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feat: some more lua.h bindings
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1 changed files with 90 additions and 0 deletions
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@ -183,4 +183,94 @@ func ToUnsignedX(L *C.lua_State, idx int32, isnum bool) lua_Unsigned {
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return lua_Unsigned(C.lua_tounsignedx(L, C.int(idx), &isnumInner))
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}
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func ToVector(L *C.lua_State, idx int32) {
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C.lua_tovector(L, C.int(idx))
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}
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func ToBoolean(L *C.lua_State, idx int32) bool {
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return C.lua_toboolean(L, C.int(idx)) != 0
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}
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func ToLString(L *C.lua_State, idx int32, len *uint64) string {
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return C.GoString(C.lua_tolstring(L, C.int(idx), (*C.size_t)(len)))
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}
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func ToStringAtom(L *C.lua_State, idx int32, atom *int32) string {
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return C.GoString(C.lua_tostringatom(L, C.int(idx), (*C.int)(atom)))
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}
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func NameCallAtom(L *C.lua_State, atom *int32) string {
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return C.GoString(C.lua_namecallatom(L, (*C.int)(atom)))
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}
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func ObjLen(L *C.lua_State, idx int32) uint64 {
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return uint64(C.lua_objlen(L, C.int(idx)))
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}
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func ToCFunction(L *C.lua_State, idx int32) lua_CFunction {
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p := unsafe.Pointer(C.lua_tocfunction(L, C.int(idx)))
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if p == C.NULL {
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return nil
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}
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return *(*lua_CFunction)(p)
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}
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func ToLightUserdata(L *C.lua_State, idx int32) unsafe.Pointer {
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return unsafe.Pointer(C.lua_tolightuserdata(L, C.int(idx)))
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}
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func ToLightUserdataTagged(L *C.lua_State, idx int32, tag int32) unsafe.Pointer {
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return unsafe.Pointer(C.lua_tolightuserdatatagged(L, C.int(idx), C.int(tag)))
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}
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func ToUserdata(L *C.lua_State, idx int32) unsafe.Pointer {
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return unsafe.Pointer(C.lua_touserdata(L, C.int(idx)))
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}
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func ToUserdataTagged(L *C.lua_State, idx int32, tag int32) unsafe.Pointer {
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return unsafe.Pointer(C.lua_touserdatatagged(L, C.int(idx), C.int(tag)))
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}
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func UserdataTag(L *C.lua_State, idx int32) int32 {
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return int32(C.lua_userdatatag(L, C.int(idx)))
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}
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func LightUserdataTag(L *C.lua_State, idx int32) int32 {
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return int32(C.lua_lightuserdatatag(L, C.int(idx)))
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}
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func ToThread(L *C.lua_State, idx int32) *C.lua_State {
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return C.lua_tothread(L, C.int(idx))
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}
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func ToBuffer(L *C.lua_State, idx int32, len *uint64) unsafe.Pointer {
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return unsafe.Pointer(C.lua_tobuffer(L, C.int(idx), (*C.size_t)(len)))
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}
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func ToPointer(L *C.lua_State, idx int32) unsafe.Pointer {
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return unsafe.Pointer(C.lua_topointer(L, C.int(idx)))
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}
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// =======================
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// Stack Manipulation
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// =======================
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func PushNil(L *C.lua_State) {
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C.lua_pushnil(L)
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}
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func PushNumber(L *C.lua_State, n lua_Number) {
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C.lua_pushnumber(L, C.lua_Number(n))
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}
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func PushInteger(L *C.lua_State, n lua_Integer) {
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C.lua_pushinteger(L, C.lua_Integer(n))
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}
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// TODO: Vector 3 & 4
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func PushVector(L *C.lua_State, x float32, y float32, z float32) {
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C.lua_pushvector(L, C.float(x), C.float(y), C.float(z))
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}
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// TODO: Rest of it
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