#ifndef LUA_PROPERTIES_H_ #define LUA_PROPERTIES_H_ namespace gameplay { // Lua bindings for Properties. int lua_Properties__gc(lua_State* state); int lua_Properties_exists(lua_State* state); int lua_Properties_getBool(lua_State* state); int lua_Properties_getColor(lua_State* state); int lua_Properties_getFloat(lua_State* state); int lua_Properties_getId(lua_State* state); int lua_Properties_getInt(lua_State* state); int lua_Properties_getLong(lua_State* state); int lua_Properties_getMatrix(lua_State* state); int lua_Properties_getNamespace(lua_State* state); int lua_Properties_getNextNamespace(lua_State* state); int lua_Properties_getQuaternionFromAxisAngle(lua_State* state); int lua_Properties_getString(lua_State* state); int lua_Properties_getType(lua_State* state); int lua_Properties_getVector2(lua_State* state); int lua_Properties_getVector3(lua_State* state); int lua_Properties_getVector4(lua_State* state); int lua_Properties_rewind(lua_State* state); int lua_Properties_static_create(lua_State* state); void luaRegister_Properties(); } #endif