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|
#include "main.h"
#include "state.h"
#include "core.h"
#include "textures.h"
#include "lua_core.h"
static void checkCamera3DRealloc( int i ) {
if ( i == state->camera3DCount ) {
state->camera3DCount++;
}
if ( state->camera3DCount == state->camera3DAlloc ) {
state->camera3DAlloc += ALLOC_PAGE_SIZE;
state->camera3Ds = realloc( state->camera3Ds, state->camera3DAlloc * sizeof( Camera3D* ) );
for ( i = state->camera3DCount; i < state->camera3DAlloc; i++ ) {
state->camera3Ds[i] = NULL;
}
}
}
static void checkShaderRealloc( int i ) {
if ( i == state->shaderCount ) {
state->shaderCount++;
}
if ( state->shaderCount == state->shaderAlloc ) {
state->shaderAlloc += ALLOC_PAGE_SIZE;
state->shaders = realloc( state->shaders, state->shaderAlloc * sizeof( Shader* ) );
for ( i = state->shaderCount; i < state->shaderAlloc; i++ ) {
state->shaders[i] = NULL;
}
}
}
bool validCamera3D( size_t id ) {
if ( id < 0 || state->camera3DCount < id || state->camera3Ds[ id ] == NULL ) {
TraceLog( LOG_WARNING, "%s %d", "Invalid camera", id );
return false;
}
else {
return true;
}
}
static inline bool validShader( size_t id ) {
if ( id < 0 || state->shaderCount < id || state->shaders[ id ] == NULL ) {
TraceLog( LOG_WARNING, "%s %d", "Invalid shader", id );
return false;
}
else {
return true;
}
}
/*
## Core - Window
*/
/*
> success = RL_SetWindowMonitor( int monitor )
Set monitor for the current window (fullscreen mode)
- Failure return false
- Success return true
*/
int lcoreSetWindowMonitor( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetWindowMonitor( int monitor )" );
lua_pushboolean( L, false );
return 1;
}
SetWindowMonitor( lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetWindowPosition( Vector2 pos )
Set window position on screen
- Failure return false
- Success return true
*/
int lcoreSetWindowPosition( lua_State *L ) {
if ( !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetWindowPosition( Vector2 pos )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 pos = uluaGetVector2( L );
SetWindowPosition( pos.x, pos.y );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetWindowSize( Vector2 size )
Set window dimensions
- Failure return false
- Success return true
*/
int lcoreSetWindowSize( lua_State *L ) {
if ( !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetWindowSize( Vector2 size )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 size = uluaGetVector2( L );
SetWindowSize( (int)size.x, (int)size.y );
lua_pushboolean( L, true );
return 1;
}
/*
> position = RL_GetMonitorPosition( int monitor )
Get specified monitor position
- Failure return nil
- Success return Vector2
*/
int lcoreGetMonitorPosition( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetMonitorPosition( int monitor )" );
lua_pushnil( L );
return 1;
}
Vector2 pos = GetMonitorPosition( lua_tointeger( L, -1 ) );
uluaPushVector2( L, pos );
return 1;
}
/*
> size = RL_GetMonitorSize( int monitor )
Get specified monitor size
- Failure return nil
- Success return Vector2
*/
int lcoreGetMonitorSize( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetMonitorSize( int monitor )" );
lua_pushnil( L );
return 1;
}
Vector2 size = (Vector2){ GetMonitorWidth( lua_tointeger( L, -1 ) ), GetMonitorHeight( lua_tointeger( L, -1 ) ) };
uluaPushVector2( L, size );
return 1;
}
/*
> position = RL_GetWindowPosition()
Get window position on monitor
- Success return Vector2
*/
int lcoreGetWindowPosition( lua_State *L ) {
Vector2 pos = GetWindowPosition();
uluaPushVector2( L, pos );
return 1;
}
/*
> size = RL_GetWindowPosition()
Get window size
- Success return Vector2
*/
int lcoreGetWindowSize( lua_State *L ) {
Vector2 size = (Vector2){ GetScreenWidth(), GetScreenHeight() };
uluaPushVector2( L, size );
return 1;
}
/*
> success = RL_SetWindowState( int flag )
Set window configuration state using flags ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... )
- Failure return false
- Success return true
*/
int lcoreSetWindowState( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetWindowState( int flags )" );
lua_pushboolean( L, false );
return 1;
}
SetWindowState( (unsigned int)lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
> state = RL_IsWindowState( int flag ) )
Check if one specific window flag is enabled ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... )
- Failure return nil
- Success return bool
*/
int lcoreIsWindowState( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsWindowState( int flags )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsWindowState( (unsigned int)lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> resized = RL_ClearWindowState( int flag )
Clear window configuration state flags ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... )
