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/lundump.h
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35
lib/lua/lundump.h
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/*
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** $Id: lundump.h $
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** load precompiled Lua chunks
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** See Copyright Notice in lua.h
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*/
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#ifndef lundump_h
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#define lundump_h
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#include "llimits.h"
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#include "lobject.h"
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#include "lzio.h"
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/* data to catch conversion errors */
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#define LUAC_DATA "\x19\x93\r\n\x1a\n"
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#define LUAC_INT 0x5678
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#define LUAC_NUM cast_num(370.5)
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/*
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** Encode major-minor version in one byte, one nibble for each
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*/
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#define LUAC_VERSION (((LUA_VERSION_NUM / 100) * 16) + LUA_VERSION_NUM % 100)
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#define LUAC_FORMAT 0 /* this is the official format */
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/* load one chunk; from lundump.c */
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LUAI_FUNC LClosure* luaU_undump (lua_State* L, ZIO* Z, const char* name);
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/* dump one chunk; from ldump.c */
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LUAI_FUNC int luaU_dump (lua_State* L, const Proto* f, lua_Writer w,
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void* data, int strip);
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#endif
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