#include "main.h" #include "state.h" #include "text.h" #include "textures.h" #include "lua_core.h" void unloadGlyphInfo( GlyphInfo* glyph ) { UnloadImage( glyph->image ); } static float measureWord( Font font, char* text, float fontSize, float spacing ) { if ( text == NULL ) { return 0.0; } int i = 0; /* Find white scape and set it to null. */ for ( ; text[i] != '\0' && text[i] != ' ' && text[i] != '\n' && text[i] != '\t'; i++ ) {} /* Replace whitespace with NULL for measuring. */ char letter = text[i]; text[i] = '\0'; Vector2 size = MeasureTextEx( font, text, fontSize, spacing ); text[i] = letter; return size.x; } static int DrawTextBoxed( Font font, char* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, bool limitHeight, Vector2* textOffset ) { const int tabSize = 4; /* How many spaces. */ int lineSpacing = state->lineSpacing; if ( rec.width <= 0 || ( rec.height <= limitHeight ? ( textOffset->y + lineSpacing ) : 0 ) ) { return 0; } int len = TextLength( text ); float scaleFactor = fontSize / font.baseSize; float wordWidth = 0.0; bool measure = true; Vector2 mousePos = GetMousePosition(); int mouseChar = 0; for ( int i = 0; i < len; ) { int codepointByteCount = 0; int codepoint = GetCodepointNext( &text[i], &codepointByteCount ); int index = GetGlyphIndex( font, codepoint ); float codepointWidth = font.glyphs[ index ].advanceX == 0 ? (float)font.recs[ index ].width * scaleFactor + spacing : (float)font.glyphs[ index ].advanceX * scaleFactor + spacing; if ( codepoint == '\n' ) { textOffset->x = 0; textOffset->y += lineSpacing; } else if ( wordWrap && ( wordWidth < rec.width ) ) { if ( measure && codepoint != ' ' ) { wordWidth = measureWord( font, &text[i], fontSize, spacing ); measure = false; if ( rec.width < ( textOffset->x + wordWidth ) ) { textOffset->x = 0; textOffset->y += lineSpacing; } } else if ( codepoint == ' ' || codepoint == '\n' || codepoint == '\t' ) { measure = true; } } else { if ( rec.width < ( textOffset->x + codepointWidth ) ) { textOffset->x = 0; textOffset->y += lineSpacing; } } if ( limitHeight && ( rec.height < ( textOffset->y + lineSpacing ) ) ) { break; } if ( codepoint != '\n' && codepoint != '\t' && !( textOffset->x == 0 && codepoint == ' ' ) && codepointWidth < rec.width ) { DrawTextCodepoint( font, codepoint, (Vector2){ round( rec.x + textOffset->x ), round( rec.y + textOffset->y ) }, fontSize, tint ); if ( CheckCollisionPointRec( mousePos, (Rectangle){ rec.x + textOffset->x - 1, rec.y + textOffset->y, codepointWidth, (float)font.baseSize * scaleFactor } ) ) { mouseChar = i + 1; } textOffset->x += codepointWidth; } else if ( codepoint == '\t' ) { textOffset->x += (float)font.recs[ GetGlyphIndex( font, ' ' ) ].width * tabSize * scaleFactor + spacing; } i += codepointByteCount; } return mouseChar; } static inline void getCodepoints( lua_State* L, int codepoints[], int index ) { int t = index; int i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { codepoints[i] = lua_tointeger( L, -1 ); i++; lua_pop( L, 1 ); } } /* ## Text - Font loading/unloading functions */ /* > font = RL.GetFontDefault() Get the default Font. Return as lightuserdata - Success return Font */ int ltextGetFontDefault( lua_State* L ) { lua_pushlightuserdata( L, &state->defaultFont ); return 1; } /* > font = RL.LoadFont( string fileName ) Load font from file into GPU memory (VRAM) - Failure return nil - Success return Font */ int ltextLoadFont( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushFont( L, LoadFont( lua_tostring( L, 1 ) ) ); return 1; } TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) ); lua_pushnil( L ); return 1; } /* > font = RL.LoadFontEx( string fileName, int fontSize, int{}|nil codepoints ) Load font from file with extended parameters, use NULL for codepoints to load the default character set - Failure return nil - Success return Font */ int ltextLoadFontEx( lua_State* L ) { int fontSize = luaL_checkinteger( L, 2 ); if ( FileExists( luaL_checkstring( L, 1 ) ) ) { if ( lua_istable( L, 3 ) ) { int codepointCount = uluaGetTableLen( L, 3 ); int codepoints[ codepointCount ]; getCodepoints( L, codepoints, 3 ); uluaPushFont( L, LoadFontEx( lua_tostring( L, 1 ), fontSize, codepoints, codepointCount ) ); return 1; } uluaPushFont( L, LoadFontEx( lua_tostring( L, 1 ), fontSize, NULL, 0 ) ); return 1; } TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) ); lua_pushnil( L ); return 1; } /* > font = RL.LoadFontFromImage( Image image, Color key, int firstChar ) Load font from Image (XNA style) - Success return Font */ int ltextLoadFontFromImage( lua_State* L ) { Image* image = uluaGetImage( L, 1 ); Color key = uluaGetColor( L, 2 ); int firstChar = luaL_checkinteger( L, 3 ); uluaPushFont( L, LoadFontFromImage( *image, key, firstChar ) ); return 1; } /* > font = RL.LoadFontFromMemory( string fileType, Buffer fileData, int fontSize, int{} codepoints ) Load font from memory buffer, fileType refers to extension: i.e. '.ttf'. NOTE: fileData type should be unsigned char - Success return Font */ int ltextLoadFontFromMemory( lua_State* L ) { const char* fileType = luaL_checkstring( L, 1 ); Buffer* fileData = uluaGetBuffer( L, 2 ); int fontSize = luaL_checkinteger( L, 3 ); if ( lua_istable( L, 4 ) ) { int codepointCount = uluaGetTableLen( L, 4 ); int codepoints[ codepointCount ]; getCodepoints( L, codepoints, 4 ); uluaPushFont( L, LoadFontFromMemory( fileType, fileData->data, fileData->size, fontSize, codepoints, codepointCount ) ); return 1; } /* If no codepoints provided. */ uluaPushFont( L, LoadFontFromMemory( fileType, fileData->data, fileData->size, fontSize, NULL, 0 ) ); return 1; } /* > font = RL.LoadFontFromData( Font{} fontData ) Load Font from data - Success return Font */ int ltextLoadFontFromData( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); Font font = { 0 }; int t = 1; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( strcmp( "baseSize", (char*)lua_tostring( L, -2 ) ) == 0 ) { font.baseSize = luaL_checkinteger( L, -1 ); } else if ( strcmp( "glyphCount", (char*)lua_tostring( L, -2 ) ) == 0 ) { font.glyphCount = luaL_checkinteger( L, -1 ); } else if ( strcmp( "glyphPadding", (char*)lua_tostring( L, -2 ) ) == 0 ) { font.glyphPadding = luaL_checkinteger( L, -1 ); } else if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) { font.texture = *uluaGetTexture( L, lua_gettop( L ) ); } else if ( strcmp( "recs", (char*)lua_tostring( L, -2 ) ) == 0 ) { int recCount = uluaGetTableLen( L, lua_gettop( L ) ); font.recs = malloc( recCount * sizeof( Rectangle ) ); int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { font.recs[i] = uluaGetRectangle( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } } else if ( strcmp( "glyphs", (char*)lua_tostring( L, -2 ) ) == 0 ) { int glyphCount = uluaGetTableLen( L, lua_gettop( L ) ); font.glyphs = malloc( glyphCount * sizeof( GlyphInfo ) ); int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { font.glyphs[i] = *uluaGetGlyphInfo( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } } lua_pop( L, 1 ); } uluaPushFont( L, font ); return 1; } /* > font = RL.FontCopy( Font font ) Load font copy as new userdata - Success return Font */ int ltextFontCopy( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); uluaPushFont( L, *font ); return 1; } /* > isReady = RL.IsFontValid( Font font ) Check if a font is valid (font data loaded, WARNING: GPU texture not checked) - Success return bool */ int ltextIsFontValid( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); lua_pushboolean( L, IsFontValid( *font ) ); return 1; } /* > glyphs = RL.LoadFontData( Buffer fileData, int fontSize, int{} codepoints, int type ) Load font data for further use. NOTE: fileData type should be unsigned char - Success return GlyphInfo{} */ int ltextLoadFontData( lua_State* L ) { Buffer* fileData = uluaGetBuffer( L, 1 ); int fontSize = luaL_checkinteger( L, 2 ); int type = luaL_checkinteger( L, 4 ); int codepointCount = 95; // In case no chars count provided, default to 95. if ( lua_istable( L, 3 ) ) { codepointCount = uluaGetTableLen( L, 3 ); int codepoints[ codepointCount ]; getCodepoints( L, codepoints, 3 ); GlyphInfo* glyphs = LoadFontData( fileData->data, fileData->size, fontSize, codepoints, codepointCount, type ); lua_createtable( L, codepointCount, 0 ); for ( int i = 0; i < codepointCount; i++ ) { uluaPushGlyphInfo( L, glyphs[i] ); lua_rawseti( L, -2, i + 1 ); } UnloadFontData( glyphs, codepointCount ); return 1; } /* If no codepoints provided. */ GlyphInfo* glyphs = LoadFontData( fileData->data, fileData->size, fontSize, NULL, 0, type ); lua_createtable( L, codepointCount, 0 ); for ( int i = 0; i < codepointCount; i++ ) { uluaPushGlyphInfo( L, glyphs[i] ); lua_rawseti( L, -2, i + 1 ); } UnloadFontData( glyphs, codepointCount ); return 1; } /* > image, rectangles = RL.GenImageFontAtlas( GlyphInfo{} glyphs, int fontSize, int padding, int packMethod ) Generate image font atlas using chars info. NOTE: Packing method: 0-Default, 1-Skyline - Success Image, Rectangle{} */ int ltextGenImageFontAtlas( lua_State* L ) { int fontSize = luaL_checkinteger( L, 2 ); int padding = luaL_checkinteger( L, 3 ); int packMethod = luaL_checkinteger( L, 4 ); int glyphCount = uluaGetTableLen( L, 1 ); GlyphInfo glyphs[ glyphCount ]; Rectangle *glyphRecs; int t = 1; int i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { glyphs[i] = *uluaGetGlyphInfo( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } uluaPushImage( L, GenImageFontAtlas( glyphs, &glyphRecs, glyphCount, fontSize, padding, packMethod ) ); lua_createtable( L, glyphCount, 0 ); for ( i = 0; i < glyphCount; i++ ) { uluaPushRectangle( L, glyphRecs[i] ); lua_rawseti( L, -2, i + 1 ); } return 2; } /* > RL.UnloadFont( Font font ) Unload font from GPU memory (VRAM) */ int ltextUnloadFont( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); UnloadFont( *font ); memset( font, 0, sizeof( Font ) ); return 0; } /* > RL.ExportFontAsCode( Font font, string fileName ) Export font as code file, returns true on success - Success return bool */ int ltextExportFontAsCode( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); const char* fileName = luaL_checkstring( L, 2 ); lua_pushboolean( L, ExportFontAsCode( *font, fileName ) ); return 1; } /* ## Text - Text drawing functions */ /* > RL.DrawFPS( Vector2 pos ) Draw current FPS */ int ltextDrawFPS( lua_State* L ) { Vector2 pos = uluaGetVector2( L, 1 ); DrawFPS( pos.x, pos.y ); return 0; } /* > RL.DrawText( string text, Vector2 position, float fontSize, Color tint ) Draw text (using default font) */ int ltextDrawText( lua_State* L ) { Vector2 position = uluaGetVector2( L, 2 ); float fontSize = luaL_checknumber( L, 3 ); Color tint = uluaGetColor( L, 4 ); DrawText( luaL_checkstring( L, 1 ), position.x, position.y, fontSize, tint ); return 0; } /* > RL.DrawTextEx( Font font, string text, Vector2 position, float fontSize, float spacing, Color tint ) Draw text using font and additional parameters */ int ltextDrawTextEx( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); Vector2 position = uluaGetVector2( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); float spacing = luaL_checknumber( L, 5 ); Color tint = uluaGetColor( L, 6 ); DrawTextEx( *font, luaL_checkstring( L, 2 ), position, fontSize, spacing, tint ); return 0; } /* > RL.DrawTextPro( Font font, string text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint ) Draw text using Font and pro parameters (rotation) */ int ltextDrawTextPro( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); Vector2 position = uluaGetVector2( L, 3 ); Vector2 origin = uluaGetVector2( L, 4 ); float rotation = luaL_checknumber( L, 5 ); float fontSize = luaL_checknumber( L, 6 ); float spacing = luaL_checknumber( L, 7 ); Color tint = uluaGetColor( L, 8 ); DrawTextPro( *font, luaL_checkstring( L, 2 ), position, origin, rotation, fontSize, spacing, tint ); return 0; } /* > RL.DrawTextCodepoint( Font font, int codepoint, Vector2 position, float fontSize, Color tint ) Draw one character (codepoint) */ int ltextDrawTextCodepoint( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); int codepoint = luaL_checkinteger( L, 2 ); Vector2 position = uluaGetVector2( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); Color tint = uluaGetColor( L, 5 ); DrawTextCodepoint( *font, codepoint, position, fontSize, tint ); return 0; } /* > RL.DrawTextCodepoints( Font