- Success return bool
*/
int lcoreClearWindowState( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_ClearWindowState( int flag )" );
lua_pushnil( L );
return 1;
}
ClearWindowState( (unsigned int)lua_tointeger( L, -1 ) );
return 1;
}
/*
> resized = RL_IsWindowResized()
Check if window has been resized from last frame
- Success return bool
*/
int lcoreIsWindowResized( lua_State *L ) {
lua_pushboolean( L, IsWindowResized() );
return 1;
}
/*
> success = RL_SetWindowIcon( Image image )
Set icon for window ( Only PLATFORM_DESKTOP )
- Failure return false
- Success return true
*/
int lcoreSetWindowIcon( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetWindowIcon( Image image )" );
lua_pushboolean( L, false );
return 1;
}
size_t imageId = lua_tointeger( L, -1 );
if ( !validImage( imageId ) ) {
lua_pushboolean( L, false );
return 1;
}
SetWindowIcon( *state->images[ imageId ] );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetWindowTitle( string title )
Set title for window ( Only PLATFORM_DESKTOP )
- Failure return false
- Success return true
*/
int lcoreSetWindowTitle( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetWindowTitle( string title )" );
lua_pushboolean( L, false );
return 1;
}
SetWindowTitle( lua_tostring( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
## Core - Timing
*/
/*
> success = RL_SetTargetFPS( int fps )
Set target FPS ( maximum )
- Failure return false
- Success return true
*/
int lcoreSetTargetFPS( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetTargetFPS( int fps )" );
lua_pushboolean( L, false );
return 1;
}
SetTargetFPS( lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
> RL_GetFrameTime()
Get time in seconds for last frame drawn ( Delta time )
*/
int lcoreGetFrameTime( lua_State *L ) {
lua_pushnumber( L, GetFrameTime() );
return 1;
}
/*
> RL_GetTime()
Get elapsed time in seconds since InitWindow()
*/
int lcoreGetTime( lua_State *L ) {
lua_pushnumber( L, GetTime() );
return 1;
}
/*
## Core - Misc
*/
/*
> success = RL_TraceLog( int logLevel, string text )
Show trace log messages ( LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR... )
- Failure return false
- Success return true
*/
int lcoreTraceLog( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_TraceLog( int logLevel, string text )" );
lua_pushboolean( L, false );
return 1;
}
TraceLog( lua_tointeger( L, -2 ), "%s", lua_tostring( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_OpenURL( string url )
Open URL with default system browser ( If available )
- Failure return false
- Success return true
*/
int lcoreOpenURL( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_OpenURL( string url )" );
lua_pushboolean( L, false );
return 1;
}
OpenURL( lua_tostring( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
## Core - Cursor
*/
/*
> RL_ShowCursor()
Shows cursor
*/
int lcoreShowCursor( lua_State *L ) {
ShowCursor();
return 0;
}
/*
> RL_HideCursor()
Hides cursor
*/
int lcoreHideCursor( lua_State *L ) {
HideCursor();
return 0;
}
/*
> hidden = RL_IsCursorHidden()
Check if cursor is not visible
- Success return bool
*/
int lcoreIsCursorHidden( lua_State *L ) {
lua_pushboolean( L, IsCursorHidden() );
return 1;
}
/*
> RL_EnableCursor()
Enables cursor (unlock cursor)
*/
int lcoreEnableCursor( lua_State *L ) {
EnableCursor();
return 0;
}
/*
> RL_DisableCursor()
Disables cursor (lock cursor)
*/
int lcoreDisableCursor( lua_State *L ) {
DisableCursor();
return 0;
}
/*
> onSreen = RL_IsCursorOnScreen()
Check if cursor is on the screen
- Success return bool
*/
int lcoreIsCursorOnScreen( lua_State *L ) {
lua_pushboolean( L, IsCursorOnScreen() );
return 1;
}
/*
## Core - Drawing
*/
/*
> success = RL_ClearBackground( Color color )
Set background color ( framebuffer clear color )
- Failure return false
- Success return true
*/
int lcoreClearBackground( lua_State *L ) {
if ( !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_ClearBackground( Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
ClearBackground( color );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_BeginBlendMode( int mode )
Begin blending mode ( BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED... )
- Failure return false
- Success return true
*/
int lcoreBeginBlendMode( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_BeginBlendMode( int mode )" );
lua_pushboolean( L, false );
return 1;
}
BeginBlendMode( lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
> RL_EndBlendMode()
End blending mode ( reset to default: BLEND_ALPHA )
*/
int lcoreEndBlendMode( lua_State *L ) {
EndBlendMode();
return 1;
}
/*
> success = RL_BeginScissorMode( Rectangle rectange )
Begin scissor mode ( define screen area for following drawing )
