Files
reilua-enhanced/include/lua_core.h
2023-04-07 18:47:48 +03:00

55 lines
2.1 KiB
C

#pragma once
bool luaInit();
int luaTraceback( lua_State *L );
bool luaCallMain();
void luaCallProcess();
void luaCallDraw();
void luaCallExit();
void luaRegister();
/* Lua Util functions */
Color uluaGetColor( lua_State *L );
/* Only works with positive index. */
Color uluaGetColorIndex( lua_State *L, int index );
Vector2 uluaGetVector2( lua_State *L );
/* Only works with positive index. */
Vector2 uluaGetVector2Index( lua_State *L, int index );
Vector3 uluaGetVector3( lua_State *L );
/* Only works with positive index. */
Vector3 uluaGetVector3Index( lua_State *L, int index );
Vector4 uluaGetVector4( lua_State *L );
/* Only works with positive index. */
Vector4 uluaGetVector4Index( lua_State *L, int index );
Rectangle uluaGetRectangle( lua_State *L );
/* Only works with positive index. */
Rectangle uluaGetRectangleIndex( lua_State *L, int index );
Quaternion uluaGetQuaternion( lua_State *L );
/* Only works with positive index. */
Quaternion uluaGetQuaternionIndex( lua_State *L, int index );
Matrix uluaGetMatrix( lua_State *L );
/* Only works with positive index. */
Matrix uluaGetMatrixIndex( lua_State *L, int index );
BoundingBox uluaGetBoundingBox( lua_State *L );
/* Only works with positive index. */
BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index );
Ray uluaGetRay( lua_State *L );
/* Only works with positive index. */
Ray uluaGetRayIndex( lua_State *L, int index );
NPatchInfo uluaGetNPatchInfo( lua_State *L );
/* Only works with positive index. */
NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index );
void uluaPushColor( lua_State *L, Color color );
void uluaPushVector2( lua_State *L, Vector2 vector );
void uluaPushVector3( lua_State *L, Vector3 vector );
void uluaPushVector4( lua_State *L, Vector4 vector );
void uluaPushRectangle( lua_State *L, Rectangle rect );
void uluaPushQuaternion( lua_State *L, Quaternion quaternion );
void uluaPushMatrix( lua_State *L, Matrix matrix );
void uluaPushRay( lua_State *L, Ray ray );
void uluaPushRayCollision( lua_State *L, RayCollision rayCol );
void uluaPushBoundingBox( lua_State *L, BoundingBox box );
int uluaGetTableLen( lua_State *L );
int uluaGetTableLenIndex( lua_State *L, int index );