#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 );