local ffi = require("ffi") local C = ffi.C local gfx = _pxl8_gfx local input = _pxl8_input -- pxl8 lua api -- local pxl8 = {} function pxl8.clr(color) C.pxl8_clr(gfx, color or 0) end function pxl8.pixel(x, y, color) if color then C.pxl8_pixel(gfx, x, y, color) else return C.pxl8_get_pixel(gfx, x, y) end end function pxl8.line(x0, y0, x1, y1, color) C.pxl8_line(gfx, x0, y0, x1, y1, color) end function pxl8.rect(x, y, w, h, color) C.pxl8_rect(gfx, x, y, w, h, color) end function pxl8.rect_fill(x, y, w, h, color) C.pxl8_rect_fill(gfx, x, y, w, h, color) end function pxl8.circle(x, y, r, color) C.pxl8_circle(gfx, x, y, r, color) end function pxl8.circle_fill(x, y, r, color) C.pxl8_circle_fill(gfx, x, y, r, color) end function pxl8.text(str, x, y, color) C.pxl8_text(gfx, str, x or 0, y or 0, color or 15) end function pxl8.sprite(id, x, y, w, h, flip_x, flip_y) C.pxl8_sprite(gfx, id or 0, x or 0, y or 0, w or 16, h or 16, flip_x or false, flip_y or false) end function pxl8.get_width() return C.pxl8_gfx_get_width(gfx) end function pxl8.get_height() return C.pxl8_gfx_get_height(gfx) end function pxl8.load_palette(filepath) return C.pxl8_gfx_load_palette(gfx, filepath) end function pxl8.load_sprite(filepath) local sprite_id = ffi.new("unsigned int[1]") local result = C.pxl8_gfx_load_sprite(gfx, filepath, sprite_id) if result == 0 then return sprite_id[0] else return nil, result end end function pxl8.create_texture(pixels, width, height) local pixel_data = ffi.new("u8[?]", width * height) for i = 0, width * height - 1 do pixel_data[i] = pixels[i + 1] or 0 end local result = C.pxl8_gfx_create_texture(gfx, pixel_data, width, height) if result < 0 then return nil end return result end function pxl8.upload_atlas() C.pxl8_gfx_upload_atlas(gfx) end -- log function pxl8.info(msg) C.pxl8_lua_info(msg) end function pxl8.warn(msg) C.pxl8_lua_warn(msg) end function pxl8.error(msg) C.pxl8_lua_error(msg) end function pxl8.debug(msg) C.pxl8_lua_debug(msg) end function pxl8.trace(msg) C.pxl8_lua_trace(msg) end function pxl8.key_down(key) return C.pxl8_key_down(input, key) end function pxl8.key_pressed(key) return C.pxl8_key_pressed(input, key) end function pxl8.key_released(key) return C.pxl8_key_released(input, key) end function pxl8.mouse_wheel_x() return C.pxl8_mouse_wheel_x(input) end function pxl8.mouse_wheel_y() return C.pxl8_mouse_wheel_y(input) end function pxl8.mouse_x() return C.pxl8_mouse_x(input) end function pxl8.mouse_y() return C.pxl8_mouse_y(input) end function pxl8.vfx_raster_bars(bars, time) local c_bars = ffi.new("pxl8_raster_bar[?]", #bars) for i, bar in ipairs(bars) do c_bars[i-1].base_y = bar.base_y or 0 c_bars[i-1].amplitude = bar.amplitude or 10 c_bars[i-1].height = bar.height or 5 c_bars[i-1].speed = bar.speed or 1.0 c_bars[i-1].phase = bar.phase or 0 c_bars[i-1].color = bar.color or 15 c_bars[i-1].fade_color = bar.fade_color or bar.color or 15 end C.pxl8_vfx_raster_bars(gfx, c_bars, #bars, time) end function pxl8.vfx_plasma(time, scale1, scale2, palette_offset) C.pxl8_vfx_plasma(gfx, time, scale1 or 0.05, scale2 or 0.03, palette_offset or 0) end function pxl8.vfx_rotozoom(angle, zoom, cx, cy) C.pxl8_vfx_rotozoom(gfx, angle, zoom, cx or pxl8.get_width()/2, cy or pxl8.get_height()/2) end function pxl8.vfx_tunnel(time, speed, twist) C.pxl8_vfx_tunnel(gfx, time, speed or 2.0, twist or 