/**
 * Copyright (c) 2006-2012 LOVE Development Team
 *
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 *
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 *
 * 1. The origin of this software must not be misrepresented; you must not
 *    claim that you wrote the original software. If you use this software
 *    in a product, an acknowledgment in the product documentation would be
 *    appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 *    misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 **/

#ifndef LOVE_PHYSICS_BOX2D_WRAP_WORLD_H
#define LOVE_PHYSICS_BOX2D_WRAP_WORLD_H

// LOVE
#include "common/runtime.h"
#include "common/Exception.h"
#include "World.h"
#include "wrap_Physics.h"

namespace love
{
namespace physics
{
namespace box2d
{

World *luax_checkworld(lua_State *L, int idx);
int w_World_update(lua_State *L);
int w_World_setCallbacks(lua_State *L);
int w_World_getCallbacks(lua_State *L);
int w_World_setContactFilter(lua_State *L);
int w_World_getContactFilter(lua_State *L);
int w_World_setGravity(lua_State *L);
int w_World_getGravity(lua_State *L);
int w_World_setAllowSleeping(lua_State *L);
int w_World_getAllowSleeping(lua_State *L);
int w_World_isLocked(lua_State *L);
int w_World_getBodyCount(lua_State *L);
int w_World_getJointCount(lua_State *L);
int w_World_getContactCount(lua_State *L);
int w_World_getBodyList(lua_State *L);
int w_World_getJointList(lua_State *L);
int w_World_getContactList(lua_State *L);
int w_World_queryBoundingBox(lua_State *L);
int w_World_rayCast(lua_State *L);
int w_World_destroy(lua_State *L);
extern "C" int luaopen_world(lua_State *L);

} // box2d
} // physics
} // love

#endif // LOVE_PHYSICS_BOX2D_WRAP_WORLD_H
