lua_Platform.h 1.5 KB

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  1. #ifndef LUA_PLATFORM_H_
  2. #define LUA_PLATFORM_H_
  3. namespace gameplay
  4. {
  5. // Lua bindings for Platform.
  6. int lua_Platform__gc(lua_State* state);
  7. int lua_Platform_enterMessagePump(lua_State* state);
  8. int lua_Platform_static_displayKeyboard(lua_State* state);
  9. int lua_Platform_static_getAbsoluteTime(lua_State* state);
  10. int lua_Platform_static_getAccelerometerValues(lua_State* state);
  11. int lua_Platform_static_getDisplayHeight(lua_State* state);
  12. int lua_Platform_static_getDisplayWidth(lua_State* state);
  13. int lua_Platform_static_hasMouse(lua_State* state);
  14. int lua_Platform_static_isCursorVisible(lua_State* state);
  15. int lua_Platform_static_isMouseCaptured(lua_State* state);
  16. int lua_Platform_static_isMultiTouch(lua_State* state);
  17. int lua_Platform_static_isVsync(lua_State* state);
  18. int lua_Platform_static_keyEventInternal(lua_State* state);
  19. int lua_Platform_static_mouseEventInternal(lua_State* state);
  20. int lua_Platform_static_setAbsoluteTime(lua_State* state);
  21. int lua_Platform_static_setCursorVisible(lua_State* state);
  22. int lua_Platform_static_setMouseCaptured(lua_State* state);
  23. int lua_Platform_static_setMultiTouch(lua_State* state);
  24. int lua_Platform_static_setVsync(lua_State* state);
  25. int lua_Platform_static_signalShutdown(lua_State* state);
  26. int lua_Platform_static_sleep(lua_State* state);
  27. int lua_Platform_static_swapBuffers(lua_State* state);
  28. int lua_Platform_static_touchEventInternal(lua_State* state);
  29. void luaRegister_Platform();
  30. }
  31. #endif