#include "main.h" #include "state.h" #include "shapes.h" #include "lua_core.h" #include "textures.h" /* ## Shapes - Drawing */ /* > RL.SetShapesTexture( Texture texture, Rectangle source ) Set texture and rectangle to be used on shapes drawing NOTE: It can be useful when using basic shapes and one single font, defining a font char white rectangle would allow drawing everything in a single draw call */ int lshapesSetShapesTexture( lua_State *L ) { Texture *texture = uluaGetTexture( L, 1 ); Rectangle source = uluaGetRectangleIndex( L, 2 ); SetShapesTexture( *texture, source ); return 0; } /* > RL.DrawPixel( Vector2 pos, Color color ) Draw a pixel */ int lshapesDrawPixel( lua_State *L ) { Vector2 pos = uluaGetVector2Index( L, 1 ); Color color = uluaGetColorIndex( L, 2 ); DrawPixelV( pos, color ); return 0; } /* > RL.DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color ) Draw a line defining thickness */ int lshapesDrawLine( lua_State *L ) { Vector2 startPos = uluaGetVector2Index( L, 1 ); Vector2 endPos = uluaGetVector2Index( L, 2 ); float thickness = luaL_checknumber( L, 3 ); Color color = uluaGetColorIndex( L, 4 ); DrawLineEx( startPos, endPos, thickness, color ); return 0; } /* > RL.DrawLineBezier( Vector2 startPos, Vector2 endPos, float thickness, Color color ) Draw a line using cubic-bezier curves in-out */ int lshapesDrawLineBezier( lua_State *L ) { Vector2 startPos = uluaGetVector2Index( L, 1 ); Vector2 endPos = uluaGetVector2Index( L, 2 ); float thickness = luaL_checknumber( L, 3 ); Color color = uluaGetColorIndex( L, 4 ); DrawLineBezier( startPos, endPos, thickness, color ); return 0; } /* > RL.DrawLineBezierQuad( Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thickness, Color color ) Draw line using quadratic bezier curves with a control point */ int lshapesDrawLineBezierQuad( lua_State *L ) { Vector2 startPos = uluaGetVector2Index( L, 1 ); Vector2 endPos = uluaGetVector2Index( L, 2 ); Vector2 controlPos = uluaGetVector2Index( L, 3 ); float thickness = luaL_checknumber( L, 4 ); Color color = uluaGetColorIndex( L, 5 ); DrawLineBezierQuad( startPos, endPos, controlPos, thickness, color ); return 0; } /* > RL.DrawLineBezierCubic( Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thickness, Color color ) Draw line using quadratic bezier curves with a control point */ int lshapesDrawLineBezierCubic( lua_State *L ) { Vector2 startPos = uluaGetVector2Index( L, 1 ); Vector2 endPos = uluaGetVector2Index( L, 2 ); Vector2 startControlPos = uluaGetVector2Index( L, 3 ); Vector2 endControlPos = uluaGetVector2Index( L, 4 ); float thickness = luaL_checknumber( L, 5 ); Color color = uluaGetColorIndex( L, 6 ); DrawLineBezierCubic( startPos, endPos, startControlPos, endControlPos, thickness, color ); return 0; } /* > RL.DrawLineStrip( Vector2{} points, Color color ) Draw lines sequence */ int lshapesDrawLineStrip( lua_State *L ) { int pointsCount = uluaGetTableLenIndex( L, 1 ); Color color = uluaGetColorIndex( L, 2 ); Vector2 points[ pointsCount ]; /* t = points index. */ int t = 1, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { points[i] = uluaGetVector2( L ); i++; lua_pop( L, 1 ); } DrawLineStrip( points, pointsCount, color ); return 0; } /* > RL.DrawCircle( Vector2 center, float radius, Color color ) Draw a color-filled circle */ int lshapesDrawCircle( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color = uluaGetColorIndex( L, 3 ); DrawCircleV( center, radius, color ); return 0; } /* > RL.DrawCircleSector( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color ) Draw a piece of a circle */ int lshapesDrawCircleSector( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); float radius = luaL_checknumber( L, 2 ); float startAngle = luaL_checknumber( L, 3 ); float endAngle = luaL_checknumber( L, 4 ); int segments = luaL_checkinteger( L, 5 ); Color color = uluaGetColorIndex( L, 6 ); DrawCircleSector( center, radius, startAngle, endAngle, segments, color ); return 0; } /* > RL.DrawCircleSectorLines( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color ) Draw circle sector outline */ int lshapesDrawCircleSectorLines( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); float radius = luaL_checknumber( L, 2 ); float startAngle = luaL_checknumber( L, 3 ); float endAngle = luaL_checknumber( L, 4 ); int segments = luaL_checkinteger( L, 5 ); Color color = uluaGetColorIndex( L, 6 ); DrawCircleSectorLines( center, radius, startAngle, endAngle, segments, color ); return 0; } /* > RL.DrawCircleGradient( Vector2 center, float radius, Color color1, Color color2 ) Draw a gradient-filled circle */ int lshapesDrawCircleGradient( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color1 = uluaGetColorIndex( L, 3 ); Color color2 = uluaGetColorIndex( L, 4 ); DrawCircleGradient( center.x, center.y, radius, color1, color2 ); return 0; } /* > RL.DrawCircleLines( Vector2 center, float radius, Color color ) Draw circle outline */ int lshapesDrawCircleLines( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color = uluaGetColorIndex( L, 3 ); DrawCircleLines( center.x, center.y, radius, color ); return 0; } /* > RL.DrawEllipse( Vector2 center, float radiusH, float radiusV, Color color ) Draw ellipse */ int lshapesDrawEllipse( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); float radiusH = luaL_checknumber( L, 2 ); float radiusV = luaL_checknumber( L, 3 ); Color color = uluaGetColorIndex( L, 4 ); DrawEllipse( center.x, center.y, radiusH, radiusV, color ); return 0; } /* > RL.DrawEllipseLines( Vector2 center, float radiusH, float radiusV, Color color ) Draw ellipse outline */ int lshapesDrawEllipseLines( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); float radiusH = luaL_checknumber( L, 2 ); float radiusV = luaL_checknumber( L, 3 ); Color color = uluaGetColorIndex( L, 4 ); DrawEllipseLines( center.x, center.y, radiusH, radiusV, color ); return 0; } /* > RL.DrawRing( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color ) Draw ring */ int lshapesDrawRing( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); float innerRadius = luaL_checknumber( L, 2 ); float outerRadius = luaL_checknumber( L, 3 ); float startAngle = luaL_checknumber( L, 4 ); float endAngle = luaL_checknumber( L, 5 ); int segments = luaL_checkinteger( L, 6 ); Color color = uluaGetColorIndex( L, 7 ); DrawRing( center, innerRadius, outerRadius, startAngle, endAngle, segments, color ); return 0; } /* > RL.DrawRingLines( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color ) Draw ring outline */ int lshapesDrawRingLines( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); float innerRadius = luaL_checknumber( L, 2 ); float outerRadius = luaL_checknumber( L, 3 ); float startAngle = luaL_checknumber( L, 4 ); float endAngle = luaL_checknumber( L, 5 ); int segments = luaL_checkinteger( L, 6 ); Color color = uluaGetColorIndex( L, 7 ); DrawRingLines( center, innerRadius, outerRadius, startAngle, endAngle, segments, color ); return 0; } /* > RL.DrawRectangle( Rectangle rec, Color color ) Draw a color-filled rectangle */ int lshapesDrawRectangle( lua_State *L ) { Rectangle rect = uluaGetRectangleIndex( L, 1 ); Color color = uluaGetColorIndex( L, 2 ); DrawRectangleRec( rect, color ); return 0; } /* > RL.DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color ) Draw a color-filled rectangle with pro parameters */ int lshapesDrawRectanglePro( lua_State *L ) { Rectangle rec = uluaGetRectangleIndex( L, 1 ); Vector2 origin = uluaGetVector2Index( L, 2 ); float rotation = luaL_checknumber( L, 3 ); Color color = uluaGetColorIndex( L, 4 ); DrawRectanglePro( rec, origin, rotation, color ); return 0; } /* > RL.DrawRectangleGradientV( Rectangle rectangle, Color color1, Color color2 ) Draw a vertical-gradient-filled rectangle */ int lshapesDrawRectangleGradientV( lua_State *L ) { Rectangle rect = uluaGetRectangleIndex( L, 1 ); Color color1 = uluaGetColorIndex( L, 2 ); Color color2 = uluaGetColorIndex( L, 3 ); DrawRectangleGradientV( rect.x, rect.y, rect.width, rect.height, color1, color2 ); return 0; } /* > RL.DrawRectangleGradientH( Rectangle rectangle, Color color1, Color color2 ) Draw a horizontal-gradient-filled rectangle */ int lshapesDrawRectangleGradientH( lua_State *L ) { Rectangle rect = uluaGetRectangleIndex( L, 1 ); Color color1 = uluaGetColorIndex( L, 2 ); Color color2 = uluaGetColorIndex( L, 3 ); DrawRectangleGradientH( rect.x, rect.y, rect.width, rect.height, color1, color2 ); return 0; } /* > RL.DrawRectangleGradientEx( Rectangle rectangle, Color col1, Color col2, Color col3, Color col4 ) Draw a gradient-filled rectangle with custom vertex colors */ int lshapesDrawRectangleGradientEx( lua_State *L ) { Rectangle rect = uluaGetRectangleIndex( L, 1 ); Color color1 = uluaGetColorIndex( L, 2 ); Color color2 = uluaGetColorIndex( L, 3 ); Color color3 = uluaGetColorIndex( L, 4 ); Color color4 = uluaGetColorIndex( L, 5 ); DrawRectangleGradientEx( rect, color1, color2, color3, color4 ); return 0; } /* > RL.DrawRectangleLines( Rectangle rec, Color color ) Draw rectangle outline */ int lshapesDrawRectangleLines( lua_State *L ) { Rectangle rect = uluaGetRectangleIndex( L, 1 ); Color color = uluaGetColorIndex( L, 2 ); DrawRectangleLines( rect.x, rect.y, rect.width, rect.height, color ); return 0; } /* > RL.DrawRectangleLinesEx( Rectangle rec, int lineThick, Color color ) Draw rectangle outline with extended parameters */ int lshapesDrawRectangleLinesEx( lua_State *L ) { Rectangle rect = uluaGetRectangleIndex( L, 1 ); int lineThick = luaL_checkinteger( L, 2 ); Color color = uluaGetColorIndex( L, 3 ); DrawRectangleLinesEx( rect, lineThick, color ); return 0; } /* > RL.DrawRectangleRounded( Rectangle rec, float roundness, int segments, Color color ) Draw rectangle with rounded edges */ int lshapesDrawRectangleRounded( lua_State *L ) { Rectangle rect = uluaGetRectangleIndex( L, 1 ); float roundness = luaL_checknumber( L, 2 ); int segments = luaL_checkinteger( L, 3 ); Color color = uluaGetColorIndex( L, 4 ); DrawRectangleRounded( rect, roundness, segments, color ); return 0; } /* > RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, int lineThick, Color color ) Draw rectangle with rounded edges outline */ int lshapesDrawRectangleRoundedLines( lua_State *L ) { Rectangle rect = uluaGetRectangleIndex( L, 1 ); float roundness = luaL_checknumber( L, 2 ); int segments = luaL_checkinteger( L, 3 ); int lineThick = luaL_checkinteger( L, 4 ); Color color = uluaGetColorIndex( L, 5 ); DrawRectangleRoundedLines( rect, roundness, segments, lineThick, color ); return 0; } /* > RL.DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color ) Draw a color-filled triangle (Vertex in counter-clockwise order!) */ int lshapesDrawTriangle( lua_State *L ) { Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v3 = uluaGetVector2Index( L, 3 ); Color color = uluaGetColorIndex( L, 4 ); DrawTriangle( v1, v2, v3, color ); return 0; } /* > RL.DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color ) Draw triangle outline (Vertex in counter-clockwise order!) */ int lshapesDrawTriangleLines( lua_State *L ) { Vector2 v1 = uluaGetVector2Index( L, 1 ); Vector2 v2 = uluaGetVector2Index( L, 2 ); Vector2 v3 = uluaGetVector2Index( L, 3 ); Color color = uluaGetColorIndex( L, 4 ); DrawTriangleLines( v1, v2, v3, color ); return 0; } /* > RL.DrawTriangleFan( Vector2{} points, Color color ) Draw a triangle fan defined by points (first vertex is the center) */ int lshapesDrawTriangleFan( lua_State *L ) { int pointsCount = uluaGetTableLenIndex( L, 1 ); Color color = uluaGetColorIndex( L, 2 ); Vector2 points[ pointsCount ]; /* t = points index. */ int t = 1, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { points[i] = uluaGetVector2( L ); i++; lua_pop( L, 1 ); } DrawTriangleFan( points, pointsCount, color ); return 0; } /* > RL.DrawTriangleStrip( Vector2{} points, Color color ) Draw a triangle strip defined by points */ int lshapesDrawTriangleStrip( lua_State *L ) { int pointsCount = uluaGetTableLenIndex( L, 1 ); Color color = uluaGetColorIndex( L, 2 ); Vector2 points[ pointsCount ]; /* t = points index. */ int t = 1, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { points[i] = uluaGetVector2( L ); i++; lua_pop( L, 1 ); } DrawTriangleStrip( points, pointsCount, color ); return 0; } /* > RL.DrawPoly( Vector2 center, int sides, float radius, float rotation, Color color ) Draw a regular polygon (Vector version) */ int lshapesDrawPoly( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); float rotation = luaL_checknumber( L, 4 ); Color color = uluaGetColorIndex( L, 5 ); DrawPoly( center, sides, radius, rotation, color ); return 0; } /* > RL.DrawPolyLines( Vector2 center, int sides, float radius, float rotation, Color color ) Draw a polygon outline of n sides */ int lshapesDrawPolyLines( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); float rotation = luaL_checknumber( L, 4 ); Color color = uluaGetColorIndex( L, 5 ); DrawPolyLines( center, sides, radius, rotation, color ); return 0; } /* > RL.DrawPolyLinesEx( Vector2 center, int sides, float radius, float rotation, float lineThick, Color color ) Draw a polygon outline of n sides with extended parameters */ int lshapesDrawPolyLinesEx( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); float rotation = luaL_checknumber( L, 4 ); float lineThick = luaL_checknumber( L, 5 ); Color color = uluaGetColorIndex( L, 6 ); DrawPolyLinesEx( center, sides, radius, rotation, lineThick, color ); return 0; } /* ## Shapes - Collision */ /* > collision = RL.CheckCollisionRecs( Rectangle rec1, Rectangle rec2 ) Check collision between two rectangles - Success return bool */ int lshapesCheckCollisionRecs( lua_State *L ) { Rectangle rect1 = uluaGetRectangleIndex( L, 1 ); Rectangle rect2 = uluaGetRectangleIndex( L, 2 ); lua_pushboolean( L, CheckCollisionRecs( rect1, rect2 ) ); return 1; } /* > collision = RL.CheckCollisionCircles( Vector2 center1, float radius1, Vector2 center2, float radius2 ) Check collision between two circles - Success return bool */ int lshapesCheckCollisionCircles( lua_State *L ) { Vector2 center1 = uluaGetVector2Index( L, 1 ); float radius1 = luaL_checknumber( L, 2 ); Vector2 center2 = uluaGetVector2Index( L, 3 ); float radius2 = luaL_checknumber( L, 4 ); 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 - Success return bool */ int lshapesCheckCollisionCircleRec( lua_State *L ) { Vector2 center = uluaGetVector2Index( L, 1 ); float radius = luaL_checknumber( L, 2 ); Rectangle rec = uluaGetRectangleIndex( L, 3 ); lua_pushboolean( L, CheckCollisionCircleRec( center, radius, rec ) ); return 1; } /* > collision = RL.CheckCollisionPointRec( Vector2 point, Rectangle rec ) Check if point is inside rectangle - Success return bool */ int lshapesCheckCollisionPointRec( lua_State *L ) { Vector2 point = uluaGetVector2Index( L, 1 ); Rectangle rec = uluaGetRectangleIndex( L, 2 ); lua_pushboolean( L, CheckCollisionPointRec( point, rec ) ); return 1; } /* > collision = RL.CheckCollisionPointCircle( Vector2 point, Vector2 center, float radius ) Check if point is inside circle - Success return bool */ int lshapesCheckCollisionPointCircle( lua_State *L ) { Vector2 point = uluaGetVector2Index( L, 1 ); Vector2 center = uluaGetVector2Index( L, 2 ); float radius = luaL_checknumber( L, 3 ); 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 - Success return bool */ int lshapesCheckCollisionPointTriangle( lua_State *L ) { Vector2 point = uluaGetVector2Index( L, 1 ); Vector2 p1 = uluaGetVector2Index( L, 2 ); Vector2 p2 = uluaGetVector2Index( L, 3 ); Vector2 p3 = uluaGetVector2Index( L, 4 ); lua_pushboolean( L, CheckCollisionPointTriangle( point, p1, p2, p3 ) ); return 1; } /* > collision = RL.CheckCollisionPointPoly( Vector2 point, Vector2{} points ) Check if point is within a polygon described by array of vertices - Success return bool */ int lshapesCheckCollisionPointPoly( lua_State *L ) { Vector2 point = uluaGetVector2Index( L, 1 ); int pointCount = uluaGetTableLenIndex( L, 2 ); Vector2 points[ pointCount ]; /* t = points index. */ int t = 2, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { points[i] = uluaGetVector2( L ); i++; lua_pop( L, 1 ); } lua_pushboolean( L, CheckCollisionPointPoly( point, points, pointCount ) ); 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 - Success return bool, Vector2 */ int lshapesCheckCollisionLines( lua_State *L ) { Vector2 startPos1 = uluaGetVector2Index( L, 1 ); Vector2 endPos1 = uluaGetVector2Index( L, 2 ); Vector2 startPos2 = uluaGetVector2Index( L, 3 ); Vector2 endPos2 = uluaGetVector2Index( L, 4 ); 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] - Success return bool */ int lshapesCheckCollisionPointLine( lua_State *L ) { Vector2 point = uluaGetVector2Index( L, 1 ); Vector2 p1 = uluaGetVector2Index( L, 2 ); Vector2 p2 = uluaGetVector2Index( L, 3 ); int threshold = luaL_checkinteger( L, 4 ); lua_pushboolean( L, CheckCollisionPointLine( point, p1, p2, threshold ) ); return 1; } /* > rectangle = RL.GetCollisionRec( Rectangle rec1, Rectangle rec2 ) Get collision rectangle for two rectangles collision - Success return Rectangle */ int lshapesGetCollisionRec( lua_State *L ) { Rectangle rec1 = uluaGetRectangleIndex( L, 1 ); Rectangle rec2 = uluaGetRectangleIndex( L, 2 ); uluaPushRectangle( L, GetCollisionRec( rec1, rec2 ) ); return 1; }