font, int{} codepoints, Vector2 position, float fontSize, float spacing, Color tint ) Draw multiple character (codepoint) */ int ltextDrawTextCodepoints( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); Vector2 position = uluaGetVector2( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); float spacing = luaL_checknumber( L, 5 ); Color tint = uluaGetColor( L, 6 ); int codepointCount = uluaGetTableLen( L, 2 ); int codepoints[ codepointCount ]; int t = 2; int i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { codepoints[i] = lua_tointeger( L, -1 ); i++; lua_pop( L, 1 ); } DrawTextCodepoints( *font, codepoints, codepointCount, position, fontSize, spacing, tint ); return 0; } /* > mouseCharId, textOffset = RL.DrawTextBoxed(Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, bool limitHeight ) Draw text using font inside rectangle limits. - Success return int, Vector2 */ int ltextDrawTextBoxed( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); char* text = (char*)luaL_checkstring( L, 2 ); Rectangle rec = uluaGetRectangle( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); float spacing = luaL_checknumber( L, 5 ); bool wordWrap = uluaGetBoolean( L, 6 ); Color tint = uluaGetColor( L, 7 ); bool limitHeight = uluaGetBoolean( L, 8 ); Vector2 textOffset = { 0, 0 }; lua_pushinteger( L, DrawTextBoxed( *font, text, rec, fontSize, spacing, wordWrap, tint, limitHeight, &textOffset ) ); uluaPushVector2( L, textOffset ); return 2; } /* > mouseCharId, textOffset = RL.DrawTextBoxedEx( Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, bool limitHeight, Vector2 textOffset ) Draw text using font inside rectangle limits. Return character id from mouse position (default 0). textOffset can be used to set start position inside rectangle. Usefull to pass from previous DrawTextBoxedEx for continuous text. - Success return int, Vector2 */ int ltextDrawTextBoxedEx( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); char* text = (char*)luaL_checkstring( L, 2 ); Rectangle rec = uluaGetRectangle( L, 3 ); float fontSize = luaL_checknumber( L, 4 ); float spacing = luaL_checknumber( L, 5 ); bool wordWrap = uluaGetBoolean( L, 6 ); Color tint = uluaGetColor( L, 7 ); bool limitHeight = uluaGetBoolean( L, 8 ); Vector2 textOffset = uluaGetVector2( L, 9 ); lua_pushinteger( L, DrawTextBoxed( *font, text, rec, fontSize, spacing, wordWrap, tint, limitHeight, &textOffset ) ); uluaPushVector2( L, textOffset ); return 2; } /* ## Text - Text font info functions */ /* > RL.SetTextLineSpacing( int spacing ) Set vertical line spacing when drawing with line-breaks */ int ltextSetTextLineSpacing( lua_State* L ) { int spacing = luaL_checkinteger( L, 1 ); state->lineSpacing = spacing; SetTextLineSpacing( spacing ); return 0; } /* > spacing = RL.GetTextLineSpacing() Get vertical line spacing when drawing with line-breaks - Success return int */ int ltextGetTextLineSpacing( lua_State* L ) { lua_pushinteger( L, state->lineSpacing ); return 1; } /* > width = RL.MeasureText( string text, int fontSize ) Measure string width for default font - Success return int */ int ltextMeasureText( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); int fontSize = luaL_checkinteger( L, 2 ); lua_pushinteger( L, MeasureText( text, fontSize ) ); return 1; } /* > size = RL.MeasureTextEx( Font font, string text, float fontSize, float spacing ) Measure string size for Font - Success return Vector2 */ int ltextMeasureTextEx( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); const char* text = luaL_checkstring( L, 2 ); float fontSize = luaL_checknumber( L, 3 ); float spacing = luaL_checknumber( L, 4 ); uluaPushVector2( L, MeasureTextEx( *font, text, fontSize, spacing ) ); return 1; } /* > index = RL.GetGlyphIndex( Font font, int codepoint ) Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found - Success return int */ int ltextGetGlyphIndex( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); int codepoint = luaL_checkinteger( L, 2 ); lua_pushinteger( L, GetGlyphIndex( *font, codepoint ) ); return 1; } /* > glyphInfo = RL.GetGlyphInfo( Font font, int codepoint ) Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found. Return as lightuserdata - Success return GlyphInfo */ int ltextGetGlyphInfo( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); int codepoint = luaL_checkinteger( L, 2 ); int id = GetGlyphIndex( *font, codepoint ); lua_pushlightuserdata( L, &font->glyphs[id] ); return 1; } /* > glyphInfo = RL.GetGlyphInfoByIndex( Font font, int index ) Get glyph font info data by index. Return as lightuserdata - Failure return nil - Success return GlyphInfo */ int ltextGetGlyphInfoByIndex( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); int index = luaL_checkinteger( L, 2 ); if ( 0 <= index && index < font->glyphCount ) { lua_pushlightuserdata( L, &font->glyphs[ index ] ); } else { TraceLog( state->logLevelInvalid, "Glyph index %d out of bounds", index ); lua_pushnil( L ); } return 1; } /* > rect = RL.GetGlyphAtlasRec( Font font, int codepoint ) Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found - Success return Rectangle */ int ltextGetGlyphAtlasRec( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); int codepoint = luaL_checkinteger( L, 2 ); uluaPushRectangle( L, GetGlyphAtlasRec( *font, codepoint ) ); return 1; } /* > rect = RL.GetGlyphAtlasRecByIndex( Font font, int index ) Get glyph rectangle in font atlas by index - Failure return nil - Success return Rectangle */ int ltextGetGlyphAtlasRecByIndex( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); int index = luaL_checkinteger( L, 2 ); if ( 0 <= index && index < font->glyphCount ) { uluaPushRectangle( L, font->recs[ index ] ); } else { TraceLog( state->logLevelInvalid, "Glyph index %d out of bounds", index ); lua_pushnil( L ); } return 1; } /* > baseSize = RL.GetFontBaseSize( Font font ) Get font base size (default chars height) - Success return int */ int ltextGetFontBaseSize( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); lua_pushinteger( L, font->baseSize ); return 1; } /* > glyphCount = RL.GetFontGlyphCount( Font font ) Get font number of glyph characters - Success return int */ int ltextGetFontGlyphCount( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); lua_pushinteger( L, font->glyphCount ); return 1; } /* > glyphPadding = RL.GetFontGlyphPadding( Font font ) Get font padding around the glyph characters - Success return int */ int ltextGetFontGlyphPadding( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); lua_pushinteger( L, font->glyphPadding ); return 1; } /* > texture = RL.GetFontTexture( Font font ) Get font texture atlas containing the glyphs. Return as lightuserdata - Success return Texture */ int ltextGetFontTexture( lua_State* L ) { Font* font = uluaGetFont( L, 1 ); lua_pushlightuserdata( L, &font->texture ); return 1; } /* ## Text - GlyphInfo management functions */ /* > glyphInfo = RL.LoadGlyphInfo( GlyphInfo{} glyphInfoData ) Load GlyphInfo from data - Success return GlyphInfo */ int ltextLoadGlyphInfo( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); GlyphInfo glyph = { 0 }; int t = 1; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) { glyph.value = (unsigned int)luaL_checkinteger( L, -1 ); } else if ( strcmp( "offsetX", (char*)lua_tostring( L, -2 ) ) == 0 ) { glyph.offsetX = luaL_checkinteger( L, -1 ); } else if ( strcmp( "offsetY", (char*)lua_tostring( L, -2 ) ) == 0 ) { glyph.offsetY = luaL_checkinteger( L, -1 ); } else if ( strcmp( "advanceX", (char*)lua_tostring( L, -2 ) ) == 0 ) { glyph.advanceX = luaL_checkinteger( L, -1 ); } else if ( strcmp( "image", (char*)lua_tostring( L, -2 ) ) == 0 ) { glyph.image = *uluaGetImage( L, lua_gettop( L ) ); } lua_pop( L, 1 ); } uluaPushGlyphInfo( L, glyph ); return 1; } /* > RL.UnloadGlyphInfo( GlyphInfo glyphInfo ) Unload glyphInfo image from CPU memory (RAM) */ int ltextUnloadGlyphInfo( lua_State* L ) { GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); unloadGlyphInfo( glyph ); return 0; } /* > RL.SetGlyphInfoValue( GlyphInfo glyphInfo, int value ) Set glyphInfo character value (Unicode) */ int ltextSetGlyphInfoValue( lua_State* L ) { GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); int value = luaL_checkinteger( L, 2 ); glyph->value = value; return 0; } /* > RL.SetGlyphInfoOffset( GlyphInfo glyphInfo, Vector2 offset ) Set glyphInfo character offset when drawing */ int ltextSetGlyphInfoOffset( lua_State* L ) { GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); Vector2 offset = uluaGetVector2( L, 2 ); glyph->offsetX = (int)offset.x; glyph->offsetY = (int)offset.y; return 0; } /* > RL.SetGlyphInfoAdvanceX( GlyphInfo glyphInfo, int advanceX ) Set glyphInfo character advance position X */ int ltextSetGlyphInfoAdvanceX( lua_State* L ) { GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); int advanceX = luaL_checkinteger( L, 2 ); glyph->advanceX = advanceX; return 0; } /* > RL.SetGlyphInfoImage( GlyphInfo glyphInfo, Image image ) Set glyphInfo character image data */ int ltextSetGlyphInfoImage( lua_State* L ) { GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); Image image = *uluaGetImage( L, 2 ); glyph->image = image; return 0; } /* > value = RL.GetGlyphInfoValue( GlyphInfo glyphInfo ) Get glyphInfo character value (Unicode) - Success return int */ int ltextGetGlyphInfoValue( lua_State* L ) { GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); lua_pushinteger( L, glyph->value ); return 1; } /* > offset = RL.GetGlyphInfoOffset( GlyphInfo glyphInfo ) Get glyphInfo character offset when drawing - Success return Vector2 */ int ltextGetGlyphInfoOffset( lua_State* L ) { GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); uluaPushVector2( L, (Vector2){ glyph->offsetX, glyph->offsetY } ); return 1; } /* > advanceX = RL.GetGlyphInfoAdvanceX( GlyphInfo glyphInfo ) Get glyphInfo character advance position X - Success return int */ int ltextGetGlyphInfoAdvanceX( lua_State* L ) { GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); lua_pushinteger( L, glyph->advanceX ); return 1; } /* > image = RL.GetGlyphInfoImage( GlyphInfo glyphInfo ) Get glyphInfo character image data. Return as lightuserdata - Success return Image */ int ltextGetGlyphInfoImage( lua_State* L ) { GlyphInfo* glyph = uluaGetGlyphInfo( L, 1 ); lua_pushlightuserdata( L, &glyph->image ); return 1; } /* ## Text - Text codepoints management functions (unicode characters) */ /* > string = RL.LoadUTF8( int{} codepoints ) Load UTF-8 text encoded from codepoints array - Success return string */ int ltextLoadUTF8( lua_State* L ) { int codepointCount = uluaGetTableLen( L, 1 ); int codepoints[ codepointCount ]; getCodepoints( L, codepoints, 1 ); char* string = LoadUTF8( codepoints, codepointCount ); lua_pushstring( L, string ); UnloadUTF8( string ); return 1; } /* > codepoints = RL.LoadCodepoints( string text ) Load all codepoints from a UTF-8 text string - Success return int{} */ int ltextLoadCodepoints( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); int count = 0; int* codepoints = LoadCodepoints( text, &count ); lua_createtable( L, count, 0 ); for ( int i = 0; i < count; i++ ) { lua_pushinteger( L, codepoints[i] ); lua_rawseti( L, -2, i + 1 ); } UnloadCodepoints( codepoints ); return 1; } /* > count = RL.GetCodepointCount( string text ) Get total number of codepoints in a UTF-8 encoded string - Success return int */ int ltextGetCodepointCount( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); lua_pushinteger( L, GetCodepointCount( text ) ); return 1; } /* > codepoint, codepointSize = RL.GetCodepoint( string text, int position ) Get codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - Success return int, int */ int ltextGetCodepoint( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); int position = luaL_checkinteger( L, 2 ); text += position; int codepointSize = 0; lua_pushinteger( L, GetCodepoint( text, &codepointSize ) ); lua_pushinteger( L, codepointSize ); return 2; } /* > codepoint, codepointSize = RL.GetCodepointNext( string text, int position ) Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - Success return int, int */ int ltextGetCodepointNext( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); int position = luaL_checkinteger( L, 2 ); text += position; int codepointSize = 0; lua_pushinteger( L, GetCodepointNext( text, &codepointSize ) ); lua_pushinteger( L, codepointSize ); return 2; } /* > codepoint, codepointSize = RL.GetCodepointPrevious( string text, int position ) Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - Success return int, int */ int ltextGetCodepointPrevious( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); int position = luaL_checkinteger( L, 2 ); text += position; int codepointSize = 0; lua_pushinteger( L, GetCodepointPrevious( text, &codepointSize ) ); lua_pushinteger( L, codepointSize ); return 2; } /* > string = RL.CodepointToUTF8( int codepoint ) Encode one codepoint into UTF-8 byte array - Success return string */ int ltextCodepointToUTF8( lua_State* L ) { int codepoint = luaL_checkinteger( L, 1 ); int utf8Size = 0; char text[5] = { '\0' }; const char* utf8 = CodepointToUTF8( codepoint, &utf8Size ); memcpy( text, utf8, utf8Size ); lua_pushstring( L, text ); return 1; } /* ## Text - Text strings management functions (no UTF-8 strings, only byte chars) */ /* > text = RL.TextSubtext( string text, int position, int length ) Get a piece of a text string - Success return string */ int ltextTextSubtext( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); int position = luaL_checkinteger( L, 2 ); int length = luaL_checkinteger( L, 3 ); lua_pushstring( L, TextSubtext( text, position, length ) ); return 1; } /* > text = RL.TextReplace( string text, string replace, string by ) Replace text string - Success return string */ int ltextTextReplace( lua_State* L ) { char* text = (char*)luaL_checkstring( L, 1 ); const char* replace = luaL_checkstring( L, 2 ); const char* by = luaL_checkstring( L, 3 ); char* result = TextReplace( text, replace, by ); lua_pushstring( L, result ); free( result ); return 1; } /* > text = RL.TextInsert( string text, string insert, int position ) Insert text in a specific position, moves all text forward - Success return string */ int ltextTextInsert( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); const char* insert = luaL_checkstring( L, 2 ); int position = luaL_checkinteger( L, 3 ); // char* result = TextInsert( text, insert, position ); // Bug in the raylib implementation. int textLen = TextLength( text ); int insertLen = TextLength( insert ); char* result = RL_MALLOC( textLen + insertLen + 1 ); memcpy( result, text, position ); memcpy( result + position, insert, insertLen ); memcpy( result + position + insertLen, text + position, textLen - position ); result[ textLen + insertLen ] = '\0'; // Make sure text string is valid! lua_pushstring( L, result ); free( result ); return 1; } /* > splits = RL.TextSplit( string text, char delimiter ) Split text into multiple strings - Success return string{} */ int ltextTextSplit( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); const char* delimiter = luaL_checkstring( L, 2 ); int count = 0; const char** splits = TextSplit( text, delimiter[0], &count ); lua_createtable( L, count, 0 ); for ( int i = 0; i < count; i++ ) { lua_pushstring( L, splits[i] ); lua_rawseti( L, -2, i + 1 ); } /* Note! No need to free. Uses static memory. */ return 1; } /* > index = RL.TextFindIndex( string text, string find ) Find first text occurrence within a string - Success return int */ int ltextTextFindIndex( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); const char* find = luaL_checkstring( L, 2 ); lua_pushinteger( L, TextFindIndex( text, find ) ); return 1; } /* > text = RL.TextToPascal( string text ) Get Pascal case notation version of provided string - Success return string */ int ltextTextToPascal( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); lua_pushstring( L, TextToPascal( text ) ); return 1; } /* > text = RL.TextToSnake( string text ) Get Snake case notation version of provided string - Success return string */ int ltextTextToSnake( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); lua_pushstring( L, TextToSnake( text ) ); return 1; } /* > text = RL.TextToCamel( string text ) Get Camel case notation version of provided string - Success return string */ int ltextTextToCamel( lua_State* L ) { const char* text = luaL_checkstring( L, 1 ); lua_pushstring( L, TextToCamel( text ) ); return 1; }