mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
38
src/rlua.h
38
src/rlua.h
@ -325,6 +325,7 @@ static void LuaBuildOpaqueMetatables(void)
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static Vector2 LuaGetArgument_Vector2(lua_State* L, int index)
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{
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector2");
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float x = (float)lua_tonumber(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector2");
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@ -335,6 +336,7 @@ static Vector2 LuaGetArgument_Vector2(lua_State* L, int index)
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static Vector3 LuaGetArgument_Vector3(lua_State* L, int index)
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{
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector3");
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float x = (float)lua_tonumber(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector3");
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@ -347,6 +349,7 @@ static Vector3 LuaGetArgument_Vector3(lua_State* L, int index)
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static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index)
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{
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Quaternion");
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float x = (float)lua_tonumber(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Quaternion");
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@ -361,6 +364,7 @@ static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index)
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static Color LuaGetArgument_Color(lua_State* L, int index)
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{
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "r") == LUA_TNUMBER, index, "Expected Color");
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unsigned char r = (unsigned char)lua_tointeger(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "g") == LUA_TNUMBER, index, "Expected Color");
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@ -375,6 +379,7 @@ static Color LuaGetArgument_Color(lua_State* L, int index)
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static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index)
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{
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Rectangle");
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int x = (int)lua_tointeger(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Rectangle");
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@ -390,13 +395,14 @@ static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index)
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static Camera LuaGetArgument_Camera(lua_State* L, int index)
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{
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Camera result;
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Camera");
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result.position = LuaGetArgument_Vector3(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera");
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result.target = LuaGetArgument_Vector3(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "up") == LUA_TTABLE, index, "Expected Camera");
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result.up = LuaGetArgument_Vector3(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "fovy") == LUA_TTABLE, index, "Expected Camera");
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luaL_argcheck(L, lua_getfield(L, index, "fovy") == LUA_TNUMBER, index, "Expected Camera");
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result.fovy = LuaGetArgument_float(L, -1);
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lua_pop(L, 4);
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return result;
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@ -405,13 +411,14 @@ static Camera LuaGetArgument_Camera(lua_State* L, int index)
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static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index)
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{
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Camera2D result;
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "offset") == LUA_TTABLE, index, "Expected Camera2D");
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result.offset = LuaGetArgument_Vector2(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera2D");
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result.target = LuaGetArgument_Vector2(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TTABLE, index, "Expected Camera2D");
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luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TNUMBER, index, "Expected Camera2D");
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result.rotation = LuaGetArgument_float(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TTABLE, index, "Expected Camera2D");
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luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TNUMBER, index, "Expected Camera2D");
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result.zoom = LuaGetArgument_float(L, -1);
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lua_pop(L, 4);
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return result;
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@ -420,6 +427,7 @@ static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index)
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static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index)
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{
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BoundingBox result;
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "min") == LUA_TTABLE, index, "Expected BoundingBox");
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result.min = LuaGetArgument_Vector3(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "max") == LUA_TTABLE, index, "Expected BoundingBox");
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@ -431,6 +439,7 @@ static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index)
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static Ray LuaGetArgument_Ray(lua_State* L, int index)
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{
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Ray result;
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Ray");
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result.position = LuaGetArgument_Vector3(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "direction") == LUA_TTABLE, index, "Expected Ray");
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@ -443,10 +452,12 @@ static Matrix LuaGetArgument_Matrix(lua_State* L, int index)
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{
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Matrix result = { 0 };
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float* ptr = &result.m0;
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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for (int i = 0; i < 16; i++)
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{
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lua_geti(L, -1, i+1);
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ptr[i] = luaL_checkinteger(L, -1);
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lua_geti(L, index, i+1);
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ptr[i] = luaL_checknumber(L, -1);
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}
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lua_pop(L, 16);
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return result;
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@ -455,6 +466,7 @@ static Matrix LuaGetArgument_Matrix(lua_State* L, int index)
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static Material LuaGetArgument_Material(lua_State* L, int index)
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{
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Material result;
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "shader") == LUA_TUSERDATA, index, "Expected Material");
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result.shader = LuaGetArgument_Shader(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "texDiffuse") == LUA_TUSERDATA, index, "Expected Material");
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@ -463,13 +475,13 @@ static Material LuaGetArgument_Material(lua_State* L, int index)
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result.texNormal = LuaGetArgument_Texture2D(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "texSpecular") == LUA_TUSERDATA, index, "Expected Material");
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result.texSpecular = LuaGetArgument_Texture2D(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "colDiffuse") == LUA_TUSERDATA, index, "Expected Material");
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luaL_argcheck(L, lua_getfield(L, index, "colDiffuse") == LUA_TTABLE, index, "Expected Material");
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result.colDiffuse = LuaGetArgument_Color(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TUSERDATA, index, "Expected Material");
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luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TTABLE, index, "Expected Material");
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result.colAmbient = LuaGetArgument_Color(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TUSERDATA, index, "Expected Material");
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luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TTABLE, index, "Expected Material");
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result.colSpecular = LuaGetArgument_Color(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TUSERDATA, index, "Expected Material");
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luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TNUMBER, index, "Expected Material");
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result.glossiness = LuaGetArgument_float(L, -1);
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lua_pop(L, 8);
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return result;
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@ -478,6 +490,7 @@ static Material LuaGetArgument_Material(lua_State* L, int index)
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static Model LuaGetArgument_Model(lua_State* L, int index)
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{
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Model result;
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index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
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luaL_argcheck(L, lua_getfield(L, index, "mesh") == LUA_TUSERDATA, index, "Expected Model");
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result.mesh = LuaGetArgument_Mesh(L, -1);
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luaL_argcheck(L, lua_getfield(L, index, "transform") == LUA_TTABLE, index, "Expected Model");
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@ -3629,6 +3642,7 @@ static luaL_Reg raylib_functions[] = {
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REG(LoadRenderTexture)
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REG(UnloadImage)
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REG(UnloadTexture)
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REG(UnloadRenderTexture)
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REG(GetImageData)
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REG(GetTextureData)
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REG(ImageToPOT)
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@ -3690,6 +3704,10 @@ static luaL_Reg raylib_functions[] = {
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REG(LoadHeightmap)
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REG(LoadCubicmap)
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REG(UnloadModel)
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REG(LoadMaterial)
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REG(LoadDefaultMaterial)
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REG(LoadStandardMaterial)
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REG(UnloadMaterial)
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//REG(GenMesh*) // Not ready yet...
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REG(DrawModel)
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@ -3964,6 +3982,8 @@ RLUADEF void InitLuaDevice(void)
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LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3);
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LuaSetEnum("XBOX_AXIS_LT_RT", 2);
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#endif
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LuaSetEnum("XBOX_AXIS_LEFT_X", 0);
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LuaSetEnum("XBOX_AXIS_LEFT_Y", 1);
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LuaEndEnum("GAMEPAD");
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lua_pushglobaltable(L);
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