custom log message handling.", exit = "This function will be called on program close. Cleanup could be done here.", } apiFile:write( "\n---\n> function RL.init()\n\n"..FUNC_DESC.init.."\n\n---\n" ) apiFile:write( "\n> function RL.process( delta )\n\n"..FUNC_DESC.process.."\n\n---\n" ) apiFile:write( "\n> function RL.draw()\n\n"..FUNC_DESC.draw.."\n\n---\n" ) apiFile:write( "\n> function RL.log( logLevel, message )\n\n"..FUNC_DESC.log.."\n\n---\n" ) apiFile:write( "\n> function RL.exit()\n\n"..FUNC_DESC.exit.."\n\n---\n" ) luaApiFile:write( "-- Put this file into your project folder to provide annotations when using Lua language server.\n\n" ) luaApiFile:write( "RL={}\n\n" ) luaApiFile:write( "-- Functions.\n\n" ) luaApiFile:write( "---"..FUNC_DESC.init.."\nfunction RL.init() end\n" ) luaApiFile:write( "---"..FUNC_DESC.process.."\n---@param delta number\nfunction RL.process( delta ) end\n" ) luaApiFile:write( "---"..FUNC_DESC.draw.."\nfunction RL.draw() end\n" ) luaApiFile:write( "---"..FUNC_DESC.log.."\n---@param logLevel integer\n---@param message string\nfunction RL.log( logLevel, message ) end\n" ) luaApiFile:write( "---"..FUNC_DESC.exit.."\nfunction RL.exit() end\n" ) -- Globals. local srcFile = io.open( "../src/lua_core.c", "r" ) local writing = false repeat line = srcFile:read( "*l" ) local lineSplit = split( line, " " ) if line == "/*DOC_END*/" then writing = false break end if writing then if lineSplit[1] == "\t/*" then apiFile:write( "\n## Globals - "..lineSplit[2].."\n" ) luaApiFile:write( "\n-- Globals - "..lineSplit[2].."\n\n" ) else -- Remove comma from the end. local globalName = lineSplit[2]:sub( 1, -2 ) apiFile:write( "\n"..globalName.."\n" ) local value = RL[ globalName ] globalName = "RL."..globalName if value == nil then luaApiFile:write( globalName.."=nil\n" ) elseif type( value ) == "table" then -- All tables are colors. luaApiFile:write( globalName.."={" ..math.tointeger( value[1] )..","..math.tointeger( value[2] ).."," ..math.tointeger( value[3] )..","..math.tointeger( value[4] ).."}\n" ) else luaApiFile:write( globalName.."="..value.."\n" ) end end end if line == "/*DOC_START*/" then writing = true end until line == nil srcFile:close() -- Types. apiFile:write( "\n## Types\n\ Raylib structs in Lua\n\n---\n" ) apiFile:write( "\n> Vector2 = { 1.0, 1.0 } or { x = 1.0, y = 1.0 }\n\ Vector2 type\n\n---\n" ) apiFile:write( "\n> Vector3 = { 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0 }\n\ Vector3 type\n\n---\n" ) apiFile:write( "\n> Vector4 = { 1.0, 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0, w = 1.0 }\n\ Vector4 type\n\n---\n" ) apiFile:write( "\n> Quaternion = { 1.0, 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0, w = 1.0 }\n\ Quaternion type\n\n---\n" ) apiFile:write( "\n> Matrix = { { 1.0, 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0, 0.0 }, { 0.0, 0.0, 1.0, 0.0 }, { 0.0, 0.0, 0.0, 1.0 } }\n\ OpenGL style 4x4. Identity matrix example\n\n---\n" ) apiFile:write( "\n> Color = { 255, 255, 255, 255 } or { r = 255, g = 255, b = 255, a = 255 }\n\ { r, g, b ,a }. Color type, RGBA (32bit)\n\n---\n" ) apiFile:write( "\n> Rectangle = { 0.0, 0.0, 1.0, 1.0 } or { x = 0.0, y = 0.0, width = 1.0, height = 1.0 }\n\ { x, y, width ,height }. Rectangle type\n\n---\n" ) apiFile:write( "\n> Image = ImageId\n\ int id. Image type (multiple pixel formats supported). NOTE: Data stored in CPU memory (RAM)\n\n---\n" ) apiFile:write( "\n> Texture = TextureId\n\ int id. Texture type (multiple internal formats supported). NOTE: Data stored in GPU memory (VRAM)\n\n---\n" ) apiFile:write( "\n> RenderTexture = RenderTextureId\n\ int id. RenderTexture type, for texture rendering\n\n---\n" ) apiFile:write( "\n> Font = FontId\n\ int id. Font type, includes texture and chars data\n\n---\n" ) apiFile:write( "\n> Camera = CameraId\n\ int id. Defines 3d camera position/orientation\n\n---\n" ) apiFile:write( "\n> Mesh = MeshId\n\ int id. Vertex data defining a mesh\n\ ```\ mesh{} = {\ vertices = { Vector3, ... },\ texcoords = { Vector2, ... },\ texcoords2 = { Vector2, ... },\ normals = { Vector3, ... },\ tangents = { Vector4, ... },\ colors = { Color, ... },\ indices = { int, ... },\ }\ ```\n\n---\n" ) apiFile:write( "\n> Material = MaterialId\n\ int id. Material type\n\ ```\ material{} = {\ shader = Shader,\ maps = {\ {\ MATERIAL_MAP_ALBEDO,\ {\ texture = Texture,\ color = WHITE,\ value = 1.0,\ },\ },\ ...\ },\ params = { 1.0, 2.0, 3.0, 4.0 },\ }\ ```\n\n---\n" ) apiFile:write( "\n> Model = ModelId\n\ int id. Basic 3d Model type\n\n---\n" ) apiFile:write( "\n> Ray = { { 0.0, 0.0, 0.0 }, { 1.0, 0.0, 0.0 } } or { position = { 0.0, 0.0, 0.0 }, direction = { 1.0, 0.0, 0.0 } }\n\ { position, direction }. Ray type (useful for raycast)\n\n---\n" ) apiFile:write( "\n> RayCollision = { hit = true, distance = 1.0, point = { 0.0, 0.0, 0.0 }, normal = { 0.0, 0.0, 1.0 } }\n\ Raycast hit information. NOTE: Data in named keys\n\n---\n" ) apiFile:write( "\n> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } }\n\ { min, max }. Bounding box type for 3d mesh\n\n---\n" ) apiFile:write( "\n> Sound = SoundId\n\ int id. Basic Sound source and buffer\n\n---\n" ) apiFile:write( "\n> NPatchInfo = { { 0, 0, 24, 24 }, 8, 8, 8, 8, NPATCH_NINE_PATCH } or { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH }\n\ { Rectangle source, int left, int top, int right, int bottom, int layout }.\ { Texture source rectangle, Left border offset, Top border offset, Right border offset, Bottom border offset, Layout of the n-patch: 3x3, 1x3 or 3x1 }\n\n---\n" ) apiFile:write( "\n> ModelAnimations = ModelAnimationsId\n\ int id. ModelAnimations\n\n---\n" ) if separate then apiFile:close() end -- Functions. local sourceFiles = { "core", "shapes", "textures", "text", "models", "audio", "rmath", "rgui", "lights", "rlgl", "easings", } for _, src in ipairs( sourceFiles ) do srcFile = io.open( "../src/"..src..".c", "r" ) local line = "" local funcStr = "" local p = false if separate then apiFile = io.open( src..".md", "w" ) end repeat line = srcFile:read( "*l" ) if line == "*/" then p = false apiFile:write( "\n---\n" ) luaApiFile:write( funcStr.."\n" ) funcStr = "" end if p then apiFile:write( line.."\n" ) if line:sub( 1, 2 ) == "##" then luaApiFile:write( "-- "..line:sub( 4 ).."\n" ) elseif line:sub( 1, 1 ) == ">" then funcStr = parseFunction( line ) elseif line:sub( 1, 1 ) ~= "" then luaApiFile:write( "---"..line.."\n" ) end end if line == "/*" then p = true apiFile:write( "\n" ) end until line == nil srcFile:close() if separate then apiFile:close() end end if not separate then apiFile:close() end