Polyphase Game Engine
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PlayerInput_Lua.h
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1#pragma once
2
3#include "Engine.h"
5
6#define PLAYER_INPUT_LUA_NAME "PlayerInput"
7
9{
10 static int IsActive(lua_State* L);
11 static int WasJustActivated(lua_State* L);
12 static int WasJustDeactivated(lua_State* L);
13 static int GetValue(lua_State* L);
14
15 static int RegisterAction(lua_State* L);
16 static int UnregisterAction(lua_State* L);
17
18 static int GetPlayersConnected(lua_State* L);
19
20 static int SetEnabled(lua_State* L);
21 static int IsEnabled(lua_State* L);
22 static int LoadActions(lua_State* L);
23
24 static void Bind();
25};
Definition PlayerInput_Lua.h:9
static int WasJustActivated(lua_State *L)
Definition PlayerInput_Lua.cpp:24
static int LoadActions(lua_State *L)
Definition PlayerInput_Lua.cpp:238
static void Bind()
Definition PlayerInput_Lua.cpp:288
static int UnregisterAction(lua_State *L)
Definition PlayerInput_Lua.cpp:209
static int GetValue(lua_State *L)
Definition PlayerInput_Lua.cpp:50
static int SetEnabled(lua_State *L)
Definition PlayerInput_Lua.cpp:223
static int IsActive(lua_State *L)
Definition PlayerInput_Lua.cpp:11
static int GetPlayersConnected(lua_State *L)
Definition PlayerInput_Lua.cpp:63
static int RegisterAction(lua_State *L)
Definition PlayerInput_Lua.cpp:71
static int WasJustDeactivated(lua_State *L)
Definition PlayerInput_Lua.cpp:37
static int IsEnabled(lua_State *L)
Definition PlayerInput_Lua.cpp:231