/** * Register any C #defines and constants we want to make available to the * CamScripter in Lua. */ void register_lua_constants(void) { // register #defines lua_setconst(L, CC3_CAMERA_RESOLUTION_LOW); lua_setconst(L, CC3_CAMERA_RESOLUTION_HIGH); lua_setconst(L, CC3_CHANNEL_SINGLE); lua_setconst(L, CC3_CHANNEL_RED); lua_setconst(L, CC3_CHANNEL_GREEN); lua_setconst(L, CC3_CHANNEL_BLUE); lua_setconst(L, CC3_CHANNEL_Y); lua_setconst(L, CC3_CHANNEL_CR); lua_setconst(L, CC3_CHANNEL_CB); lua_setconst(L, CC3_CHANNEL_HUE); lua_setconst(L, CC3_CHANNEL_SAT); lua_setconst(L, CC3_CHANNEL_VAL); lua_setconst(L, CC3_CHANNEL_ALL); lua_setconst(L, CC3_COLORSPACE_YCRCB); lua_setconst(L, CC3_COLORSPACE_RGB); }
int geLuaInit_ge(lua_State* L){ // luaL_openlib(L, "ge", f_ge, 0); // _ge_register_lua_lib(L, "", f_ge, NULL); _ge_register_lua_global_functions(L, f_ge); lua_setconst(L, GE_CLAMP); lua_setconst(L, GE_REPEAT); lua_setconst(L, GE_WINDOW_FULLSCREEN); lua_setconst(L, GE_DRAWING_MODE_2D); lua_setconst(L, GE_DRAWING_MODE_3D); lua_setconst(L, GE_DRAWING_2D_DEPTH); lua_setconst(L, GE_CLEAR_COLOR_BUFFER); lua_setconst(L, GE_CLEAR_DEPTH_BUFFER); lua_setconst(L, GE_BLIT_CENTERED); lua_setconst(L, GE_NEAREST); lua_setconst(L, GE_LINEAR); lua_setconst(L, GE_TRIANGLES); lua_setconst(L, GE_LINES); lua_setconst(L, GE_LINE_STRIP); return 0; }