mirror of
https://github.com/CompeyDev/lei.git
synced 2024-12-12 12:50:42 +00:00
273 lines
6.3 KiB
Go
273 lines
6.3 KiB
Go
package internal
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/*
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#cgo CFLAGS: -Iluau/VM/include -I/usr/lib/gcc/x86_64-pc-linux-gnu/14.1.1/include
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// #cgo LDFLAGS: -L${SRCDIR}/luau/cmake -lLuau.VM -lm -lstdc++
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#include <lua.h>
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#include <lualib.h>
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#include <stdlib.h>
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#include "clua.h"
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*/
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import "C"
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import "unsafe"
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type lua_Number float64
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type lua_Integer int32
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type lua_Unsigned int32
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type lua_CFunction func(L *C.lua_State) int32
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type lua_Continuation func(L *C.lua_State, status int32) int32
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type lua_Udestructor = func(*C.void)
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type lua_Destructor = func(L *C.lua_State, _ unsafe.Pointer)
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// type lua_Alloc = func(ud, ptr *C.void, osize, nsize C.size_t) *C.void
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type lua_Alloc = func(ptr unsafe.Pointer, osize, nsize uint64) unsafe.Pointer
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//export go_allocf
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func go_allocf(fp uintptr, ptr uintptr, osize uint64, nsize uint64) uintptr {
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p := ((*((*lua_Alloc)(unsafe.Pointer(fp))))(unsafe.Pointer(ptr), osize, nsize))
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return uintptr(p)
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}
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//
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// ==================
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// VM state
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// ==================
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//
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func NewState(ud unsafe.Pointer) *C.lua_State {
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return C.clua_newstate(unsafe.Pointer(ud))
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}
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func LuaClose(L *C.lua_State) {
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C.lua_close(L)
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}
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func NewThread(L *C.lua_State) *C.lua_State {
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return C.lua_newthread(L)
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}
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func MainThread(L *C.lua_State) *C.lua_State {
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return C.lua_mainthread(L)
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}
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func ResetThread(L *C.lua_State) {
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C.lua_resetthread(L)
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}
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func IsThreadReset(L *C.lua_State) bool {
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return C.lua_isthreadreset(L) != 0
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}
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//
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// ==================
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// VM Stack
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// ==================
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//
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func AbsIndex(L *C.lua_State, idx int32) int32 {
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return int32(C.lua_absindex(L, C.int(idx)))
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}
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func GetTop(L *C.lua_State) int32 {
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return int32(C.lua_gettop(L))
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}
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func SetTop(L *C.lua_State, idx int32) {
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C.lua_settop(L, C.int(idx))
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}
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func PushValue(L *C.lua_State, idx int32) {
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C.lua_pushvalue(L, C.int(idx))
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}
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func Remove(L *C.lua_State, idx int32) {
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C.lua_remove(L, C.int(idx))
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}
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func Insert(L *C.lua_State, idx int32) {
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C.lua_insert(L, C.int(idx))
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}
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func Replace(L *C.lua_State, idx int32) {
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C.lua_replace(L, C.int(idx))
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}
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func CheckStack(L *C.lua_State, sz int32) bool {
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return C.lua_checkstack(L, C.int(sz)) != 0
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}
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func RawCheckStack(L *C.lua_State, sz int32) {
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C.lua_rawcheckstack(L, C.int(sz))
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}
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func XMove(from, to *C.lua_State, n int32) {
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C.lua_xmove(from, to, C.int(n))
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}
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func XPush(from, to *C.lua_State, idx int32) {
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C.lua_xpush(from, to, C.int(idx))
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}
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//
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// ======================
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// Stack Values
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// ======================
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//
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func IsNumber(L *C.lua_State, idx int32) bool {
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return C.lua_isnumber(L, C.int(idx)) != 0
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}
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func IsString(L *C.lua_State, idx int32) bool {
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return C.lua_isstring(L, C.int(idx)) != 0
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}
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func IsCFunction(L *C.lua_State, idx int32) bool {
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return C.lua_iscfunction(L, C.int(idx)) != 0
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}
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func IsLFunction(L *C.lua_State, idx int32) bool {
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return C.lua_isLfunction(L, C.int(idx)) != 0
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}
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func IsUserData(L *C.lua_State, idx int32) bool {
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return C.lua_isuserdata(L, C.int(idx)) != 0
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}
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func Type(L *C.lua_State, idx int32) bool {
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return C.lua_type(L, C.int(idx)) != 0
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}
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func TypeName(L *C.lua_State, tp int32) string {
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return C.GoString(C.lua_typename(L, C.int(tp)))
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}
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func Equal(L *C.lua_State, idx1, idx2 int32) bool {
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return C.lua_equal(L, C.int(idx1), C.int(idx2)) != 0
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}
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func RawEqual(L *C.lua_State, idx1, idx2 int32) bool {
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return C.lua_rawequal(L, C.int(idx1), C.int(idx2)) != 0
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}
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func LessThan(L *C.lua_State, idx1, idx2 int32) bool {
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return C.lua_lessthan(L, C.int(idx1), C.int(idx2)) != 0
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}
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func ToNumberX(L *C.lua_State, idx int32, isnum bool) lua_Number {
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isnumInner := C.int(0)
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if isnum {
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isnumInner = C.int(1)
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}
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return lua_Number(C.lua_tonumberx(L, C.int(idx), &isnumInner))
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}
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func ToIntegerX(L *C.lua_State, idx int32, isnum bool) lua_Integer {
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isnumInner := C.int(0)
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if isnum {
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isnumInner = C.int(1)
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}
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return lua_Integer(C.lua_tointegerx(L, C.int(idx), &isnumInner))
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}
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func ToUnsignedX(L *C.lua_State, idx int32, isnum bool) lua_Unsigned {
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isnumInner := C.int(0)
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if isnum {
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isnumInner = C.int(1)
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}
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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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// TODO: Rest of it
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