twnlua: bindgen.py capable of converting share/twn_api.h spec to lua bindings
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@ -10,6 +10,10 @@
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#include <malloc.h>
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/* generated by bindgen.py */
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void bindgen_load_twn(lua_State *L);
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/* require will go through physicsfs exclusively so that scripts can be in the data dir */
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static int physfs_loader(lua_State *L) {
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const char *name = luaL_checkstring(L, 1);
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@ -37,201 +41,6 @@ static int physfs_loader(lua_State *L) {
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}
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static Rect table_to_rect(lua_State *L, int idx, const char *name) {
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/* types are checked here to help prevent unexpected results */
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Rect rect;
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int is_num;
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lua_getfield(L, idx, "x");
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rect.x = (float)lua_tonumberx(L, -1, &is_num);
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if (!is_num)
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luaL_error(L, "bad field 'x' in '%s' (number expected, got %s)", name, luaL_typename(L, -1));
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lua_pop(L, 1);
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lua_getfield(L, idx, "y");
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rect.y = (float)lua_tonumberx(L, -1, &is_num);
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if (!is_num)
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luaL_error(L, "bad field 'y' in '%s' (number expected, got %s)", name, luaL_typename(L, -1));
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lua_pop(L, 1);
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lua_getfield(L, idx, "w");
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rect.w = (float)lua_tonumberx(L, -1, &is_num);
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if (!is_num)
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luaL_error(L, "bad field 'w' in '%s' (number expected, got %s)", name, luaL_typename(L, -1));
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lua_pop(L, 1);
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lua_getfield(L, idx, "h");
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rect.h = (float)lua_tonumberx(L, -1, &is_num);
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if (!is_num)
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luaL_error(L, "bad field 'h' in '%s' (number expected, got %s)", name, luaL_typename(L, -1));
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lua_pop(L, 1);
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return rect;
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}
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static Color table_to_color(lua_State *L, int idx) {
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Color color;
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lua_getfield(L, idx, "r");
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color.r = (uint8_t)lua_tointeger(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, idx, "g");
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color.g = (uint8_t)lua_tointeger(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, idx, "b");
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color.b = (uint8_t)lua_tointeger(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, idx, "a");
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color.a = (uint8_t)lua_tointeger(L, -1);
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lua_pop(L, 1);
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return color;
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}
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/* sprite(data [table]) */
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/* data should contain the following fields: */
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/*
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* path [string]
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* rect [table]
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* texture_region [table], optional
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* color [table], optional
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* rotation [number], optional
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* flip_x [boolean], optional
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* flip_y [boolean], optional
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* stretch [boolean], optional
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*/
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static int b_sprite(lua_State *L) {
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luaL_checktype(L, 1, LUA_TTABLE);
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DrawSpriteArgs args = { 0 };
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lua_getfield(L, 1, "path");
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const char *field_path = lua_tostring(L, -1);
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if (field_path == NULL)
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luaL_error(L, "bad field 'path' in 'data' (string expected, got %s)", luaL_typename(L, -1));
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args.path = field_path;
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lua_getfield(L, 1, "rect");
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if (!lua_istable(L, -1))
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luaL_error(L, "bad field 'rect' in 'data' (table expected, got %s)", luaL_typename(L, -1));
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args.rect = table_to_rect(L, -1, "data.rect");
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lua_getfield(L, 1, "texture_region");
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if (lua_istable(L, -1)) {
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args.texture_region_opt = table_to_rect(L, -1, "data.texture_region");
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args.texture_region_opt_set = true;
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}
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lua_getfield(L, 1, "color");
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if (lua_istable(L, -1)) {
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args.color_opt = table_to_color(L, -1);
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args.color_opt_set = true;
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}
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lua_getfield(L, 1, "rotation");
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if (lua_isnumber(L, -1)) {
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args.rotation_opt = (float)lua_tonumber(L, -1);
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args.rotation_opt_set = true;
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}
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lua_getfield(L, 1, "flip_x");
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if (lua_isboolean(L, -1)) {
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args.flip_x_opt = lua_toboolean(L, -1);
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args.flip_x_opt_set = true;
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}
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lua_getfield(L, 1, "flip_y");
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if (lua_isboolean(L, -1)) {
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args.flip_y_opt = lua_toboolean(L, -1);
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args.flip_y_opt_set = true;
