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| class | LuaAppApi |
| | Application-level Lua primitives - concerns that belong to the running app/game itself, not to any one engine subsystem (camera, sound, sprites, ...). More...
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| class | LuaCameraApi |
| | Camera/viewport/zoom Lua primitives, thin wrappers over ITileMap. More...
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| class | LuaCollisionApi |
| | Collision rule/handler registration Lua primitives. More...
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| class | LuaCollisionListener |
| | Collision listener that decodes packed SpriteHandles from collider data and dispatches to a registered Lua handler. Only processes collisions where BOTH sides are Lua-owned - anything with at least one legacy (non-Lua) side is the legacy collision listener's job instead (it's the one that understands the legacy sprite type well enough to decide response for a mixed collision without a listener-ordering race). More...
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| class | LuaCryptoApi |
| | Content encryption - protects a game's own .zip bundle content so only that game's own privately-built scarab executable can read it back. See the root README.md's own "Content encryption" section and tools/README.md for the full design/workflow. More...
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| class | LuaEngineUtil |
| | Shared helpers used by every Lua primitive API module - and, for s_LuaMutex specifically, by LuaEngine itself too (the orchestrator, not one of the primitive API modules - see s_LuaMutex's own comment for why it lives here rather than on LuaEngine). More...
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| class | LuaFileSystemApi |
| | Phase 12 prototype (bundled/archived distribution, game-engine repo) - overrides Lua's own built-in dofile() with a version that reads through SunLight::FileSystem::FileSystemFactory instead of it's standard fopen()-based one, matching every other subsystem already routed the same way (textures/sound/tilemaps/ load_json). This is the last piece: every resource this engine ever reads now goes through one mount, whether that mount is a real loose directory (today) or a real archive (later) - nothing above this needed to change to notice the difference, load_json/dofile call sites included. More...
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| class | LuaInputApi |
| | Input polling Lua primitives, thin wrapper over IInputHandler. More...
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| class | LuaJsonApi |
| | Generic, game-agnostic JSON <-> Lua bridge. Converts any JSON document into an equivalent Lua table, with no knowledge of any particular config schema. More...
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| class | LuaPackApi |
| | Packaging-tool support for content encryption - see the root README.md's own "Content encryption" section and tools/README.md. Backs tools/pack.lua, the Lua script that actually walks a game's source tree and produces an encrypted .zip bundle (calling crypto_encrypt_data - see LuaCryptoApi - on each file's bytes before adding it here). More...
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| class | LuaRendererApi |
| | Renderer lifecycle Lua primitives: create the process's one renderer from a script, inspect it, ask it to stop. More...
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| class | LuaScriptingApi |
| | ScriptProcessor queue-control Lua primitives - sequencing only (waits, labels, wave-spawn/stage-load dispatch); song playback commands live in LuaSoundApi instead, even the queued ones, since they're topically about sound, not queue mechanics. More...
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| class | LuaSoundApi |
| | Sound Lua primitives. sound_* wrap SoundManager's immediate playback state directly; the *_song/sp_*_song forms (direct and queued respectively) instead go through the ScriptProcessor/EngineHost, since "which song is the tracked
BGM" is state EngineHost::OnCommand owns, not SoundManager. More...
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| class | LuaSpriteApi |
| | Sprite handle pool + rendering Lua primitives. More...
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| class | LuaTextApi |
| | Text/font Lua primitives - a thin wrapper over IDrawSurface::SetFont/DrawText/MeasureText/GetWindowWidth/ GetWindowHeight. All game-side HUD logic (what to draw, when, positioning, score/lives formatting) lives in Lua on top of these; this class knows nothing about what the text being drawn actually means. More...
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| class | LuaTilemapApi |
| | Tile map management Lua primitives, thin wrapper over the full ITileMap surface. More...
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| class | LuaTimerApi |
| | Background-thread periodic/delayed callback Lua primitives (set_timer/reset_timer), backed by SunLight::Concurrent::Timer. See LuaEngineUtil::s_LuaMutex's own comment for the thread-safety invariant every timer callback depends on. More...
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| class | LuaViewApi |
| | View-addressed camera/zoom/viewport Lua primitives. More...
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| struct | stNamedConstant |
| | A named integer constant, used to register enum values as Lua globals. More...
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| struct | stNamedRealConstant |
| | A named real-valued constant, used to register non-integer values (eg. the zoom step and factor limits) as Lua globals - see stNamedConstant for the integer form, which is what nearly every constant group is. More...
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