Polyphase Game Engine
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WebSocket_Lua.h
Go to the documentation of this file.
1#pragma once
2
3#include "PolyphaseAPI.h"
4#include "EngineTypes.h"
5
6#if LUA_ENABLED
7
8class POLYPHASE_API WebSocket_Lua
9{
10public:
11 static void Bind();
12
13 // WebSocket.* table
14 static int Connect(lua_State* L);
15 static int IsAvailable(lua_State* L);
16 static int GetMissingDependencyMessage(lua_State* L);
17
18 // Connection:* callbacks
19 static int Connection_SetOpenCallback(lua_State* L);
20 static int Connection_SetMessageCallback(lua_State* L);
21 static int Connection_SetErrorCallback(lua_State* L);
22 static int Connection_SetClosedCallback(lua_State* L);
23
24 // Connection:* actions
25 static int Connection_SendText(lua_State* L);
26 static int Connection_SendBinary(lua_State* L);
27 static int Connection_Close(lua_State* L);
28
29 // Connection:* polling
30 static int Connection_GetState(lua_State* L);
31 static int Connection_GetAvailablePacketCount(lua_State* L);
32 static int Connection_GetPacket(lua_State* L);
33 static int Connection_GetSelectedProtocol(lua_State* L);
34 static int Connection_GetCloseCode(lua_State* L);
35 static int Connection_GetCloseReason(lua_State* L);
36 static int Connection_WasDowngraded(lua_State* L);
37
38 static int Connection_Gc(lua_State* L);
39};
40
41#endif
Export macros for Polyphase Engine symbols.
#define POLYPHASE_API
Definition PolyphaseAPI.h:31
bool IsAvailable()
Definition HttpClient.cpp:239
const char * GetMissingDependencyMessage()
Definition HttpClient.cpp:246