Merge pull request #173 from ghassanpl/develop

Fixes for some Lua bugs
This commit is contained in:
Ray
2016-08-06 17:09:57 +02:00
committed by GitHub
20 changed files with 413 additions and 103 deletions

View File

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