Some code review tweaks
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f69f930b51
commit
7fbd821727
2 changed files with 22 additions and 52 deletions
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@ -36,8 +36,8 @@ local pixels = {}
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for y = 1, height do
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for x = 1, width do
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if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[y*height + x] = DARKBLUE
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else pixels[y*height + x] = SKYBLUE end
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if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[(y - 1)*height + x] = DARKBLUE
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else pixels[(y - 1)*height + x] = SKYBLUE end
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end
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end
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68
src/rlua.h
68
src/rlua.h
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@ -138,6 +138,7 @@ RLUADEF void CloseLuaDevice(void); // De-initialize Lua system
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#define LuaGetArgument_char (char)luaL_checkinteger
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#define LuaGetArgument_float (float)luaL_checknumber
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#define LuaGetArgument_double luaL_checknumber
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#define LuaGetArgument_Image(L, img) *(Image*)LuaGetArgumentOpaqueTypeWithMetatable(L, img, "Image")
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#define LuaGetArgument_Texture2D(L, tex) *(Texture2D*)LuaGetArgumentOpaqueTypeWithMetatable(L, tex, "Texture2D")
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#define LuaGetArgument_RenderTexture2D(L, rtex) *(RenderTexture2D*)LuaGetArgumentOpaqueTypeWithMetatable(L, rtex, "RenderTexture2D")
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@ -739,17 +740,6 @@ static int lua_Quaternion(lua_State* L)
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return 1;
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}
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/*
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static int lua_Matrix(lua_State* L)
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{
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LuaPush_Matrix(L, (Matrix) { (float)luaL_checknumber(L, 1), (float)luaL_checknumber(L, 2), (float)luaL_checknumber(L, 3), (float)luaL_checknumber(L, 4),
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(float)luaL_checknumber(L, 5), (float)luaL_checknumber(L, 6), (float)luaL_checknumber(L, 7), (float)luaL_checknumber(L, 8),
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(float)luaL_checknumber(L, 9), (float)luaL_checknumber(L, 10), (float)luaL_checknumber(L, 11), (float)luaL_checknumber(L, 12),
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(float)luaL_checknumber(L, 13), (float)luaL_checknumber(L, 14), (float)luaL_checknumber(L, 15), (float)luaL_checknumber(L, 16) });
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return 1;
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}
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*/
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static int lua_Rectangle(lua_State* L)
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{
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LuaPush_Rectangle(L, (Rectangle) { (int)luaL_checkinteger(L, 1), (int)luaL_checkinteger(L, 2), (int)luaL_checkinteger(L, 3), (int)luaL_checkinteger(L, 4) });
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@ -777,8 +767,8 @@ static int lua_Camera(lua_State* L)
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Vector3 pos = LuaGetArgument_Vector3(L, 1);
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Vector3 tar = LuaGetArgument_Vector3(L, 2);
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Vector3 up = LuaGetArgument_Vector3(L, 3);
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//float fovy = LuaGetArgument_float(L, 4); // ???
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LuaPush_Camera(L, (Camera) { { pos.x, pos.y, pos.z }, { tar.x, tar.y, tar.z }, { up.x, up.y, up.z }, (float)luaL_checknumber(L, 4) });
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float fovy = LuaGetArgument_float(L, 4);
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LuaPush_Camera(L, (Camera) { { pos.x, pos.y, pos.z }, { tar.x, tar.y, tar.z }, { up.x, up.y, up.z }, fovy });
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return 1;
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}
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@ -792,23 +782,6 @@ static int lua_Camera2D(lua_State* L)
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return 1;
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}
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/*
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// NOTE: does it make sense to have this constructor? Probably not...
