Polyphase Game Engine
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Stream_Lua.h
Go to the documentation of this file.
1#pragma once
2
3#include "Engine.h"
4
6
7#if LUA_ENABLED
8
9#define STREAM_LUA_NAME "Stream"
10#define CHECK_STREAM(L, arg) CheckLuaType<Stream_Lua>(L, arg, STREAM_LUA_NAME)->mStream;
11
12struct Stream_Lua
13{
14 Stream mStream;
15
16 static int Create(lua_State* L);
17 static int Destroy(lua_State* L);
18
19 static int GetSize(lua_State* L);
20 static int GetPos(lua_State* L);
21 static int SetPos(lua_State* L);
22
23 static int ReadFile(lua_State* L);
24 static int WriteFile(lua_State* L);
25
26 static int ReadAsset(lua_State* L);
27 static int WriteAsset(lua_State* L);
28
29 static int ReadString(lua_State* L);
30 static int WriteString(lua_State* L);
31
32 static int ReadInt32(lua_State* L);
33 static int ReadInt16(lua_State* L);
34 static int ReadInt8(lua_State* L);
35 static int ReadFloat(lua_State* L);
36 static int ReadBool(lua_State* L);
37 static int ReadVec2(lua_State* L);
38 static int ReadVec3(lua_State* L);
39 static int ReadVec4(lua_State* L);
40
41 static int WriteInt32(lua_State* L);
42 static int WriteInt16(lua_State* L);
43 static int WriteInt8(lua_State* L);
44 static int WriteFloat(lua_State* L);
45 static int WriteBool(lua_State* L);
46 static int WriteVec2(lua_State* L);
47 static int WriteVec3(lua_State* L);
48 static int WriteVec4(lua_State* L);
49
50 static void Bind();
51};
52
53#endif
Definition Stream.h:21