feat(LuaGame): Lua interpreter game engine with audio, 17 FPS, 4.5x ball speed
- Embed Lua 5.4.7 source to avoid missing symbols (clearerr, clock, getenv, etc) - Provide local stubs for missing libc and avoid unexported LVGL cache APIs - Fix float handling in sys.* bindings (checknumber vs checkinteger) - Move Lua init and game loop to dedicated 16K FreeRTOS task to avoid GUI 4K stack overflow - Implement sys API: clear, print (8x8 bitmap font direct FB), rect, circle, line, touch, sfx, tone - Audio via SfxEngine (SfxId mapping, playNote for tone) - Ball speed 2 -> 4.5, FPS counter (~17 FPS after direct FB text optimization) - Supports loading from /sdcard/lua/breakout.lua and embedded fallback - Verified symbols: 0 missing, builds esp32s3, installs on 192.168.68.107
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/*
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** $Id: lfunc.h $
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** Auxiliary functions to manipulate prototypes and closures
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** See Copyright Notice in lua.h
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*/
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#ifndef lfunc_h
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#define lfunc_h
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#include "lobject.h"
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#define sizeCclosure(n) (cast_int(offsetof(CClosure, upvalue)) + \
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cast_int(sizeof(TValue)) * (n))
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#define sizeLclosure(n) (cast_int(offsetof(LClosure, upvals)) + \
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cast_int(sizeof(TValue *)) * (n))
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/* test whether thread is in 'twups' list */
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#define isintwups(L) (L->twups != L)
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/*
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** maximum number of upvalues in a closure (both C and Lua). (Value
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** must fit in a VM register.)
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*/
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#define MAXUPVAL 255
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#define upisopen(up) ((up)->v.p != &(up)->u.value)
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#define uplevel(up) check_exp(upisopen(up), cast(StkId, (up)->v.p))
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/*
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** maximum number of misses before giving up the cache of closures
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** in prototypes
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*/
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#define MAXMISS 10
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/* special status to close upvalues preserving the top of the stack */
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#define CLOSEKTOP (-1)
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LUAI_FUNC Proto *luaF_newproto (lua_State *L);
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LUAI_FUNC CClosure *luaF_newCclosure (lua_State *L, int nupvals);
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LUAI_FUNC LClosure *luaF_newLclosure (lua_State *L, int nupvals);
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LUAI_FUNC void luaF_initupvals (lua_State *L, LClosure *cl);
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LUAI_FUNC UpVal *luaF_findupval (lua_State *L, StkId level);
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LUAI_FUNC void luaF_newtbcupval (lua_State *L, StkId level);
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LUAI_FUNC void luaF_closeupval (lua_State *L, StkId level);
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LUAI_FUNC StkId luaF_close (lua_State *L, StkId level, int status, int yy);
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LUAI_FUNC void luaF_unlinkupval (UpVal *uv);
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LUAI_FUNC void luaF_freeproto (lua_State *L, Proto *f);
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LUAI_FUNC const char *luaF_getlocalname (const Proto *func, int local_number,
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int pc);
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#endif
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