Files
WickedEngine/WickedEngine/wiInput_BindLua.h
T
Turánszki János 74cb74d3c9 version 0.60 (#367)
- namespace refactor (example: wiGraphics:: -> wi::graphics)
  - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59
- resource manager will return `Resource` instead of `shared_ptr<Resource>` objects
- MAD shader optimizations
- implemented alpha to coverage with alpha tested materials when MSAA is enabled
- alpha testing fix with transparent shadow maps
- TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
2021-12-03 21:22:27 +01:00

68 lines
1.5 KiB
C++

#pragma once
#include "wiLua.h"
#include "wiLuna.h"
#include "wiInput.h"
namespace wi::lua
{
class Input_BindLua
{
public:
static const char className[];
static Luna<Input_BindLua>::FunctionType methods[];
static Luna<Input_BindLua>::PropertyType properties[];
Input_BindLua(lua_State* L) {}
int Down(lua_State* L);
int Press(lua_State* L);
int Hold(lua_State* L);
int GetPointer(lua_State* L);
int SetPointer(lua_State* L);
int GetPointerDelta(lua_State* L);
int HidePointer(lua_State* L);
int GetAnalog(lua_State* L);
int GetTouches(lua_State* L);
int SetControllerFeedback(lua_State* L);
static void Bind();
};
class Touch_BindLua
{
public:
wi::input::Touch touch;
static const char className[];
static Luna<Touch_BindLua>::FunctionType methods[];
static Luna<Touch_BindLua>::PropertyType properties[];
Touch_BindLua(lua_State* L) {}
Touch_BindLua(const wi::input::Touch& touch) :touch(touch) {}
int GetState(lua_State* L);
int GetPos(lua_State* L);
static void Bind();
};
class ControllerFeedback_BindLua
{
public:
wi::input::ControllerFeedback feedback;
static const char className[];
static Luna<ControllerFeedback_BindLua>::FunctionType methods[];
static Luna<ControllerFeedback_BindLua>::PropertyType properties[];
ControllerFeedback_BindLua(lua_State* L) {}
ControllerFeedback_BindLua(const wi::input::ControllerFeedback& feedback) :feedback(feedback) {}
int SetVibrationLeft(lua_State* L);
int SetVibrationRight(lua_State* L);
int SetLEDColor(lua_State* L);
static void Bind();
};
}