Vyroda
Game engine made by hand, with modern C++ and Vulkan.
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Lua.cppm File Reference
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
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Functions

void lua_register (lua_State *L, const char *n, lua_CFunction f)
int luaL_dofile (lua_State *L, const char *fn)
const char * lua_tostring (lua_State *L, int i)
bool lua_isfunction (lua_State *L, int n)
int lua_pcall (lua_State *L, int n, int r, int f)
lua_Number lua_tonumber (lua_State *L, int i)
void lua_pushcfunction (lua_State *L, lua_CFunction f)
int luaL_loadfile (lua_State *L, const char *fn)

Variables

constexpr int LUA_OK = 0
constexpr int LUA_MULTRET = -1
constexpr int LUA_TFUNCTION = 6

Function Documentation

◆ lua_isfunction()

bool lua_isfunction ( lua_State * L,
int n )
inlineexport
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◆ lua_pcall()

int lua_pcall ( lua_State * L,
int n,
int r,
int f )
inlineexport
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◆ lua_pushcfunction()

void lua_pushcfunction ( lua_State * L,
lua_CFunction f )
inlineexport

◆ lua_register()

void lua_register ( lua_State * L,
const char * n,
lua_CFunction f )
inlineexport
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◆ lua_tonumber()

lua_Number lua_tonumber ( lua_State * L,
int i )
inlineexport

◆ lua_tostring()

const char * lua_tostring ( lua_State * L,
int i )
inlineexport
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◆ luaL_dofile()

int luaL_dofile ( lua_State * L,
const char * fn )
inlineexport
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◆ luaL_loadfile()

int luaL_loadfile ( lua_State * L,
const char * fn )
inlineexport

Variable Documentation

◆ LUA_MULTRET

int LUA_MULTRET = -1
inlineconstexprexport

◆ LUA_OK

int LUA_OK = 0
inlineconstexprexport

◆ LUA_TFUNCTION

int LUA_TFUNCTION = 6
inlineconstexprexport