3 struct lua_State
{ int x
; };
4 lua_function::lua_function(const std::string
& name
) throw(std::bad_alloc
) {}
5 lua_function::~lua_function() throw() {}
6 void lua_callback_do_paint(struct lua_render_context
* ctx
, window
* win
) throw() {}
7 void lua_callback_do_video(struct lua_render_context
* ctx
, window
* win
) throw() {}
8 void lua_callback_do_input(controls_t
& data
, bool subframe
, window
* win
) throw() {}
9 void lua_callback_do_reset(window
* win
) throw() {}
10 void lua_callback_do_readwrite(window
* win
) throw() {}
11 void lua_callback_startup(window
* win
) throw() {}
12 void lua_callback_pre_load(const std::string
& name
, window
* win
) throw() {}
13 void lua_callback_err_load(const std::string
& name
, window
* win
) throw() {}
14 void lua_callback_post_load(const std::string
& name
, bool was_state
, window
* win
) throw() {}
15 void lua_callback_pre_save(const std::string
& name
, bool is_state
, window
* win
) throw() {}
16 void lua_callback_err_save(const std::string
& name
, window
* win
) throw() {}
17 void lua_callback_post_save(const std::string
& name
, bool is_state
, window
* win
) throw() {}
18 void lua_callback_snoop_input(uint32_t port
, uint32_t controller
, uint32_t index
, short value
, window
* win
) throw() {}
19 void lua_callback_quit(window
* win
) throw() {}
20 void init_lua(window
* win
) throw() {}
21 bool lua_requests_repaint
= false;
22 bool lua_requests_subframe_paint
= false;