- Failure return false
- Success return true
*/
int lcoreBeginScissorMode( lua_State *L ) {
if ( !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_BeginScissorMode( Rectangle rectange )" );
lua_pushboolean( L, false );
return 1;
}
Rectangle rect = uluaGetRectangle( L );
BeginScissorMode( rect.x, rect.y, rect.width, rect.height );
lua_pushboolean( L, true );
return 1;
}
/*
> RL_EndScissorMode()
End scissor mode
*/
int lcoreEndScissorMode( lua_State *L ) {
EndScissorMode();
return 1;
}
/*
## Core - Shader
*/
/*
> shader = RL_LoadShader( string vsFileName, string fsFileName )
Load shader from files and bind default locations
- Failure return -1
- Success return int
*/
int lcoreLoadShader( lua_State *L ) {
// if ( !lua_isstring( L, -2 ) || !lua_isstring( L, -1 ) ) {
// TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_LoadShader( string vsFileName, string fsFileName )" );
// lua_pushinteger( L, -1 );
// return 1;
// }
char fsFileName[ STRING_LEN ] = { '\0' };
char vsFileName[ STRING_LEN ] = { '\0' };
if ( lua_isstring( L, -1 ) ) {
if ( FileExists( lua_tostring( L, -1 ) ) ) {
strcpy( fsFileName, lua_tostring( L, -1 ) );
}
}
if ( lua_isstring( L, -2 ) ) {
if ( FileExists( lua_tostring( L, -2 ) ) ) {
strcpy( vsFileName, lua_tostring( L, -2 ) );
}
}
int i = 0;
for ( i = 0; i < state->shaderCount; i++ ) {
if ( state->shaders[i] == NULL ) {
break;
}
}
state->shaders[i] = malloc( sizeof( Shader ) );
// *state->shaders[i] = LoadShader( lua_tostring( L, -2 ), lua_tostring( L, -1 ) );
// *state->shaders[i] = LoadShader( vsFileName, fsFileName );
*state->shaders[i] = LoadShader( 0, fsFileName );
lua_pushinteger( L, i );
checkShaderRealloc( i );
return 1;
}
/*
> shader = RL_LoadShaderFromMemory( string vsCode, string fsCode )
Load shader from code strings and bind default locations
- Failure return -1
- Success return int
*/
//TODO Should also allow only one shader.
int lcoreLoadShaderFromMemory( lua_State *L ) {
if ( !lua_isstring( L, -2 ) || !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_LoadShaderFromMemory( string vsCode, string fsCode )" );
lua_pushinteger( L, -1 );
return 1;
}
int i = 0;
for ( i = 0; i < state->shaderCount; i++ ) {
if ( state->shaders[i] == NULL ) {
break;
}
}
state->shaders[i] = malloc( sizeof( Shader ) );
*state->shaders[i] = LoadShaderFromMemory( lua_tostring( L, -2 ), lua_tostring( L, -1 ) );
lua_pushinteger( L, i );
checkShaderRealloc( i );
return 1;
}
/*
> success = RL_BeginShaderMode( Shader shader )
Begin custom shader drawing
- Failure return false
- Success return true
*/
int lcoreBeginShaderMode( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_BeginShaderMode( Shader shader )" );
lua_pushboolean( L, false );
return 1;
}
size_t shaderId = lua_tointeger( L, -1 );
if ( !validShader( shaderId ) ) {
lua_pushboolean( L, false );
return 1;
}
BeginShaderMode( *state->shaders[ shaderId ] );
lua_pushboolean( L, true );
return 1;
}
/*
> EndShaderMode()
End custom shader drawing ( use default shader )
*/
int lcoreEndShaderMode( lua_State *L ) {
EndShaderMode();
return 1;
}
/*
> location = RL_GetShaderLocation( Shader shader, string uniformName )
Get shader uniform location
- Failure return -1
- Success return int
*/
int lcoreGetShaderLocation( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetShaderLocation( Shader shader, string uniformName )" );
lua_pushinteger( L, -1 );
return 1;
}
size_t shaderId = lua_tointeger( L, -2 );
if ( !validShader( shaderId ) ) {
lua_pushinteger( L, -1 );
return 1;
}
lua_pushinteger( L, GetShaderLocation( *state->shaders[ shaderId ], lua_tostring( L, -1 ) ) );
return 1;
}
/*
> location = RL_GetShaderLocationAttrib( Shader shader, string attribName )
Get shader attribute location
- Failure return -1
- Success return int
*/
int lcoreGetShaderLocationAttrib( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetShaderLocationAttrib( Shader shader, string attribName )" );
lua_pushinteger( L, -1 );
return 1;
}
size_t shaderId = lua_tointeger( L, -2 );
if ( !validShader( shaderId ) ) {
lua_pushinteger( L, -1 );
return 1;
}
lua_pushinteger( L, GetShaderLocationAttrib( *state->shaders[ shaderId ], lua_tostring( L, -1 ) ) );
return 1;
}
/*
> success = RL_SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat )
Set shader uniform value ( matrix 4x4 )
- Failure return false
- Success return true
*/
int lcoreSetShaderValueMatrix( lua_State *L ) {
if ( !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat )" );
lua_pushboolean( L, false );
return 1;
}
Matrix mat = uluaGetMatrix( L );
lua_pop( L, 1 );
int locIndex = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t shaderId = lua_tointeger( L, -1 );
if ( !validShader( shaderId ) ) {
lua_pushboolean( L, false );
return 1;
}
SetShaderValueMatrix( *state->shaders[ shaderId ], locIndex, mat );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetShaderValueTexture( Shader shader, int locIndex, Texture2D texture )
Set shader uniform value for texture ( sampler2d )
- Failure return false
- Success return true
*/
int lcoreSetShaderValueTexture( lua_State *L ) {
if ( !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetShaderValueTexture( Shader shader, int locIndex, Texture2D texture )" );
lua_pushboolean( L, false );
return 1;
}
size_t textureId = lua_tointeger( L, -1 );
int locIndex = lua_tointeger( L, -2 );
size_t shaderId = lua_tointeger( L, -3 );
if ( !validShader( shaderId ) || !validTexture( textureId ) ) {
lua_pushboolean( L, false );
return 1;
}
SetShaderValueTexture( *state->shaders[ shaderId ], locIndex, *state->textures[ textureId ] );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetShaderValue( Shader shader, int locIndex, number{} values, int uniformType )
Set shader uniform value
NOTE: Even one value should be in table
- Failure return false
- Success return true
*/
int lcoreSetShaderValue( lua_State *L ) {
if ( !lua_isnumber( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetShaderValue( Shader shader, int locIndex, number{} values, int uniformType )" );
lua_pushboolean( L, false );
return 1;
}
int uniformType = lua_tointeger( L, -1 );
lua_pop( L, 1 );
/* Read values. */
size_t valueCount = uluaGetTableLen( L );
float floats[ valueCount ];
int ints[ valueCount ];
int t = lua_gettop( L ), i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_isnumber( L, -1 ) ) {
floats[i] = lua_tonumber( L, -1 );
ints[i] = lua_tointeger( L, -1 );
}
i++;
lua_pop( L, 1 );
}
lua_pop( L, 1 );
/* Read values end. */
int locIndex = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t shaderId = lua_tointeger( L, -1 );
if ( !validShader( shaderId ) ) {
lua_pushboolean( L, false );
return 1;
}
if ( uniformType == SHADER_UNIFORM_FLOAT || uniformType == SHADER_UNIFORM_VEC2
|| uniformType == SHADER_UNIFORM_VEC3 || uniformType == SHADER_UNIFORM_VEC4 ) {
SetShaderValue( *state->shaders[ shaderId ], locIndex, floats, uniformType );
}
else {
SetShaderValue( *state->shaders[ shaderId ], locIndex, ints, uniformType );
}
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetShaderValueV( Shader shader, int locIndex, number{} values, int uniformType, int count )
Set shader uniform value vector
NOTE: Even one value should be in table
- Failure return false
- Success return true
*/
int lcoreSetShaderValueV( lua_State *L ) {
if ( !lua_isnumber( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetShaderValueV( Shader shader, int locIndex, number{} values, int uniformType, int count )" );
lua_pushboolean( L, false );
return 1;
}
int count = lua_tointeger( L, -1 );
lua_pop( L, 1 );
int uniformType = lua_tointeger( L, -1 );
lua_pop( L, 1 );
/* Read values. */
size_t valueCount = uluaGetTableLen( L );
float floats[ valueCount * count ];
int ints[ valueCount * count ];
int t = lua_gettop( L ), i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_isnumber( L, -1 ) ) {
floats[i] = lua_tonumber( L, -1 );
ints[i] = lua_tointeger( L, -1 );
}
i++;
lua_pop( L, 1 );
}
lua_pop( L, 1 );
/* Read values end. */
int locIndex = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t shaderId = lua_tointeger( L, -1 );
if ( !validShader( shaderId ) ) {
lua_pushboolean( L, false );
return 1;
}
if ( uniformType == SHADER_UNIFORM_FLOAT || uniformType == SHADER_UNIFORM_VEC2
|| uniformType == SHADER_UNIFORM_VEC3 || uniformType == SHADER_UNIFORM_VEC4 ) {
SetShaderValueV( *state->shaders[ shaderId ], locIndex, floats, uniformType, count );
}
else {
SetShaderValueV( *state->shaders[ shaderId ], locIndex, ints, uniformType, count );
}
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_UnloadShader( Shader shader )
Unload shader from GPU memory ( VRAM )
- Failure return false
- Success return true
*/
int lcoreUnloadShader( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_UnloadShader( Shader shader )" );
lua_pushboolean( L, false );
return 1;
}
size_t id = lua_tointeger( L, -1 );
if ( !validShader( id ) ) {
lua_pushboolean( L, false );
return 1;
}
UnloadShader( *state->shaders[ id ] );
state->shaders[ id ] = NULL;
lua_pushboolean( L, true );
return 1;
}
/*
## Core - Input
*/
/*
> pressed = RL_IsKeyPressed( int key )
Detect if a key has been pressed once
- Failure return nil
- Success return bool
*/
int lcoreIsKeyPressed( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsKeyPressed( int key )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsKeyPressed( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> pressed = RL_IsKeyDown( int key )
Detect if a key is being pressed
- Failure return nil
- Success return bool
*/
int lcoreIsKeyDown( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsKeyDown( int key )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsKeyDown( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> released = RL_IsKeyReleased( int key )
Detect if a key has been released once
- Failure return nil
- Success return bool
*/
int lcoreIsKeyReleased( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsKeyReleased( int key )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsKeyReleased( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> keycode = RL_GetKeyPressed()
Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
- Success return int
*/
int lcoreGetKeyPressed( lua_State *L ) {
lua_pushinteger( L, GetKeyPressed() );
return 1;
}
/*
> unicode = RL_GetCharPressed()
Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
- Success return int
*/
int lcoreGetCharPressed( lua_State *L ) {
lua_pushinteger( L, GetCharPressed() );
return 1;
}
/*
> RL_SetExitKey( int key )
Set a custom key to exit program ( default is ESC )
*/
int lcoreSetExitKey( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetExitKey( int key )" );
lua_pushnil( L );
return 1;
}
SetExitKey( lua_tointeger( L, -1 ) );
return 1;
}
/*
> available = RL_IsGamepadAvailable( int gamepad )
Detect if a gamepad is available
- Failure return nil
- Success return bool
*/
int lcoreIsGamepadAvailable( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsGamepadAvailable( int gamepad )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsGamepadAvailable( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> pressed = RL_IsGamepadButtonPressed( int gamepad, int button )
Detect if a gamepad button has been pressed once
- Failure return nil
- Success return bool
*/
int lcoreIsGamepadButtonPressed( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsGamepadButtonPressed( int gamepad, int button )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsGamepadButtonPressed( lua_tointeger( L, -2 ), lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> pressed = RL_IsGamepadButtonDown( int gamepad, int button )
Detect if a gamepad button is being pressed
- Failure return nil
- Success return bool
*/
int lcoreIsGamepadButtonDown( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsGamepadButtonDown( int gamepad, int button )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsGamepadButtonDown( lua_tointeger( L, -2 ), lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> released = RL_IsGamepadButtonReleased( int gamepad, int button )
Detect if a gamepad button has been released once
- Failure return nil
- Success return bool
*/
int lcoreIsGamepadButtonReleased( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsGamepadButtonReleased( int gamepad, int button )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsGamepadButtonReleased( lua_tointeger( L, -2 ), lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> count = RL_GetGamepadAxisCount( int gamepad )
Return gamepad axis count for a gamepad
- Failure return false
- Success return int
*/
int lcoreGetGamepadAxisCount( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetGamepadAxisCount( int gamepad )" );
lua_pushboolean( L, false );
return 1;
}
lua_pushinteger( L, GetGamepadAxisCount( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> value = RL_GetGamepadAxisMovement( int gamepad, int axis )
Return axis movement value for a gamepad axis
- Failure return false
- Success return float
*/
int lcoreGetGamepadAxisMovement( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetGamepadAxisMovement( int gamepad, int axis )" );
lua_pushboolean( L, false );
return 1;
}
lua_pushnumber( L, GetGamepadAxisMovement( lua_tointeger( L, -2 ), lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> name = RL_GetGamepadName( int gamepad )
Return gamepad internal name id
- Failure return false
- Success return string
*/
int lcoreGetGamepadName( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetGamepadName( int gamepad )" );
lua_pushboolean( L, false );
return 1;
}
lua_pushstring( L, GetGamepadName( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> pressed = RL_IsMouseButtonPressed( int button )
Detect if a mouse button has been pressed once
- Failure return nil
- Success return bool
*/
int lcoreIsMouseButtonPressed( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsMouseButtonPressed( int button )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsMouseButtonPressed( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> pressed = RL_IsMouseButtonDown( int button )
Detect if a mouse button is being pressed
- Failure return nil
- Success return bool
*/
int lcoreIsMouseButtonDown( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsMouseButtonDown( int button )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsMouseButtonDown( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> released = RL_IsMouseButtonReleased( int button )
Detect if a mouse button has been released once
- Failure return nil
- Success return bool
*/
int lcoreIsMouseButtonReleased( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsMouseButtonReleased( int button )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsMouseButtonReleased( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> position = RL_GetMousePosition()
Returns mouse position
- Success return Vector2
*/
int lcoreGetMousePosition( lua_State *L ) {
uluaPushVector2( L, GetMousePosition() );
return 1;
}
/*
> position = RL_GetMouseDelta()
Get mouse delta between frames
- Success return Vector2
*/
int lcoreGetMouseDelta( lua_State *L ) {
uluaPushVector2( L, GetMouseDelta() );
return 1;
}
/*
> movement = RL_GetMouseWheelMove()
Returns mouse wheel movement Y
- Success return float
*/
int lcoreGetMouseWheelMove( lua_State *L ) {
lua_pushnumber( L, GetMouseWheelMove() );
return 1;
}
/*
> success = RL_SetMousePosition( Vector2 position )
Set mouse position XY
- Failure return false
- Success return true
*/
int lcoreSetMousePosition( lua_State *L ) {
if ( !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetMousePosition( Vector2 position )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 pos = uluaGetVector2( L );
SetMousePosition( pos.x, pos.y );
lua_pushboolean( L, true );
return 1;
}
/*
## Core - File
*/
/*
> path = RL_GetBasePath()
Return game directory ( where main.lua is located )
- Success return string
*/
int lcoreGetBasePath( lua_State *L ) {
lua_pushstring( L, state->exePath );
return 1;
}
/*
> fileExists = RL_FileExists( string fileName )
Check if file exists
- Failure return nil
- Success return bool
*/
int lcoreFileExists( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_FileExists( string fileName )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, FileExists( lua_tostring( L, -1 ) ) );
return 1;
}
/*
> dirExists = RL_DirectoryExists( string dirPath )
Check if a directory path exists
- Failure return nil
- Success return bool
*/
int lcoreDirectoryExists( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DirectoryExists( string dirPath )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, DirectoryExists( lua_tostring( L, -1 ) ) );
return 1;
}
/*
> hasFileExtension = RL_IsFileExtension( string fileName, string ext )
Check file extension ( Including point: .png, .wav )
- Failure return nil
- Success return bool
*/
int lcoreIsFileExtension( lua_State *L ) {
if ( !lua_isstring( L, -2 ) || !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsFileExtension( string fileName, string ext )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsFileExtension( lua_tostring( L, -2 ), lua_tostring( L, -1 ) ) );
return 1;
}
/*
> extension = RL_GetFileExtension( string fileName )
Get pointer to extension for a filename string ( Includes dot: '.png' )
- Failure return false
- Success return string
*/
int lcoreGetFileExtension( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetFileExtension( string fileName )" );
lua_pushboolean( L, false );
return 1;
}
lua_pushstring( L, GetFileExtension( lua_tostring( L, -1 ) ) );
return 1;
}
/*
> filePath = RL_GetFileName( string filePath )
Get pointer to filename for a path string
- Failure return false
- Success return string
*/
int lcoreGetFileName( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetFileName( string filePath )" );
lua_pushboolean( L, false );
return 1;
}
lua_pushstring( L, GetFileName( lua_tostring( L, -1 ) ) );
return 1;
}
/*
> filePath = RL_GetFileNameWithoutExt( string filePath )
Get filename string without extension ( Uses static string )
- Failure return false
- Success return string
*/
int lcoreGetFileNameWithoutExt( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetFileNameWithoutExt( string filePath )" );
lua_pushboolean( L, false );
return 1;
}
lua_pushstring( L, GetFileNameWithoutExt( lua_tostring( L, -1 ) ) );
return 1;
}
/*
> filePath = RL_GetDirectoryPath( string filePath )
Get full path for a given fileName with path ( Uses static string )
- Failure return false
- Success return string
*/
int lcoreGetDirectoryPath( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetDirectoryPath( string filePath )" );
lua_pushboolean( L, false );
return 1;
}
lua_pushstring( L, GetDirectoryPath( lua_tostring( L, -1 ) ) );
return 1;
}
/*
> filePath = RL_GetPrevDirectoryPath( string dirPath )
Get previous directory path for a given path ( Uses static string )
- Failure return false
- Success return string
*/