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}
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lua_getfield(L, 1, "stretch");
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if (lua_isboolean(L, -1)) {
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args.stretch_opt = lua_toboolean(L, -1);
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args.stretch_opt_set = true;
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}
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draw_sprite_args(args);
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return 0;
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}
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/* rectangle(data [table]) */
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/* data should contain the following fields: */
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/*
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* rect [table]
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* color [table], optional, defaults to white
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*/
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static int b_rectangle(lua_State *L) {
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luaL_checktype(L, 1, LUA_TTABLE);
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lua_getfield(L, 1, "rect");
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if (!lua_istable(L, -1))
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luaL_error(L, "bad field 'rect' in 'data' (table expected, got %s)", luaL_typename(L, -1));
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Rect rect = table_to_rect(L, -1, "data.rect");
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Color color = { 255, 255, 255, 255 };
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lua_getfield(L, 1, "color");
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if (lua_istable(L, -1))
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color = table_to_color(L, -1);
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draw_rectangle(rect, color);
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return 0;
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}
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/* text(data [table]) */
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/* data should contain the following fields: */
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/*
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* string [string]
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* position [table]
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* height_px [number], optional, defaults to 22
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* color [table], optional, defaults to black
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* font [string]
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*/
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static int b_text(lua_State *L) {
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luaL_checktype(L, 1, LUA_TTABLE);
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lua_getfield(L, 1, "string");
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const char *string = lua_tostring(L, -1);
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if (string == NULL)
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luaL_error(L, "bad field 'string' in 'data' (string expected, got %s)", luaL_typename(L, -1));
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lua_getfield(L, 1, "position");
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if (!lua_istable(L, -1))
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luaL_error(L, "bad field 'position' in 'data' (table expected, got %s)", luaL_typename(L, -1));
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lua_getfield(L, -1, "x");
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float x = (float)lua_tonumber(L, -1);
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lua_getfield(L, -2, "y");
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float y = (float)lua_tonumber(L, -1);
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lua_getfield(L, 1, "height_px");
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int is_num;
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int height_px = (int)lua_tointegerx(L, -1, &is_num);
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if (!is_num)
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height_px = 22;
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lua_getfield(L, 1, "color");
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Color color = { 0, 0, 0, 255 };
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if (lua_istable(L, -1))
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color = table_to_color(L, -1);
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lua_getfield(L, 1, "font");
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const char *font = lua_tostring(L, -1);
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if (font == NULL)
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luaL_error(L, "bad field 'font' in 'data' (string expected, got %s)", luaL_typename(L, -1));
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draw_text(string, (Vec2) { x, y }, height_px, color, font);
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return 0;
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}
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void game_tick(void) {
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if (ctx.initialization_needed) {
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if (!ctx.udata)
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@ -246,14 +55,13 @@ void game_tick(void) {
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}
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state->L = luaL_newstate();
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/* fakey version of luaL_openlibs() that excludes file i/o */
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/* fakey version of luaL_openlibs() that excludes file i/o and os stuff */
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{
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static const luaL_Reg loaded_libs[] = {
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{ LUA_GNAME, luaopen_base },
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{ LUA_LOADLIBNAME, luaopen_package },
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{ LUA_COLIBNAME, luaopen_coroutine },
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{ LUA_TABLIBNAME, luaopen_table },
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{ LUA_OSLIBNAME, luaopen_os },
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{ LUA_STRLIBNAME, luaopen_string },
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{ LUA_MATHLIBNAME, luaopen_math },
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{ LUA_UTF8LIBNAME, luaopen_utf8 },
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@ -280,9 +88,11 @@ void game_tick(void) {
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lua_pop(state->L, 2);
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/* binding */
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lua_register(state->L, "sprite", b_sprite);
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lua_register(state->L, "rectangle", b_rectangle);
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lua_register(state->L, "text", b_text);
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// lua_register(state->L, "sprite", b_sprite);
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// lua_register(state->L, "rectangle", b_rectangle);
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// lua_register(state->L, "text", b_text);
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bindgen_load_twn(state->L);
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/* now finally get to running the code */
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unsigned char *game_buf = NULL;
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