0.5) end function pxl8.particles_new(max_count) return C.pxl8_particles_create(max_count or 1000) end function pxl8.particles_destroy(ps) C.pxl8_particles_destroy(ps) end function pxl8.particles_clear(ps) C.pxl8_particles_clear(ps) end function pxl8.particles_emit(ps, count) C.pxl8_particles_emit(ps, count or 1) end function pxl8.particles_update(ps, dt) C.pxl8_particles_update(ps, dt) end function pxl8.particles_render(ps) C.pxl8_particles_render(ps, gfx) end function pxl8.vfx_explosion(ps, x, y, color, force) C.pxl8_vfx_explosion(ps, x, y, color or 15, force or 200.0) end function pxl8.vfx_fire(ps, x, y, width, palette_start) C.pxl8_vfx_fire(ps, x, y, width or 50, palette_start or 64) end function pxl8.vfx_rain(ps, width, wind) C.pxl8_vfx_rain(ps, width or pxl8.get_width(), wind or 0.0) end function pxl8.vfx_smoke(ps, x, y, color) C.pxl8_vfx_smoke(ps, x, y, color or 8) end function pxl8.vfx_snow(ps, width, wind) C.pxl8_vfx_snow(ps, width or pxl8.get_width(), wind or 10.0) end function pxl8.vfx_sparks(ps, x, y, color) C.pxl8_vfx_sparks(ps, x, y, color or 15) end function pxl8.vfx_starfield(ps, speed, spread) C.pxl8_vfx_starfield(ps, speed or 5.0, spread or 500.0) end function pxl8.gfx_color_ramp(start, count, from_color, to_color) C.pxl8_gfx_color_ramp(gfx, start, count, from_color, to_color) end function pxl8.gfx_fade_palette(start, count, amount, target_color) C.pxl8_gfx_fade_palette(gfx, start, count, amount, target_color) end function pxl8.tilesheet_new(tile_size) return C.pxl8_tilesheet_create(tile_size or 16) end function pxl8.tilesheet_destroy(tilesheet) C.pxl8_tilesheet_destroy(tilesheet) end function pxl8.tilesheet_load(tilesheet, filepath) return C.pxl8_tilesheet_load(tilesheet, filepath, gfx) end function pxl8.tilemap_new(width, height, tile_size) return C.pxl8_tilemap_create(width, height, tile_size or 16) end function pxl8.tilemap_destroy(tilemap) C.pxl8_tilemap_destroy(tilemap) end function pxl8.tilemap_set_tilesheet(tilemap, tilesheet) return C.pxl8_tilemap_set_tilesheet(tilemap, tilesheet) end function pxl8.tilemap_set_tile(tilemap, layer, x, y, tile_id, flags) C.pxl8_tilemap_set_tile(tilemap, layer or 0, x, y, tile_id or 0, flags or 0) end function pxl8.tilemap_get_tile_id(tilemap, layer, x, y) return C.pxl8_tilemap_get_tile_id(tilemap, layer or 0, x, y) end function pxl8.tilemap_set_camera(tilemap, x, y) C.pxl8_tilemap_set_camera(tilemap, x, y) end function pxl8.tilemap_render(tilemap) C.pxl8_tilemap_render(tilemap, gfx) end function pxl8.tilemap_render_layer(tilemap, layer) C.pxl8_tilemap_render_layer(tilemap, gfx, layer) end function pxl8.tilemap_is_solid(tilemap, x, y) return C.pxl8_tilemap_is_solid(tilemap, x, y) end function pxl8.tilemap_check_collision(tilemap, x, y, w, h) return C.pxl8_tilemap_check_collision(tilemap, x, y, w, h) end pxl8.TILE_FLIP_X = 1 pxl8.TILE_FLIP_Y = 2 pxl8.TILE_SOLID = 4 pxl8.TILE_TRIGGER = 8 function pxl8.clear_zbuffer() C.pxl8_3d_clear_zbuffer(gfx) end function pxl8.set_model(mat) C.pxl8_3d_set_model(gfx, mat) end function pxl8.set_view(mat) C.pxl8_3d_set_view(gfx, mat) end function pxl8.set_projection(mat) C.pxl8_3d_set_projection(gfx, mat) end function pxl8.set_wireframe(wireframe) C.pxl8_3d_set_wireframe(gfx, wireframe) end function pxl8.set_affine_textures(affine) C.pxl8_3d_set_affine_textures(gfx, affine) end function