#include "main.h" #include "shapes.h" #include "lua_core.h" /* ## Shapes - Drawing */ /* > success = RL_DrawPixel( Vector2 pos, Color color ) Draw a pixel - Failure return false - Success return true */ int lshapesDrawPixel( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawPixel( Vector2 pos, Color color )" ); lua_pushboolean( L, false ); return 1; } Color color = uluaGetColor( L ); lua_pop( L, 1 ); Vector2 pos = uluaGetVector2( L ); DrawPixelV( pos, color ); lua_pushboolean( L, true ); return 1; } /* > success = RL_DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color ) Draw a line defining thickness - Failure return false - Success return true */ int lshapesDrawLine( lua_State *L ) { if ( !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color )" ); lua_pushboolean( L, false ); return 1; } Color color = uluaGetColor( L ); lua_pop( L, 1 ); float thickness = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 endPos = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 startPos = uluaGetVector2( L ); DrawLineEx( startPos, endPos, thickness, color ); lua_pushboolean( L, true ); return 1; } /* > success = RL_DrawCircle( Vector2 center, float radius, Color color ) Draw a color-filled circle - Failure return false - Success return true */ int lshapesDrawCircle( lua_State *L ) { if ( !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawCircle( Vector2 center, float radius, Color color )" ); lua_pushboolean( L, false ); return 1; } Color color = uluaGetColor( L ); lua_pop( L, 1 ); float radius = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 center = uluaGetVector2( L ); DrawCircleV( center, radius, color ); lua_pushboolean( L, true ); return 1; } /* > success = RL_DrawCircleLines( Vector2 center, float radius, Color color ) Draw circle outline - Failure return false - Success return true */ int lshapesDrawCircleLines( lua_State *L ) { if ( !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawCircleLines( Vector2 center, float radius, Color color )" ); lua_pushboolean( L, false ); return 1; } Color color = uluaGetColor( L ); lua_pop( L, 1 ); float radius = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 center = uluaGetVector2( L ); DrawCircleLines( center.x, center.y, radius, color ); lua_pushboolean( L, true ); return 1; } /* > success = RL_DrawRectangle( Rectangle rec, Color color ) Draw a color-filled rectangle - Failure return false - Success return true */ int lshapesDrawRectangle( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawRectangle( Rectangle rec, Color color )" ); lua_pushboolean( L, false ); return 1; } Rectangle rect = { 0, 0, 0, 0 }; Color color = { 0, 0, 0, 0 }; color = uluaGetColor( L ); lua_pop( L, 1 ); rect = uluaGetRectangle( L ); DrawRectangleRec( rect, color ); lua_pushboolean( L, true ); return 1; } /* > success = RL_DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color ) Draw a color-filled rectangle with pro parameters - Failure return false - Success return true */ int lshapesDrawRectanglePro( lua_State *L ) { if ( !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color )" ); lua_pushboolean( L, false ); return 1; } Color color = uluaGetColor( L ); lua_pop( L, 1 ); float rotation = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 origin = uluaGetVector2( L ); lua_pop( L, 1 ); Rectangle rec = uluaGetRectangle( L ); DrawRectanglePro( rec, origin, rotation, color ); lua_pushboolean( L, true ); return 1; } /* > success = RL_DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color ) Draw a color-filled triangle ( Vertex in counter-clockwise order! ) - Failure return false - Success return true */ int lshapesDrawTriangle( lua_State *L ) { if ( !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color )" ); lua_pushboolean( L, false ); return 1; } Color color = uluaGetColor( L ); lua_pop( L, 1 ); Vector2 v3 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); DrawTriangle( v1, v2, v3, color ); lua_pushboolean( L, true ); return 1; } /* > success = RL_DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color ) Draw triangle outline ( Vertex in counter-clockwise order! ) - Failure return false - Success return true */ int lshapesDrawTriangleLines( lua_State *L ) { if ( !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color )" ); lua_pushboolean( L, false ); return 1; } Color color = uluaGetColor( L ); lua_pop( L, 1 ); Vector2 v3 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); DrawTriangleLines( v1, v2, v3, color ); lua_pushboolean( L, true ); return 1; } /* ## Shapes - Collision */ /* > collision = RL_CheckCollisionRecs( Rectangle rec1, Rectangle rec2 ) Check collision between two rectangles - Failure return nil - Success return bool */ int lshapesCheckCollisionRecs( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionRecs( Rectangle rec1, Rectangle rec2 )" ); lua_pushnil( L ); return 1; } Rectangle rect1 = uluaGetRectangle( L ); lua_pop( L, 1 ); Rectangle rect2 = uluaGetRectangle( L ); lua_pushboolean( L, CheckCollisionRecs( rect1, rect2 ) ); return 1; } /* > collision = RL_CheckCollisionCircles( Vector2 center1, float radius1, Vector2 center2, float radius2 ) Check collision between