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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lib/lua/lprefix.h
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45
lib/lua/lprefix.h
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/*
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** $Id: lprefix.h $
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** Definitions for Lua code that must come before any other header file
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** See Copyright Notice in lua.h
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*/
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#ifndef lprefix_h
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#define lprefix_h
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/*
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** Allows POSIX/XSI stuff
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*/
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#if !defined(LUA_USE_C89) /* { */
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#if !defined(_XOPEN_SOURCE)
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#define _XOPEN_SOURCE 600
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#elif _XOPEN_SOURCE == 0
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#undef _XOPEN_SOURCE /* use -D_XOPEN_SOURCE=0 to undefine it */
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#endif
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/*
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** Allows manipulation of large files in gcc and some other compilers
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*/
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#if !defined(LUA_32BITS) && !defined(_FILE_OFFSET_BITS)
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#define _LARGEFILE_SOURCE 1
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#define _FILE_OFFSET_BITS 64
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#endif
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#endif /* } */
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/*
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** Windows stuff
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*/
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#if defined(_WIN32) /* { */
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#if !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS /* avoid warnings about ISO C functions */
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#endif
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#endif /* } */
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#endif
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