#ifndef LUA_GLOBAL_H_ #define LUA_GLOBAL_H_ #include "lua_AIMessageParameterType.h" #include "lua_AnimationClipListenerEventType.h" #include "lua_AudioSourceState.h" #include "lua_CameraType.h" #include "lua_ContainerDirection.h" #include "lua_ContainerScroll.h" #include "lua_ControlAlignment.h" #include "lua_ControlAutoSize.h" #include "lua_ControlListenerEventType.h" #include "lua_ControlState.h" #include "lua_CurveInterpolationType.h" #include "lua_DepthStencilTargetFormat.h" #include "lua_FontFormat.h" #include "lua_FontJustify.h" #include "lua_FontStyle.h" #include "lua_GameClearFlags.h" #include "lua_GameState.h" #include "lua_GamepadButtonMapping.h" #include "lua_GamepadGamepadEvent.h" #include "lua_GestureGestureEvent.h" #include "lua_ImageFormat.h" #include "lua_KeyboardKey.h" #include "lua_KeyboardKeyEvent.h" #include "lua_LayoutType.h" #include "lua_LightType.h" #include "lua_LoggerLevel.h" #include "lua_MeshIndexFormat.h" #include "lua_MeshPrimitiveType.h" #include "lua_MouseMouseEvent.h" #include "lua_NodeType.h" #include "lua_ParticleEmitterTextureBlending.h" #include "lua_PhysicsCollisionObjectCollisionListenerEventType.h" #include "lua_PhysicsCollisionObjectType.h" #include "lua_PhysicsCollisionShapeType.h" #include "lua_PhysicsControllerListenerEventType.h" #include "lua_PropertiesType.h" #include "lua_RenderStateAutoBinding.h" #include "lua_RenderStateBlend.h" #include "lua_RenderStateCullFaceSide.h" #include "lua_RenderStateDepthFunction.h" #include "lua_RenderStateFrontFace.h" #include "lua_RenderStateStencilFunction.h" #include "lua_RenderStateStencilOperation.h" #include "lua_TerrainFlags.h" #include "lua_TextBoxInputMode.h" #include "lua_TextureFilter.h" #include "lua_TextureFormat.h" #include "lua_TextureWrap.h" #include "lua_TouchTouchEvent.h" #include "lua_VertexFormatUsage.h" namespace gameplay { // Lua bindings for global functions. int lua__strcmpnocase(lua_State* state); // Global enum to string conversion function (used to pass enums to Lua from C++). const char* lua_stringFromEnumGlobal(std::string& enumname, unsigned int value); void luaRegister_lua_Global(); } #endif