two circles - Failure return nil - Success return bool */ int lshapesCheckCollisionCircles( lua_State *L ) { if ( !lua_istable( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionCircles( Vector2 center1, float radius1, Vector2 center2, float radius2 )" ); lua_pushnil( L ); return 1; } float radius2 = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 center2 = uluaGetVector2( L ); lua_pop( L, 1 ); float radius1 = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 center1 = uluaGetVector2( L ); lua_pushboolean( L, CheckCollisionCircles( center1, radius1, center2, radius2 ) ); return 1; } /* > collision = RL_CheckCollisionCircleRec( Vector2 center, float radius, Rectangle rec ) Check collision between circle and rectangle - Failure return nil - Success return bool */ int lshapesCheckCollisionCircleRec( lua_State *L ) { if ( !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionCircleRec( Vector2 center, float radius, Rectangle rec )" ); lua_pushnil( L ); return 1; } Rectangle rec = uluaGetRectangle( L ); lua_pop( L, 1 ); float radius = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 center = uluaGetVector2( L ); lua_pushboolean( L, CheckCollisionCircleRec( center, radius, rec ) ); return 1; } /* > collision = RL_CheckCollisionPointRec( Vector2 point, Rectangle rec ) Check if point is inside rectangle - Failure return nil - Success return bool */ int lshapesCheckCollisionPointRec( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionPointRec( Vector2 point, Rectangle rec )" ); lua_pushnil( L ); return 1; } Rectangle rec = uluaGetRectangle( L ); lua_pop( L, 1 ); Vector2 point = uluaGetVector2( L ); lua_pushboolean( L, CheckCollisionPointRec( point, rec ) ); return 1; } /* > collision = RL_CheckCollisionPointCircle( Vector2 point, Vector2 center, float radius ) Check if point is inside circle - Failure return nil - Success return bool */ int lshapesCheckCollisionPointCircle( lua_State *L ) { if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionPointCircle( Vector2 point, Vector2 center, float radius )" ); lua_pushnil( L ); return 1; } float radius = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 center = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 point = uluaGetVector2( L ); lua_pushboolean( L, CheckCollisionPointCircle( point, center, radius ) ); return 1; } /* > collision = RL_CheckCollisionPointTriangle( Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3 ) Check if point is inside a triangle - Failure return nil - Success return bool */ int lshapesCheckCollisionPointTriangle( lua_State *L ) { if ( !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionPointTriangle( Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3 )" ); lua_pushnil( L ); return 1; } Vector2 p3 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 p2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 p1 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 point = uluaGetVector2( L ); lua_pushboolean( L, CheckCollisionPointTriangle( point, p1, p2, p3 ) ); return 1; } /* > collision, position = RL_CheckCollisionLines( Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2 ) Check the collision between two lines defined by two points each, returns collision point by reference - Failure return nil - Success return bool, Vector2 */ int lshapesCheckCollisionLines( lua_State *L ) { if ( !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionLines( Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2 )" ); lua_pushnil( L ); return 1; } Vector2 endPos2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 startPos2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 endPos1 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 startPos1 = uluaGetVector2( L ); Vector2 colPoint = { 0, 0 }; lua_pushboolean( L, CheckCollisionLines( startPos1, endPos1, startPos2, endPos2, &colPoint ) ); uluaPushVector2( L, colPoint ); return 2; } /* > collision = RL_CheckCollisionPointLine( Vector2 point, Vector2 p1, Vector2 p2, int threshold ) Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] - Failure return nil - Success return bool */ int lshapesCheckCollisionPointLine( lua_State *L ) { if ( !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionPointLine( Vector2 point, Vector2 p1, Vector2 p2, int threshold )" ); lua_pushnil( L ); return 1; } int threshold = lua_tointeger( L, -1 ); lua_pop( L, 1 ); Vector2 p2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 p1 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 point = uluaGetVector2( L ); lua_pushboolean( L, CheckCollisionPointLine( point, p1, p2, threshold ) ); return 1; } /* > rectangle = RL_GetCollisionRec( Rectangle rec1, Rectangle rec2 ) Get collision rectangle for two rectangles collision - Failure return nil - Success return Rectangle */ int lshapesGetCollisionRec( lua_State *L ) { /* Rectangle rec1, Rectangle rec2 */ if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetCollisionRec( Rectangle rec1, Rectangle rec2 )" ); lua_pushnil( L ); return 1; } Rectangle rec2 = uluaGetRectangle( L ); lua_pop( L, 1 ); Rectangle rec1 = uluaGetRectangle( L ); uluaPushRectangle( L, GetCollisionRec( rec1, rec2 ) ); return 1; }