Add Lua 5.4 scripting integration for dynamic game loading
- Integrated Lua 5.4 engine (32-bit mode for embedded ARM) - Created LuaGame wrapper class implementing Game interface - Added C++ bindings exposing renderer, game state, and input to Lua - Implemented SD card loader for automatic .lua game discovery - Updated GameLauncher to support std::function for lambda captures - Made Game class members public for Lua bindings access - Added example Lua games: counter, snake, bouncing ball - Included comprehensive API documentation Games can now be written as .lua text files on SD card and loaded without recompilation. Build size: 747KB UF2, Lua VM uses ~50-80KB RAM.
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65
lib/lua/linit.c
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65
lib/lua/linit.c
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/*
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** $Id: linit.c $
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** Initialization of libraries for lua.c and other clients
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** See Copyright Notice in lua.h
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*/
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#define linit_c
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#define LUA_LIB
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/*
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** If you embed Lua in your program and need to open the standard
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** libraries, call luaL_openlibs in your program. If you need a
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** different set of libraries, copy this file to your project and edit
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** it to suit your needs.
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**
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** You can also *preload* libraries, so that a later 'require' can
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** open the library, which is already linked to the application.
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** For that, do the following code:
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**
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** luaL_getsubtable(L, LUA_REGISTRYINDEX, LUA_PRELOAD_TABLE);
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** lua_pushcfunction(L, luaopen_modname);
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** lua_setfield(L, -2, modname);
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** lua_pop(L, 1); // remove PRELOAD table
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*/
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#include "lprefix.h"
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#include <stddef.h>
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#include "lua.h"
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#include "lualib.h"
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#include "lauxlib.h"
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/*
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** these libs are loaded by lua.c and are readily available to any Lua
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** program
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*/
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static const luaL_Reg loadedlibs[] = {
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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_IOLIBNAME, luaopen_io}, */ /* Disabled for embedded */
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/* {LUA_OSLIBNAME, luaopen_os}, */ /* Disabled for embedded */
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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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{LUA_DBLIBNAME, luaopen_debug},
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{NULL, NULL}
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};
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LUALIB_API void luaL_openlibs (lua_State *L) {
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const luaL_Reg *lib;
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/* "require" functions from 'loadedlibs' and set results to global table */
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for (lib = loadedlibs; lib->func; lib++) {
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luaL_requiref(L, lib->name, lib->func, 1);
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lua_pop(L, 1); /* remove lib */
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}
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}
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