add Lua bindings for ControllerStateDisplay

This commit is contained in:
Chris Danford
2006-03-22 23:01:57 +00:00
parent 09b88acb0d
commit 91c1834097
5 changed files with 75 additions and 7 deletions
+17 -1
View File
@@ -8,6 +8,7 @@
#include "PlayerNumber.h"
#include "Sprite.h"
#include "RageInput.h"
#include "GameInput.h"
enum ControllerStateButton
{
@@ -23,17 +24,32 @@ class ControllerStateDisplay : public ActorFrame
{
public:
ControllerStateDisplay();
void Load( MultiPlayer mp );
void LoadMultiPlayer( MultiPlayer mp );
void LoadGameController( GameController gc );
virtual void Update( float fDelta );
bool IsLoaded() const { return m_bIsLoaded; }
virtual Actor *Copy() const;
//
// Lua
//
virtual void PushSelf( lua_State *L );
protected:
bool m_bIsLoaded;
Sprite m_sprFrame;
struct Button
{
Button()
{
di.MakeInvalid();
gi.MakeInvalid();
}
Sprite spr;
DeviceInput di;
GameInput gi;
};
Button m_Buttons[NUM_ControllerStateButton];
};