--[[ Create api.md and ReiLua_API.lua files from c sources. To generate API for other platforms you need to change sourceFiles. ]]-- -- Export each module as separate .md file. Does not affect on ReiLua_API.lua 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" elseif param == "nil" then return "nil" elseif param:sub( #param - 1, #param ) == "{}" then return "table" else return "any" end end local function getParam( param ) local text = "" local params = split( param, "|" ) for i, p in ipairs( params ) do text = text..getParamType( p ) if i < #params then text = text.."|" end end return text 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" str = str..getParam( 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## Functions\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.update', 'RL.draw', 'RL.event', 'RL.log', and 'RL.exit'.\n" ) local FUNC_DESC = { init = "This function will be called first when 'main.lua' is found", update = "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 update 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.", event = "This function will be called on events input. Content of event table is determined by event type.", 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.update( delta )\n\n"..FUNC_DESC.update.."\n\n---\n" ) apiFile:write( "\n> function RL.draw()\n\n"..FUNC_DESC.draw.."\n\n---\n" ) apiFile:write( "\n> function RL.event( event )\n\n"..FUNC_DESC.event.."\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.update.."\n---@param delta number\nfunction RL.update( delta ) end\n" ) luaApiFile:write( "---"..FUNC_DESC.draw.."\nfunction RL.draw() end\n" ) luaApiFile:write( "---"..FUNC_DESC.event.."\n---@param event table\nfunction RL.event( event ) 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" ) -- Object unloading. apiFile:write( "\n## Object unloading\n" ) apiFile:write( "\nSome objects allocate memory that needs to be freed when object is no longer needed. By default objects like Textures are unloaded by the Lua garbage collector. It is generatty however recommended to handle this manually in more complex projects. You can change the behavior with SetGCUnload.\n" ) -- Arguments. apiFile:write( "\n## Arguments\n" ) apiFile:write( "\nArguments are stored in 'RL.arg' array.\n" ) -- Structures. apiFile:write( "\n## Structures\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, 2 components\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, 3 components\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, 4 components\n\n---\n" ) apiFile:write( "\n> Quaternion = { 0.0, 0.0, 0.0, 1.0 } or { x = 0.0, y = 0.0, z = 0.0, w = 1.0 }\n\ Quaternion, 4 components (Vector4 alias)\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\ Matrix, 4x4 components, column major, OpenGL style, right-handed. Identity matrix example\n\n---\n" ) apiFile:write( "\n> Color = { 255, 255, 255, 255 } or { r = 255, g = 255, b = 255, a = 255 }\n\ Color, 4 components, R8G8B8A8 (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\ Rectangle, 4 components\n\n---\n" ) apiFile:write( "\n> Image = Userdata\n\ Image, pixel data stored in CPU memory (RAM)\n\n---\n" ) apiFile:write( "\n> Texture = Userdata\n\ Texture, tex data stored in GPU memory (VRAM)\ ```\ textureData = {\ id = unsigned int, --OpenGL texture id\ width = int, --Texture base width\ height = int, --Texture base height\ mipmaps = int, --Mipmap levels, 1 by default\ format = int --Data format (PixelFormat type)\ }\ ```\n\n---\n" ) apiFile:write( "\n> RenderTexture = Userdata\n\ RenderTexture, fbo for texture rendering\ ```\ renderTextureData = {\ id = unsigned int, --OpenGL texture id\ texture = Texture, --Texture base width\ depth = Texture, --Texture base height\ }\ ```\n\n---\n" ) apiFile:write( "\n> Font = Userdata\n\ Font, font texture and GlyphInfo array data\n\n---\n" ) apiFile:write( "\n> Camera2D = Userdata\n\ Camera2D, defines position/orientation in 2d space\n\n---\n" ) apiFile:write( "\n> Camera3D = Userdata\n\ Camera, defines position/orientation in 3d space\n\n---\n" ) apiFile:write( "\n> Mesh = Userdata\n\ Mesh, vertex data and vao/vbo\n\ ```\ meshData = {\ vertices = Vector3{}, --Vertex position (XYZ - 3 components per vertex) (shader-location = 0)\ texcoords = Vector2{}, --Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)\ texcoords2 = Vector2{}, --Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)\ normals = Vector3{}, --Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)\ tangents = Vector4{}, --Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)\ colors = Color{}, --Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)\ indices = int{} --Vertex indices (in case vertex data comes indexed)\ }\ ```\n\n---\n" ) apiFile:write( "\n> Material = Userdata\n\ Material, includes shader and maps\n\ ```\ materialData = {\ shader = Shader,\ maps = { --Material maps array (MAX_MATERIAL_MAPS)\ {\ MATERIAL_MAP_*, --Example MATERIAL_MAP_ALBEDO\ {\ texture = Texture, --Material map texture\ color = Color, --Material map color\ value = float, --Material map value\ },\ },\ ...