$#include "Engine/Engine.h" class Engine : public Object { void RunFrame(); Console* CreateConsole(); DebugHud* CreateDebugHud(); void SetMinFps(int fps); void SetMaxFps(int fps); void SetMaxInactiveFps(int fps); void SetTimeStepSmoothing(int frames); void SetPauseMinimized(bool enable); void SetAutoExit(bool enable); void Exit(); void DumpProfiler(); void DumpResources(bool dumpFileName = false); void DumpMemory(); int GetMinFps() const; int GetMaxFps() const; int GetMaxInactiveFps() const; int GetTimeStepSmoothing() const; bool GetPauseMinimized() const; bool GetAutoExit() const; bool IsInitialized() const; bool IsExiting() const; bool IsHeadless() const; tolua_property__get_set int minFps; tolua_property__get_set int maxFps; tolua_property__get_set int maxInactiveFps; tolua_property__get_set int timeStepSmoothing; tolua_property__get_set bool pauseMinimized; tolua_property__get_set bool autoExit; tolua_readonly tolua_property__is_set bool initialized; tolua_readonly tolua_property__is_set bool exiting; tolua_readonly tolua_property__is_set bool headless; }; Engine* GetEngine(); tolua_readonly tolua_property__get_set Engine* engine; ${ #define TOLUA_DISABLE_tolua_EngineLuaAPI_GetEngine00 static int tolua_EngineLuaAPI_GetEngine00(lua_State* tolua_S) { return ToluaGetSubsystem(tolua_S); } #define TOLUA_DISABLE_tolua_get_engine_ptr #define tolua_get_engine_ptr tolua_EngineLuaAPI_GetEngine00 $}