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static int lua_Material(lua_State* L)
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{
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Shader sdr = LuaGetArgument_Shader(L, 1);
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Texture2D td = LuaGetArgument_Texture2D(L, 2);
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Texture2D tn = LuaGetArgument_Texture2D(L, 3);
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Texture2D ts = LuaGetArgument_Texture2D(L, 4);
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Color cd = LuaGetArgument_Color(L, 5);
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Color ca = LuaGetArgument_Color(L, 6);
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Color cs = LuaGetArgument_Color(L, 7);
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float gloss = LuaGetArgument_float(L, 8);
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LuaPush_Material(L, (Material) { sdr, td, tn, ts cd, ca, cs, gloss });
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return 1;
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}
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*/
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/*************************************************************************************
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* raylib Lua Functions Bindings
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**************************************************************************************/
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@ -1817,14 +1790,11 @@ int lua_LoadImage(lua_State* L)
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int lua_LoadImageEx(lua_State* L)
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{
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//Color * arg1 = LuaGetArgument_Color *(L, 1);
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GET_TABLE(Color, arg1, 1);
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int arg2 = LuaGetArgument_int(L, 2);
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int arg3 = LuaGetArgument_int(L, 3);
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Image result = LoadImageEx(arg1, arg2, arg3);
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Image result = LoadImageEx(arg1, arg2, arg3); // ISSUE: #3 number expected, got no value
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LuaPush_Image(L, result);
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free(arg1);
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return 1;
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}
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@ -1860,7 +1830,7 @@ int lua_LoadTexture(lua_State* L)
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int lua_LoadTextureEx(lua_State* L)
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{
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void * arg1 = (char *)LuaGetArgument_string(L, 1); // NOTE: getting argument as string
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void * arg1 = (char *)LuaGetArgument_string(L, 1); // NOTE: getting argument as string?
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int arg2 = LuaGetArgument_int(L, 2);
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int arg3 = LuaGetArgument_int(L, 3);
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int arg4 = LuaGetArgument_int(L, 4);
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@ -2056,7 +2026,7 @@ int lua_ImageDrawTextEx(lua_State* L)
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Vector2 arg2 = LuaGetArgument_Vector2(L, 2);
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SpriteFont arg3 = LuaGetArgument_SpriteFont(L, 3);
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const char * arg4 = LuaGetArgument_string(L, 4);
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int arg5 = LuaGetArgument_int(L, 5);
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float arg5 = LuaGetArgument_float(L, 5);
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int arg6 = LuaGetArgument_int(L, 6);
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Color arg7 = LuaGetArgument_Color(L, 7);
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ImageDrawTextEx(&arg1, arg2, arg3, arg4, arg5, arg6, arg7);
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@ -2134,7 +2104,7 @@ int lua_UpdateTexture(lua_State* L)
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{
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Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
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void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string?
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UpdateTexture(arg1, arg2);
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UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table!
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return 0;
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}
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@ -2231,7 +2201,7 @@ int lua_DrawTextEx(lua_State* L)
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SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1);
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const char * arg2 = LuaGetArgument_string(L, 2);
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Vector2 arg3 = LuaGetArgument_Vector2(L, 3);
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int arg4 = LuaGetArgument_int(L, 4);
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float arg4 = LuaGetArgument_float(L, 4);
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int arg5 = LuaGetArgument_int(L, 5);
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Color arg6 = LuaGetArgument_Color(L, 6);
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DrawTextEx(arg1, arg2, arg3, arg4, arg5, arg6);
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@ -3911,7 +3881,7 @@ static luaL_Reg raylib_functions[] = {
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REG(QuaternionToAxisAngle)
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REG(QuaternionTransform)
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{0,0}
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{NULL, NULL} // sentinel: end signal
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};
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// Register raylib functionality
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@ -4017,16 +3987,16 @@ RLUADEF void InitLuaDevice(void)
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LuaSetEnum("PLAYER3", 2);
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LuaSetEnum("PLAYER4", 3);
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LuaSetEnum("BUTTON_A", 2);
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LuaSetEnum("BUTTON_B", 1);
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LuaSetEnum("BUTTON_X", 3);
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LuaSetEnum("BUTTON_Y", 4);
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LuaSetEnum("BUTTON_R1", 7);
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LuaSetEnum("BUTTON_R2", 5);
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LuaSetEnum("BUTTON_L1", 6);
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LuaSetEnum("BUTTON_L2", 8);
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LuaSetEnum("BUTTON_SELECT", 9);
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LuaSetEnum("BUTTON_START", 10);
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LuaSetEnum("PS3_BUTTON_A", 2);
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LuaSetEnum("PS3_BUTTON_B", 1);
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LuaSetEnum("PS3_BUTTON_X", 3);
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LuaSetEnum("PS3_BUTTON_Y", 4);
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LuaSetEnum("PS3_BUTTON_R1", 7);
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LuaSetEnum("PS3_BUTTON_R2", 5);
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LuaSetEnum("PS3_BUTTON_L1", 6);
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LuaSetEnum("PS3_BUTTON_L2", 8);
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LuaSetEnum("PS3_BUTTON_SELECT", 9);
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LuaSetEnum("PS3_BUTTON_START", 10);
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LuaSetEnum("XBOX_BUTTON_A", 0);
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LuaSetEnum("XBOX_BUTTON_B", 1);
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