pxl8.set_backface_culling(culling) C.pxl8_3d_set_backface_culling(gfx, culling) end function pxl8.draw_triangle_3d(v0, v1, v2, color) local vec0 = ffi.new("pxl8_vec3", {x = v0[1], y = v0[2], z = v0[3]}) local vec1 = ffi.new("pxl8_vec3", {x = v1[1], y = v1[2], z = v1[3]}) local vec2 = ffi.new("pxl8_vec3", {x = v2[1], y = v2[2], z = v2[3]}) C.pxl8_3d_draw_triangle_raw(gfx, vec0, vec1, vec2, color) end function pxl8.draw_triangle_3d_textured(v0, v1, v2, uv0, uv1, uv2, texture_id) local vec0 = ffi.new("pxl8_vec3", {x = v0[1], y = v0[2], z = v0[3]}) local vec1 = ffi.new("pxl8_vec3", {x = v1[1], y = v1[2], z = v1[3]}) local vec2 = ffi.new("pxl8_vec3", {x = v2[1], y = v2[2], z = v2[3]}) C.pxl8_3d_draw_triangle_textured(gfx, vec0, vec1, vec2, uv0[1], uv0[2], uv1[1], uv1[2], uv2[1], uv2[2], texture_id) end function pxl8.draw_line_3d(p0, p1, color) local vec0 = ffi.new("pxl8_vec3", {x = p0[1], y = p0[2], z = p0[3]}) local vec1 = ffi.new("pxl8_vec3", {x = p1[1], y = p1[2], z = p1[3]}) C.pxl8_3d_draw_line_3d(gfx, vec0, vec1, color) end function pxl8.mat4_identity() return C.pxl8_mat4_identity() end function pxl8.mat4_multiply(a, b) return C.pxl8_mat4_multiply(a, b) end function pxl8.mat4_translate(x, y, z) return C.pxl8_mat4_translate(x, y, z) end function pxl8.mat4_rotate_x(angle) return C.pxl8_mat4_rotate_x(angle) end function pxl8.mat4_rotate_y(angle) return C.pxl8_mat4_rotate_y(angle) end function pxl8.mat4_rotate_z(angle) return C.pxl8_mat4_rotate_z(angle) end function pxl8.mat4_scale(x, y, z) return C.pxl8_mat4_scale(x, y, z) end function pxl8.mat4_ortho(left, right, bottom, top, near, far) return C.pxl8_mat4_ortho(left, right, bottom, top, near, far) end function pxl8.mat4_perspective(fov, aspect, near, far) return C.pxl8_mat4_perspective(fov, aspect, near, far) end function pxl8.mat4_lookat(eye, center, up) local eye_vec = ffi.new("pxl8_vec3", {x = eye[1], y = eye[2], z = eye[3]}) local center_vec = ffi.new("pxl8_vec3", {x = center[1], y = center[2], z = center[3]}) local up_vec = ffi.new("pxl8_vec3", {x = up[1], y = up[2], z = up[3]}) return C.pxl8_mat4_lookat(eye_vec, center_vec, up_vec) end pxl8.gfx = gfx pxl8.input = input pxl8.ui = _pxl8_ui function pxl8.bounds(x, y, w, h) return ffi.new("pxl8_bounds", {x = x, y = y, w = w, h = h}) end function pxl8.ui_button(label) return C.pxl8_ui_button(_pxl8_ui, label) end function pxl8.ui_checkbox(label, state) local state_ptr = ffi.new("bool[1]", state) local changed = C.pxl8_ui_checkbox(_pxl8_ui, label, state_ptr) return changed, state_ptr[0] end function pxl8.ui_indent(amount) C.pxl8_ui_indent(_pxl8_ui, amount) end function pxl8.ui_label(text) C.pxl8_ui_label(_pxl8_ui, text) end function pxl8.ui_layout_row(item_count, widths, height) local widths_array = widths if type(widths) == "table" then widths_array = ffi.new("int[?]", #widths, widths) elseif type(widths) == "number" then widths_array = ffi.new("int[1]", widths) end C.pxl8_ui_layout_row(_pxl8_ui, item_count, widths_array, height) end function pxl8.ui_window_begin(title, x, y, w, h, options) local rect = ffi.new("pxl8_bounds", {x = x, y = y, w = w, h = h}) return C.pxl8_ui_window_begin(_pxl8_ui, title, rect, options or 0) end function pxl8.ui_window_end() C.pxl8_ui_window_end(_pxl8_ui) end function pxl8.ui_window_set_open(title, open) C.pxl8_ui_window_set_open(_pxl8_ui, title, open) end return pxl8