\ },\ params = { float, float, float, float } --Material generic parameters (if required)\ }\ ```\n\n---\n" ) apiFile:write( "\n> Model = Userdata\n\ Model, meshes, materials and animation data\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\ Ray, ray for raycasting\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\ RayCollision, ray hit information\n\n---\n" ) apiFile:write( "\n> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } } or { min = { 0.0, 0.0, 0.0 }, max = { 1.0, 1.0, 1.0 } }\n\ BoundingBox\n\n---\n" ) apiFile:write( "\n> GlyphInfo = Userdata\n\ GlyphInfo, font characters glyphs info\n\ ```\ glyphInfoData = {\ value = int, --Character value (Unicode)\ offsetX = int, --Character offset X when drawing\ offsetY = int, --Character offset Y when drawing\ advanceX = int, --Character advance position X\ image = Image, --Character image data\ }\ ```\n\n---\n" ) apiFile:write( "\n> BoneInfo = { name = string[32], parent = int }\n\ Bone, skeletal animation bone\n\n---\n" ) apiFile:write( "\n> Transform = { translation = Vector3, rotation = Quaternion, scale = Vector3 }\n\ Transform, vertex transformation data\n\n---\n" ) apiFile:write( "\n> Wave = Userdata\n\ Wave, audio wave data\n\n---\n" ) apiFile:write( "\n> Sound = Userdata\n\ Sound\n\n---\n" ) apiFile:write( "\n> Music = Userdata\n\ Music, audio stream, anything longer than ~10 seconds should be streamed\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\ NPatchInfo, n-patch layout info\n\n---\n" ) apiFile:write( "\n> ModelAnimations = Userdata\n\ ModelAnimation\n\n---\n" ) apiFile:write( "\n> AutomationEvent = Userdata\n\ Automation event\n\n---\n" ) apiFile:write( "\n> AutomationEventList = Userdata\n\ Automation event list\n\n---\n" ) apiFile:write( "\n> Buffer = Buffer userdata\n\ Data buffer for C primitive types. Type should be one of the Buffer types.\n\n---\n" ) if separate then apiFile:close() end -- Defines. local definesCount = 0 local sourceFiles = { "lua_core", "platforms/core_desktop_glfw", -- "platforms/core_desktop_sdl", } for _, src in ipairs( sourceFiles ) do local srcFile = io.open( "../src/"..src..".c", "r" ) local writing = false if separate then local splits = split( src, "/" ) apiFile = io.open( "../"..splits[ #splits ]..".md", "w" ) end repeat local line = srcFile:read( "*l" ) local lineSplit = split( line, " " ) if line == "/*DOC_DEFINES_END*/" then writing = false break end if writing then if lineSplit[1] == "\t/*" then local gategorySplit = split( line, "*" ) apiFile:write( "\n## Defines - "..gategorySplit[2]:sub( 2, #gategorySplit[2] - 1 ).."\n" ) luaApiFile:write( "\n-- Defines - "..gategorySplit[2]:sub( 2, #gategorySplit[2] - 1 ).."\n\n" ) else -- Remove comma from the end. local defineName = lineSplit[2]:sub( 1, -2 ) local value = RL[ defineName ] local comment = lineSplit[6] -- First split after // if comment ~= nil then local i = 7 while lineSplit[i] ~= nil do comment = comment.." "..lineSplit[i] i = i + 1 end luaApiFile:write( "---"..comment.."\n" ) end definesCount = definesCount + 1 if value == nil then apiFile:write( "\n"..defineName.." = nil\n\n" ) luaApiFile:write( "RL."..defineName.."=nil\n" ) elseif type( value ) == "table" then -- All tables are colors. apiFile:write( defineName.." = { " ..math.floor( value[1] )..", "..math.floor( value[2] )..", " ..math.floor( value[3] )..", "..math.floor( value[4] ).." }\n\n" ) luaApiFile:write( "RL."..defineName.."={" ..math.floor( value[1] )..","..math.floor( value[2] ).."," ..math.floor( value[3] )..","..math.floor( value[4] ).."}\n" ) else apiFile:write( "> "..defineName.." = "..value.."\n\n" ) luaApiFile:write( "RL."..defineName.."="..value.."\n" ) end if comment ~= nil then apiFile:write( comment.."\n\n" ) end apiFile:write( "---\n\n" ) end end if line == "/*DOC_DEFINES_START*/" then writing = true end until line == nil srcFile:close() end -- Functions and events. sourceFiles = { "core", "shapes", "textures", "text", "models", "audio", "rmath", "rgui", "lights", "rlgl", "gl", "easings", "bitwiseOp", "platforms/core_desktop_glfw", -- "platforms/core_desktop_sdl", } local functionCount = 0 for _, src in ipairs( sourceFiles ) do local srcFile = io.open( "../src/"..src..".c", "r" ) local line = "" local funcStr = "" local p = false local event = false if separate then local splits = split( src, "/" ) apiFile = io.open( "../"..splits[ #splits ]..".md", "a" ) end repeat line = srcFile:read( "*l" ) if line == "*/" then p = false apiFile:write( "\n---\n" ) if not event then luaApiFile:write( funcStr.."\n" ) funcStr = "" end -- There should be not function definition after events. elseif line == "/* Events. */" then event = true end if p then apiFile:write( line.."\n" ) if line:sub( 1, 2 ) == "##" then if not event then luaApiFile:write( "-- "..line:sub( 4 ).."\n" ) end elseif line:sub( 1, 1 ) == ">" then -- Do not parse events. Only visible in API.md if not event then funcStr = parseFunction( line ) functionCount = functionCount + 1 end elseif line:sub( 1, 1 ) ~= "" then if not event then luaApiFile:write( "---"..line.."\n" ) end 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 print( "Parsed:\n"..definesCount.." Defines\n"..functionCount.." Functions" )