#include "main.h" #include "state.h" #include "lua_core.h" #include "easings.h" #include "reasings.h" /* ## Easings - Linear Easing functions */ /* > value = RL.EaseLinear( float t, float b, float c, float d ) Ease linear - Success return float */ int leasingsEaseLinear( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseLinearNone( t, b, c, d ) ); return 1; } /* ## Easings - Sine Easing functions */ /* > value = RL.EaseSineIn( float t, float b, float c, float d ) Ease sine in - Success return float */ int leasingsEaseSineIn( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseSineIn( t, b, c, d ) ); return 1; } /* > value = RL.EaseSineOut( float t, float b, float c, float d ) Ease sine out - Success return float */ int leasingsEaseSineOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseSineOut( t, b, c, d ) ); return 1; } /* > value = RL.EaseSineInOut( float t, float b, float c, float d ) Ease sine in out - Success return float */ int leasingsEaseSineInOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseSineInOut( t, b, c, d ) ); return 1; } /* ## Easings - Circular Easing functions */ /* > value = RL.EaseCircIn( float t, float b, float c, float d ) Ease circle in - Success return float */ int leasingsEaseCircIn( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseCircIn( t, b, c, d ) ); return 1; } /* > value = RL.EaseCircOut( float t, float b, float c, float d ) Ease circle out - Success return float */ int leasingsEaseCircOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseCircOut( t, b, c, d ) ); return 1; } /* > value = RL.EaseCircInOut( float t, float b, float c, float d ) Ease circle in out - Success return float */ int leasingsEaseCircInOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseCircInOut( t, b, c, d ) ); return 1; } /* ## Easings - Cubic Easing functions */ /* > value = RL.EaseCubicIn( float t, float b, float c, float d ) Ease cubic in - Success return float */ int leasingsEaseCubicIn( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseCubicIn( t, b, c, d ) ); return 1; } /* > value = RL.EaseCubicOut( float t, float b, float c, float d ) Ease cubic out - Success return float */ int leasingsEaseCubicOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseCubicOut( t, b, c, d ) ); return 1; } /* > value = RL.EaseCubicInOut( float t, float b, float c, float d ) Ease cubic in out - Success return float */ int leasingsEaseCubicInOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseCubicInOut( t, b, c, d ) ); return 1; } /* ## Easings - Quadratic Easing functions */ /* > value = RL.EaseQuadIn( float t, float b, float c, float d ) Ease quadratic in - Success return float */ int leasingsEaseQuadIn( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseQuadIn( t, b, c, d ) ); return 1; } /* > value = RL.EaseQuadOut( float t, float b, float c, float d ) Ease quadratic out - Success return float */ int leasingsEaseQuadOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseQuadOut( t, b, c, d ) ); return 1; } /* > value = RL.EaseQuadInOut( float t, float b, float c, float d ) Ease quadratic in out - Success return float */ int leasingsEaseQuadInOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseQuadInOut( t, b, c, d ) ); return 1; } /* ## Easings - Exponential Easing functions */ /* > value = RL.EaseExpoIn( float t, float b, float c, float d ) Ease exponential in - Success return float */ int leasingsEaseExpoIn( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseExpoIn( t, b, c, d ) ); return 1; } /* > value = RL.EaseExpoOut( float t, float b, float c, float d ) Ease exponential out - Success return float */ int leasingsEaseExpoOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseExpoOut( t, b, c, d ) ); return 1; } /* > value = RL.EaseExpoInOut( float t, float b, float c, float d ) Ease exponential in out - Success return float */ int leasingsEaseExpoInOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseExpoInOut( t, b, c, d ) ); return 1; } /* ## Easings - Back Easing functions */ /* > value = RL.EaseBackIn( float t, float b, float c, float d ) Ease back in - Success return float */ int leasingsEaseBackIn( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseBackIn( t, b, c, d ) ); return 1; } /* > value = RL.EaseBackOut( float t, float b, float c, float d ) Ease back out - Success return float */ int leasingsEaseBackOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseBackOut( t, b, c, d ) ); return 1; } /* > value = RL.EaseBackInOut( float t, float b, float c, float d ) Ease back in out - Success return float */ int leasingsEaseBackInOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseBackInOut( t, b, c, d ) ); return 1; } /* ## Easings - Bounce Easing functions */ /* > value = RL.EaseBounceIn( float t, float b, float c, float d ) Ease bounce in - Success return float */ int leasingsEaseBounceIn( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseBounceIn( t, b, c, d ) ); return 1; } /* > value = RL.EaseBounceOut( float t, float b, float c, float d ) Ease bounce out - Success return float */ int leasingsEaseBounceOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseBounceOut( t, b, c, d ) ); return 1; } /* > value = RL.EaseBounceInOut( float t, float b, float c, float d ) Ease bounce in out - Success return float */ int leasingsEaseBounceInOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseBounceInOut( t, b, c, d ) ); return 1; } /* ## Easings - Elastic Easing functions */ /* > value = RL.EaseElasticIn( float t, float b, float c, float d ) Ease elastic in - Success return float */ int leasingsEaseElasticIn( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseElasticIn( t, b, c, d ) ); return 1; } /* > value = RL.EaseElasticOut( float t, float b, float c, float d ) Ease elastic out - Success return float */ int leasingsEaseElasticOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseElasticOut( t, b, c, d ) ); return 1; } /* > value = RL.EaseElasticInOut( float t, float b, float c, float d ) Ease elastic in out - Success return float */ int leasingsEaseElasticInOut( lua_State *L ) { float t = luaL_checknumber( L, 1 ); float b = luaL_checknumber( L, 2 ); float c = luaL_checknumber( L, 3 ); float d = luaL_checknumber( L, 4 ); lua_pushnumber( L, EaseElasticInOut( t, b, c, d ) ); return 1; }