Polyphase Game Engine
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Engine_Lua.h
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1#pragma once
2
3#include "Engine.h"
4#if LUA_ENABLED
5
6#define ENGINE_LUA_NAME "Engine"
7
8struct Engine_Lua
9{
10 static int Quit(lua_State* L);
11 static int IsShuttingDown(lua_State* L);
12 static int GetWorld(lua_State* L);
13 static int GetTime(lua_State* L);
14 static int GetGameDeltaTime(lua_State* L);
15 static int GetRealDeltaTime(lua_State* L);
16 static int GetGameElapsedTime(lua_State* L);
17 static int GetRealElapsedTime(lua_State* L);
18 static int GetPlatform(lua_State* L);
19 static int IsEditor(lua_State* L);
20 static int Break(lua_State* L);
21 static int Alert(lua_State* L);
22 static int SetBreakOnScriptError(lua_State* L);
23 static int IsPlayingInEditor(lua_State* L);
24 static int IsPlaying(lua_State* L);
25 static int ReloadAllScripts(lua_State* L);
26 static int SetPaused(lua_State* L);
27 static int IsPaused(lua_State* L);
28 static int FrameStep(lua_State* L);
29 static int SetTimeDilation(lua_State* L);
30 static int GetTimeDilation(lua_State* L);
31 static int GarbageCollect(lua_State* L);
32
33 static void Bind();
34};
35
36#endif
void SetTimeDilation(float timeDilation)
Definition Engine.cpp:1658
World * GetWorld(int32_t index)
Definition Engine.cpp:1106
void SetPaused(bool paused)
Definition Engine.cpp:1643
void FrameStep()
Definition Engine.cpp:1653
bool IsPlaying()
Definition Engine.cpp:1502
void ReloadAllScripts(bool restartComponents)
Definition Engine.cpp:1520
bool IsPaused()
Definition Engine.cpp:1648
void GarbageCollect()
Definition Engine.cpp:1668
bool IsShuttingDown()
Definition Engine.cpp:1154
void Quit()
Definition Engine.cpp:1101
float GetTimeDilation()
Definition Engine.cpp:1663
bool IsPlayingInEditor()
Definition Engine.cpp:1493
Platform GetPlatform()
Definition Utilities.cpp:34