#pragma once enum EventType { EVENT_WINDOW_SIZE, EVENT_WINDOW_MAXIMIZE, EVENT_WINDOW_ICONYFY, EVENT_WINDOW_FOCUS, EVENT_WINDOW_DROP, EVENT_KEY, EVENT_CHAR, EVENT_MOUSE_BUTTON, EVENT_MOUSE_CURSOR_POS, EVENT_MOUSE_SCROLL, EVENT_CURSOR_ENTER }; enum BufferType { BUFFER_UNSIGNED_CHAR, BUFFER_UNSIGNED_SHORT, BUFFER_UNSIGNED_INT, BUFFER_FLOAT, }; typedef struct { size_t size; void *data; int x; int y; } Buffer; bool luaInit( int argn, const char **argc ); int luaTraceback( lua_State *L ); bool luaCallMain(); void luaCallProcess(); void luaCallDraw(); void luaCallExit(); void luaRegister(); /* Lua Util functions. */ bool uluaGetBoolean( lua_State *L, int index ); Color uluaGetColor( lua_State *L ); Color uluaGetColorIndex( lua_State *L, int index ); Vector2 uluaGetVector2( lua_State *L ); Vector2 uluaGetVector2Index( lua_State *L, int index ); Vector3 uluaGetVector3( lua_State *L ); Vector3 uluaGetVector3Index( lua_State *L, int index ); Vector4 uluaGetVector4( lua_State *L ); Vector4 uluaGetVector4Index( lua_State *L, int index ); Rectangle uluaGetRectangle( lua_State *L ); Rectangle uluaGetRectangleIndex( lua_State *L, int index ); Quaternion uluaGetQuaternion( lua_State *L ); Quaternion uluaGetQuaternionIndex( lua_State *L, int index ); Matrix uluaGetMatrix( lua_State *L ); Matrix uluaGetMatrixIndex( lua_State *L, int index ); BoundingBox uluaGetBoundingBox( lua_State *L ); BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index ); Ray uluaGetRay( lua_State *L ); Ray uluaGetRayIndex( lua_State *L, int index ); NPatchInfo uluaGetNPatchInfo( lua_State *L ); NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index ); Buffer* uluaGetBuffer( lua_State *L, int index ); Image* uluaGetImage( lua_State *L, int index ); Texture* uluaGetTexture( lua_State *L, int index ); RenderTexture* uluaGetRenderTexture( lua_State *L, int index ); Shader* uluaGetShader( lua_State *L, int index ); Mesh* uluaGetMesh( lua_State *L, int index ); Camera2D* uluaGetCamera2D( lua_State *L, int index ); Camera3D* uluaGetCamera3D( lua_State *L, int index ); Font* uluaGetFont( lua_State *L, int index ); Wave* uluaGetWave( lua_State *L, int index ); Sound* uluaGetSound( lua_State *L, int index ); Music* uluaGetMusic( lua_State *L, int index ); Light* uluaGetLight( lua_State *L, int index ); Material* uluaGetMaterial( lua_State *L, int index ); Model* uluaGetModel( lua_State *L, int index ); ModelAnimation* uluaGetModelAnimation( lua_State *L, int index ); /* Push types. */ 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 ); void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyphInfo, Image *image ); void uluaPushBuffer( lua_State *L, Buffer buffer ); void uluaPushImage( lua_State *L, Image image ); void uluaPushTexture( lua_State *L, Texture texture ); void uluaPushRenderTexture( lua_State *L, RenderTexture renderTexture ); void uluaPushCamera2D( lua_State *L, Camera2D camera ); void uluaPushCamera3D( lua_State *L, Camera3D camera ); void uluaPushShader( lua_State *L, Shader shader ); void uluaPushFont( lua_State *L, Font font ); void uluaPushWave( lua_State *L, Wave wave ); void uluaPushSound( lua_State *L, Sound sound ); void uluaPushMusic( lua_State *L, Music music ); void uluaPushLight( lua_State *L, Light light ); void uluaPushMaterial( lua_State *L, Material material ); void uluaPushMesh( lua_State *L, Mesh mesh ); void uluaPushModel( lua_State *L, Model model ); void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation ); int uluaGetTableLen( lua_State *L ); int uluaGetTableLenIndex( lua_State *L, int index );