int lcoreGetPrevDirectoryPath( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetPrevDirectoryPath( string dirPath )" );
lua_pushboolean( L, false );
return 1;
}
lua_pushstring( L, GetPrevDirectoryPath( lua_tostring( L, -1 ) ) );
return 1;
}
/*
> filePath = RL_GetWorkingDirectory()
Get current working directory ( Uses static string )
- Failure return false
- Success return string
*/
int lcoreGetWorkingDirectory( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetWorkingDirectory()" );
lua_pushboolean( L, false );
return 1;
}
lua_pushstring( L, GetWorkingDirectory() );
return 1;
}
/*
> fileNames = RL_GetDirectoryFiles( string dirPath )
Get filenames in a directory path
- Failure return false
- Success return string{}
*/
int lcoreGetDirectoryFiles( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetDirectoryFiles( string dirPath )" );
lua_pushboolean( L, false );
return 1;
}
int count = 0;
char **strings = GetDirectoryFiles( lua_tostring( L, -1 ), &count );
lua_createtable( L, count, 0 );
for ( int i = 0; i < count; ++i ) {
lua_pushstring( L, strings[i] );
lua_rawseti( L, -2, i+1 );
}
ClearDirectoryFiles();
return 1;
}
/*
> time = RL_GetFileModTime( string fileName )
Get file modification time ( Last write time )
- Failure return false
- Success return int
*/
int lcoreGetFileModTime( lua_State *L ) {
if ( !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetFileModTime( string fileName )" );
lua_pushboolean( L, false );
return 1;
}
lua_pushinteger( L, GetFileModTime( lua_tostring( L, -1 ) ) );
return 1;
}
/*
## Core - Camera
*/
/*
> camera = RL_CreateCamera3D()
Return camera3D id set to default configuration
- Success return int
*/
int lcoreCreateCamera3D( lua_State *L ) {
int i = 0;
for ( i = 0; i < state->camera3DCount; i++ ) {
if ( state->camera3Ds[i] == NULL ) {
break;
}
}
state->camera3Ds[i] = malloc( sizeof( Camera3D ) );
state->camera3Ds[i]->fovy = 45.0f;
state->camera3Ds[i]->projection = CAMERA_PERSPECTIVE;
SetCameraMode( *state->camera3Ds[i], CAMERA_CUSTOM );
lua_pushinteger( L, i );
checkCamera3DRealloc(i);
return 1;
}
/*
> success = RL_UnloadCamera3D( int Camera3D )
Unload Camera3D
- Failure return false
- Success return true
*/
int lcoreUnloadCamera3D( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_UnloadCamera3D( int Camera3D )" );
lua_pushboolean( L, false );
return 1;
}
size_t id = lua_tointeger( L, -1 );
if ( !validCamera3D( id ) ) {
lua_pushboolean( L, false );
return 1;
}
free( state->camera3Ds[ id ] );
state->camera3Ds[ id ] = NULL;
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_BeginMode3D( camera3D camera )
Initializes 3D mode with custom camera ( 3D )
- Failure return false
- Success return true
*/
int lcoreBeginMode3D( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_BeginMode3D( camera3D camera )" );
lua_pushboolean( L, false );
return 1;
}
size_t id = lua_tointeger( L, -1 );
if ( !validCamera3D( id ) ) {
lua_pushboolean( L, false );
return 1;
}
BeginMode3D( *state->camera3Ds[ id ] );
lua_pushboolean( L, true );
return 1;
}
/*
> RL_EndMode3D()
Ends 3D mode and returns to default 2D orthographic mode
*/
int lcoreEndMode3D( lua_State *L ) {
EndMode3D();
return 1;
}
/*
> success = RL_SetCamera3DPosition( camera3D camera, Vector3 position )
Set camera position ( Remember to call "RL_UpdateCamera3D()" to apply changes )
- Failure return false
- Success return true
*/
int lcoreSetCamera3DPosition( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetCamera3DPosition( camera3D camera, Vector3 position )" );
lua_pushboolean( L, false );
return 1;
}
Vector3 pos = uluaGetVector3( L );
size_t cameraId = lua_tointeger( L, -2 );
if ( !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->camera3Ds[ cameraId ]->position = pos;
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetCamera3DTarget( camera3D camera, Vector3 target )
Set camera target it looks-at
- Failure return false
- Success return true
*/
int lcoreSetCamera3DTarget( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetCamera3DTarget( camera3D camera, Vector3 target )" );
lua_pushboolean( L, false );
return 1;
}
Vector3 target = uluaGetVector3( L );
size_t cameraId = lua_tointeger( L, -2 );
if ( !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->camera3Ds[ cameraId ]->target = target;
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetCamera3DUp( camera3D camera, Vector3 up )
Set camera up vector ( Rotation over it's axis )
- Failure return false
- Success return true
*/
int lcoreSetCamera3DUp( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetCamera3DUp( camera3D camera, Vector3 up )" );
lua_pushboolean( L, false );
return 1;
}
Vector3 up = uluaGetVector3( L );
size_t cameraId = lua_tointeger( L, -2 );
if ( !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->camera3Ds[ cameraId ]->up = up;
