rlua: Added functions notes
Functions that need to manage big data arrays don't work properly, that functionality should be reviewed...
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1 changed files with 10 additions and 4 deletions
14
src/rlua.h
14
src/rlua.h
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@ -1785,6 +1785,8 @@ int lua_LoadImage(lua_State* L)
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int lua_LoadImageEx(lua_State* L)
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int lua_LoadImageEx(lua_State* L)
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{
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{
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// TODO: Image LoadImageEx(Color *pixels, int width, int height);
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GET_TABLE(Color, arg1, 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 arg2 = LuaGetArgument_int(L, 2);
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int arg3 = LuaGetArgument_int(L, 3);
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int arg3 = LuaGetArgument_int(L, 3);
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@ -1883,6 +1885,8 @@ int lua_UnloadRenderTexture(lua_State* L)
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int lua_GetImageData(lua_State* L)
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int lua_GetImageData(lua_State* L)
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{
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{
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// TODO: Color *GetImageData(Image image);
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Image arg1 = LuaGetArgument_Image(L, 1);
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Image arg1 = LuaGetArgument_Image(L, 1);
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Color * result = GetImageData(arg1);
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Color * result = GetImageData(arg1);
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lua_createtable(L, arg1.width*arg1.height, 0);
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lua_createtable(L, arg1.width*arg1.height, 0);
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@ -1905,6 +1909,8 @@ int lua_GetTextureData(lua_State* L)
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int lua_UpdateTexture(lua_State* L)
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int lua_UpdateTexture(lua_State* L)
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{
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{
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// TODO: void UpdateTexture(Texture2D texture, void *pixels);
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Texture2D arg1 = LuaGetArgument_Texture2D(L, 1);
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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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void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string?
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UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table!
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UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table!
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@ -2893,6 +2899,8 @@ int lua_LoadSoundFromRES(lua_State* L)
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int lua_UpdateSound(lua_State* L)
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int lua_UpdateSound(lua_State* L)
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{
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{
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// TODO: void UpdateSound(Sound sound, void *data, int numSamples);
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Sound arg1 = LuaGetArgument_Sound(L, 1);
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Sound arg1 = LuaGetArgument_Sound(L, 1);
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const char * arg2 = LuaGetArgument_string(L, 2);
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const char * arg2 = LuaGetArgument_string(L, 2);
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int * arg3 = LuaGetArgument_int(L, 3);
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int * arg3 = LuaGetArgument_int(L, 3);
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@ -3033,7 +3041,6 @@ int lua_PlayMusicStream(lua_State* L)
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return 0;
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return 0;
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}
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}
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int lua_StopMusicStream(lua_State* L)
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int lua_StopMusicStream(lua_State* L)
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{
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{
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Music arg1 = LuaGetArgument_Music(L, 1);
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Music arg1 = LuaGetArgument_Music(L, 1);
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@ -3114,6 +3121,8 @@ int lua_CloseAudioStream(lua_State* L)
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int lua_UpdateAudioStream(lua_State* L)
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int lua_UpdateAudioStream(lua_State* L)
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{
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{
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// TODO: void UpdateAudioStream(AudioStream stream, void *data, int numSamples);
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AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
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AudioStream arg1 = LuaGetArgument_AudioStream(L, 1);
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void * arg2 = (char *)LuaGetArgument_string(L, 2);
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void * arg2 = (char *)LuaGetArgument_string(L, 2);
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int arg3 = LuaGetArgument_int(L, 3);
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int arg3 = LuaGetArgument_int(L, 3);
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@ -3688,7 +3697,6 @@ static luaL_Reg raylib_functions[] = {
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REG(StorageSaveValue)
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REG(StorageSaveValue)
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REG(StorageLoadValue)
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REG(StorageLoadValue)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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REG(IsKeyPressed)
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REG(IsKeyPressed)
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REG(IsKeyDown)
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REG(IsKeyDown)
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REG(IsKeyReleased)
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REG(IsKeyReleased)
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@ -3696,7 +3704,6 @@ static luaL_Reg raylib_functions[] = {
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REG(GetKeyPressed)
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REG(GetKeyPressed)
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REG(SetExitKey)
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REG(SetExitKey)
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REG(IsGamepadAvailable)
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REG(IsGamepadAvailable)
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REG(IsGamepadName)
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REG(IsGamepadName)
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REG(GetGamepadName)
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REG(GetGamepadName)
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@ -3707,7 +3714,6 @@ static luaL_Reg raylib_functions[] = {
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REG(GetGamepadButtonPressed)
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REG(GetGamepadButtonPressed)
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REG(GetGamepadAxisCount)
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REG(GetGamepadAxisCount)
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REG(GetGamepadAxisMovement)
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REG(GetGamepadAxisMovement)
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#endif
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REG(IsMouseButtonPressed)
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REG(IsMouseButtonPressed)
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REG(IsMouseButtonDown)
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REG(IsMouseButtonDown)
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