Refactor SpriteFont struct

Now it uses CharInfo data, this way, it's better aligned with the future
RRES file format data layout for sprite font characters.
This commit is contained in:
raysan5
2017-02-05 02:59:39 +01:00
parent a08117155d
commit 1a879ba08e
10 changed files with 164 additions and 144 deletions
+4 -4
View File
@@ -16,7 +16,7 @@
*
* The following types:
* Image, Texture2D, RenderTexture2D, SpriteFont
* are immutable, and you can only read their non-pointer arguments (e.g. sprfnt.size).
* are immutable, and you can only read their non-pointer arguments (e.g. sprfnt.baseSize).
*
* All other object types are opaque, that is, you cannot access or
* change their fields directly.
@@ -293,8 +293,8 @@ static int LuaIndexSpriteFont(lua_State* L)
lua_pushinteger(L, img.size);
else if (!strcmp(key, "texture"))
LuaPush_Texture2D(L, img.texture);
else if (!strcmp(key, "numChars"))
lua_pushinteger(L, img.numChars);
else if (!strcmp(key, "charsCount"))
lua_pushinteger(L, img.charsCount);
else
return 0;
return 1;
@@ -2203,7 +2203,7 @@ int lua_LoadSpriteFontTTF(lua_State* L)
int arg2 = LuaGetArgument_int(L, 2);
int arg3 = LuaGetArgument_int(L, 3);
int arg4 = LuaGetArgument_int(L, 4);
//LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars);
//LoadSpriteFontTTF(const char *fileName, int fontSize, int charsCount, int *fontChars);
SpriteFont result = LoadSpriteFontTTF(arg1, arg2, arg3, &arg4);
LuaPush_SpriteFont(L, result);
return 1;