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetCamera3DFovy( camera3D camera, Vector3 fovy )
Set camera field-of-view apperture in Y ( degrees ) in perspective, used as near plane width in orthographic
- Failure return false
- Success return true
*/
int lcoreSetCamera3DFovy( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetCamera3DFovy( camera3D camera, Vector3 fovy )" );
lua_pushboolean( L, false );
return 1;
}
size_t cameraId = lua_tointeger( L, -2 );
if ( !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->camera3Ds[ cameraId ]->fovy = lua_tonumber( L, -1 );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetCamera3DProjection( camera3D camera, int projection )
Set camera projection mode ( CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC )
- Failure return false
- Success return true
*/
int lcoreSetCamera3DProjection( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetCamera3DProjection( camera3D camera, int projection )" );
lua_pushboolean( L, false );
return 1;
}
size_t cameraId = lua_tointeger( L, -2 );
if ( !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->camera3Ds[ cameraId ]->projection = lua_tointeger( L, -1 );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetCamera3DMode( camera3D camera, int mode )
Set camera mode ( CAMERA_CUSTOM, CAMERA_FREE, CAMERA_ORBITAL... )
- Failure return false
- Success return true
*/
int lcoreSetCamera3DMode( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetCamera3DMode( camera3D camera, int mode )" );
lua_pushboolean( L, false );
return 1;
}
size_t cameraId = lua_tointeger( L, -2 );
if ( !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
SetCameraMode( *state->camera3Ds[ cameraId ], lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
> position = RL_GetCamera3DPosition( camera3D camera )
Get camera position
- Failure return nil
- Success return Vector3
*/
int lcoreGetCamera3DPosition( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetCamera3DPosition( camera3D camera )" );
lua_pushnil( L );
return 1;
}
size_t cameraId = lua_tointeger( L, -1 );
if ( !validCamera3D( cameraId ) ) {
lua_pushnil( L );
return 1;
}
uluaPushVector3( L, state->camera3Ds[ cameraId ]->position );
return 1;
}
/*
> target = RL_GetCamera3DTarget( camera3D camera )
Get camera target it looks-at
- Failure return nil
- Success return Vector3
*/
int lcoreGetCamera3DTarget( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetCamera3DTarget( camera3D camera )" );
lua_pushnil( L );
return 1;
}
size_t cameraId = lua_tointeger( L, -1 );
if ( !validCamera3D( cameraId ) ) {
lua_pushnil( L );
return 1;
}
uluaPushVector3( L, state->camera3Ds[ cameraId ]->target );
return 1;
}
/*
> up = RL_GetCamera3DUp( camera3D camera )
Get camera up vector ( Rotation over it's axis )
- Failure return nil
- Success return Vector3
*/
int lcoreGetCamera3DUp( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetCamera3DUp( camera3D camera )" );
lua_pushnil( L );
return 1;
}
size_t cameraId = lua_tointeger( L, -1 );
if ( !validCamera3D( cameraId ) ) {
lua_pushnil( L );
return 1;
}
uluaPushVector3( L, state->camera3Ds[ cameraId ]->up );
return 1;
}
/*
> fovy = RL_GetCamera3DFovy( camera3D camera )
Get camera field-of-view apperture in Y ( degrees ) in perspective, used as near plane width in orthographic
- Failure return nil
- Success return float
*/
int lcoreGetCamera3DFovy( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetCamera3DFovy( camera3D camera )" );
lua_pushnil( L );
return 1;
}
size_t cameraId = lua_tointeger( L, -1 );
if ( !validCamera3D( cameraId ) ) {
lua_pushnil( L );
return 1;
}
lua_pushnumber( L, state->camera3Ds[ cameraId ]->fovy );
return 1;
}
/*
> projection = RL_GetCamera3DProjection( camera3D camera )
Get camera projection mode
- Failure return nil
- Success return int
*/
int lcoreGetCamera3DProjection( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetCamera3DProjection( camera3D camera )" );
lua_pushnil( L );
return 1;
}
size_t cameraId = lua_tointeger( L, -1 );
if ( !validCamera3D( cameraId ) ) {
lua_pushnil( L );
return 1;
}
lua_pushinteger( L, state->camera3Ds[ cameraId ]->projection );
return 1;
}
/*
> success = RL_UpdateCamera3D( camera3D camera )
Update camera position for selected mode
- Failure return false
- Success return true
*/
int lcoreUpdateCamera3D( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_UpdateCamera3D( camera3D camera )" );
lua_pushboolean( L, false );
return 1;
}
size_t cameraId = lua_tointeger( L, -1 );
if ( !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
UpdateCamera( state->camera3Ds[ cameraId ] );
lua_pushboolean( L, true );
return 1;
}
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