package internal /* #cgo CFLAGS: -Iluau/VM/include -I/usr/lib/gcc/x86_64-pc-linux-gnu/14.1.1/include #cgo LDFLAGS: -L${SRCDIR}/luau/cmake -lLuau.VM #include #include #include #include "clua.h" */ import "C" import "unsafe" type lua_Number float64 type lua_Integer int32 type lua_Unsigned int32 type lua_CFunction func(L *C.lua_State) int32 type lua_Continuation func(L *C.lua_State, status int32) int32 type lua_Udestructor = func(*C.void) type lua_Destructor = func(L *C.lua_State, _ unsafe.Pointer) // type lua_Alloc = func(ud, ptr *C.void, osize, nsize C.size_t) *C.void type lua_Alloc = func(ptr unsafe.Pointer, osize, nsize uint64) unsafe.Pointer //export go_allocf func go_allocf(fp uintptr, ptr uintptr, osize uint64, nsize uint64) uintptr { p := ((*((*lua_Alloc)(unsafe.Pointer(fp))))(unsafe.Pointer(ptr), osize, nsize)) return uintptr(p) } // // ================== // VM state // ================== // func NewState(ud unsafe.Pointer) *C.lua_State { return C.clua_newstate(unsafe.Pointer(ud)) } func LuaClose(L *C.lua_State) { C.lua_close(L) } func NewThread(L *C.lua_State) *C.lua_State { return C.lua_newthread(L) } func MainThread(L *C.lua_State) *C.lua_State { return C.lua_mainthread(L) } func ResetThread(L *C.lua_State) { C.lua_resetthread(L) } func IsThreadReset(L *C.lua_State) bool { return C.lua_isthreadreset(L) != 0 } // // ================== // VM Stack // ================== // func AbsIndex(L *C.lua_State, idx int32) int32 { return int32(C.lua_absindex(L, C.int(idx))) } func GetTop(L *C.lua_State) int32 { return int32(C.lua_gettop(L)) } func SetTop(L *C.lua_State, idx int32) { C.lua_settop(L, C.int(idx)) } func PushValue(L *C.lua_State, idx int32) { C.lua_pushvalue(L, C.int(idx)) } func Remove(L *C.lua_State, idx int32) { C.lua_remove(L, C.int(idx)) } func Insert(L *C.lua_State, idx int32) { C.lua_insert(L, C.int(idx)) } func Replace(L *C.lua_State, idx int32) { C.lua_replace(L, C.int(idx)) } func CheckStack(L *C.lua_State, sz int32) bool { return C.lua_checkstack(L, C.int(sz)) != 0 } func RawCheckStack(L *C.lua_State, sz int32) { C.lua_rawcheckstack(L, C.int(sz)) } func XMove(from, to *C.lua_State, n int32) { C.lua_xmove(from, to, C.int(n)) } func XPush(from, to *C.lua_State, idx int32) { C.lua_xpush(from, to, C.int(idx)) } // // ====================== // Stack Values // ====================== // func IsNumber(L *C.lua_State, idx int32) bool { return C.lua_isnumber(L, C.int(idx)) != 0 } func IsString(L *C.lua_State, idx int32) bool { return C.lua_isstring(L, C.int(idx)) != 0 } func IsCFunction(L *C.lua_State, idx int32) bool { return C.lua_iscfunction(L, C.int(idx)) != 0 } func IsLFunction(L *C.lua_State, idx int32) bool { return C.lua_isLfunction(L, C.int(idx)) != 0 } func IsUserData(L *C.lua_State, idx int32) bool { return C.lua_isuserdata(L, C.int(idx)) != 0 } func Type(L *C.lua_State, idx int32) bool { return C.lua_type(L, C.int(idx)) != 0 } func TypeName(L *C.lua_State, tp int32) string { return C.GoString(C.lua_typename(L, C.int(tp))) } func Equal(L *C.lua_State, idx1, idx2 int32) bool { return C.lua_equal(L, C.int(idx1), C.int(idx2)) != 0 } func RawEqual(L *C.lua_State, idx1, idx2 int32) bool { return C.lua_rawequal(L, C.int(idx1), C.int(idx2)) != 0 } func LessThan(L *C.lua_State, idx1, idx2 int32) bool { return C.lua_lessthan(L, C.int(idx1), C.int(idx2)) != 0 } func ToNumberX(L *C.lua_State, idx int32, isnum bool) lua_Number { isnumInner := C.int(0) if isnum { isnumInner = C.int(1) } return lua_Number(C.lua_tonumberx(L, C.int(idx), &isnumInner)) } func ToIntegerX(L *C.lua_State, idx int32, isnum bool) lua_Integer { isnumInner := C.int(0) if isnum { isnumInner = C.int(1) } return lua_Integer(C.lua_tointegerx(L, C.int(idx), &isnumInner)) } func ToUnsignedX(L *C.lua_State, idx int32, isnum bool) lua_Unsigned { isnumInner := C.int(0) if isnum { isnumInner = C.int(1) } return lua_Unsigned(C.lua_tounsignedx(L, C.int(idx), &isnumInner)) } // TODO: Rest of it