Polyphase Game Engine
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PlayerInput_Lua Struct Reference

#include <PlayerInput_Lua.h>

Static Public Member Functions

static int IsActive (lua_State *L)
 
static int WasJustActivated (lua_State *L)
 
static int WasJustDeactivated (lua_State *L)
 
static int GetValue (lua_State *L)
 
static int RegisterAction (lua_State *L)
 
static int UnregisterAction (lua_State *L)
 
static int GetPlayersConnected (lua_State *L)
 
static int SetEnabled (lua_State *L)
 
static int IsEnabled (lua_State *L)
 
static int LoadActions (lua_State *L)
 
static void Bind ()
 

Member Function Documentation

◆ Bind()

void PlayerInput_Lua::Bind ( )
static

◆ GetPlayersConnected()

int PlayerInput_Lua::GetPlayersConnected ( lua_State *  L)
static

◆ GetValue()

int PlayerInput_Lua::GetValue ( lua_State *  L)
static

◆ IsActive()

int PlayerInput_Lua::IsActive ( lua_State *  L)
static

◆ IsEnabled()

int PlayerInput_Lua::IsEnabled ( lua_State *  L)
static

◆ LoadActions()

int PlayerInput_Lua::LoadActions ( lua_State *  L)
static

◆ RegisterAction()

int PlayerInput_Lua::RegisterAction ( lua_State *  L)
static

◆ SetEnabled()

int PlayerInput_Lua::SetEnabled ( lua_State *  L)
static

◆ UnregisterAction()

int PlayerInput_Lua::UnregisterAction ( lua_State *  L)
static

◆ WasJustActivated()

int PlayerInput_Lua::WasJustActivated ( lua_State *  L)
static

◆ WasJustDeactivated()

int PlayerInput_Lua::WasJustDeactivated ( lua_State *  L)
static

The documentation for this struct was generated from the following files: