#include #include #include lua_State * engine_lua_state; int engine_luafSleep(lua_State *L) { int time = luaL_checkinteger(L,1); engine_time_sleep(time); return 0; } int engine_luafTimeGet(lua_State *L) { lua_pushinteger(L,engine_time_get()); return 1; } int engine_luafLoadTexture(lua_State *L) { char * fpath = (char *)luaL_checkstring(L,1); int width = luaL_checkinteger(L,2); int height = luaL_checkinteger(L,3); struct ENGINE_TEXTURE * texture = engine_createTexture(width,height); engine_texture_from_file(texture,fpath); lua_pushlightuserdata(L,texture); return 1; } int engine_luafRenderTexture2D(lua_State *L) { struct ENGINE_TEXTURE * texture = (struct ENGINE_TEXTURE *)lua_touserdata(L,1); int x = luaL_checkinteger(L,2); int y = luaL_checkinteger(L,3); engine_texture_render_2d(texture,x,y); return 0; } void engine_luaInit() { engine_lua_state = luaL_newstate(); luaL_openlibs(engine_lua_state); // Functions lua_pushcfunction(engine_lua_state,engine_luafSleep); lua_setglobal (engine_lua_state,"engine_sleep"); lua_pushcfunction(engine_lua_state,engine_luafLoadTexture); lua_setglobal (engine_lua_state,"engine_loadTexture"); lua_pushcfunction(engine_lua_state,engine_luafRenderTexture2D); lua_setglobal (engine_lua_state,"engine_renderTexture2D"); // Start user script luaL_loadfile(engine_lua_state,"assets/scripts/main.lua"); lua_call(engine_lua_state,0,0); }