Polyphase Game Engine
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PlayerInput_Lua.h
Go to the documentation of this file.
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#pragma once
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#include "
Engine.h
"
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#include "
LuaBindings/LuaUtils.h
"
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#define PLAYER_INPUT_LUA_NAME "PlayerInput"
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struct
PlayerInput_Lua
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{
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static
int
IsActive
(lua_State* L);
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static
int
WasJustActivated
(lua_State* L);
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static
int
WasJustDeactivated
(lua_State* L);
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static
int
GetValue
(lua_State* L);
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static
int
RegisterAction
(lua_State* L);
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static
int
UnregisterAction
(lua_State* L);
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static
int
GetPlayersConnected
(lua_State* L);
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static
int
SetEnabled
(lua_State* L);
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static
int
IsEnabled
(lua_State* L);
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static
int
LoadActions
(lua_State* L);
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static
void
Bind
();
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};
Engine.h
LuaUtils.h
PlayerInput_Lua
Definition
PlayerInput_Lua.h:9
PlayerInput_Lua::WasJustActivated
static int WasJustActivated(lua_State *L)
Definition
PlayerInput_Lua.cpp:24
PlayerInput_Lua::LoadActions
static int LoadActions(lua_State *L)
Definition
PlayerInput_Lua.cpp:238
PlayerInput_Lua::Bind
static void Bind()
Definition
PlayerInput_Lua.cpp:288
PlayerInput_Lua::UnregisterAction
static int UnregisterAction(lua_State *L)
Definition
PlayerInput_Lua.cpp:209
PlayerInput_Lua::GetValue
static int GetValue(lua_State *L)
Definition
PlayerInput_Lua.cpp:50
PlayerInput_Lua::SetEnabled
static int SetEnabled(lua_State *L)
Definition
PlayerInput_Lua.cpp:223
PlayerInput_Lua::IsActive
static int IsActive(lua_State *L)
Definition
PlayerInput_Lua.cpp:11
PlayerInput_Lua::GetPlayersConnected
static int GetPlayersConnected(lua_State *L)
Definition
PlayerInput_Lua.cpp:63
PlayerInput_Lua::RegisterAction
static int RegisterAction(lua_State *L)
Definition
PlayerInput_Lua.cpp:71
PlayerInput_Lua::WasJustDeactivated
static int WasJustDeactivated(lua_State *L)
Definition
PlayerInput_Lua.cpp:37
PlayerInput_Lua::IsEnabled
static int IsEnabled(lua_State *L)
Definition
PlayerInput_Lua.cpp:231
Engine
Source
LuaBindings
PlayerInput_Lua.h
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1.9.8