Skip to content

Commit 81c0eef

Browse files
Site changes [skip-ci]
1 parent 6331cd3 commit 81c0eef

File tree

5 files changed

+5
-5
lines changed

5 files changed

+5
-5
lines changed

faq/faq.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -55,7 +55,7 @@ A: Game logic in your Defold project is primarily written using the Lua language
5555

5656
#### Q: Can I use C++ to write game logic?
5757

58-
A: C++ support exists in Defold mainly to write native extensions which interface with third party SDKs or platform specific APIs. The [dmSDK](https://defold.com/ref/stable/dmGameObject/) (the C++ API for Defold used in native extensions) will be expanded during 2024 so that it is possible to write all game logic in C++ if a developer so wishes. Lua will still be the main language used for game logic, but with the expanded C++ API it will be possible to write game logic using C++ too. The work to expand the C++ API is mainly about moving existing private header files to the public section and cleaning up APIs for public use.
58+
A: C++ support exists in Defold mainly to write native extensions which interface with third party SDKs or platform specific APIs. The [dmSDK](https://defold.com/ref/stable/dmGameObject/) (the C++ API for Defold used in native extensions) will be gradually expanded with more functionality so that it is possible to write all game logic in C++ if a developer so wishes. Lua will still be the main language used for game logic, but with the expanded C++ API it will be possible to write game logic using C++ too. The work to expand the C++ API is mainly about moving existing private header files to the public section and cleaning up APIs for public use.
5959

6060

6161
#### Q: Can I use TypeScript with Defold?

llms-full.txt

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -10230,7 +10230,7 @@ It is possible to check if an input action for a gamepad is from an unknown game
1023010230

1023110231
```lua
1023210232
function on_input(self, action_id, action)
10233-
if action_is == hash("connected") then
10233+
if action_id == hash("connected") then
1023410234
if action.gamepad_unknown then
1023510235
print("The connected gamepad is unidentified and will only generate raw input")
1023610236
else

manuals/input-gamepads.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -138,7 +138,7 @@ It is possible to check if an input action for a gamepad is from an unknown game
138138

139139
```lua
140140
function on_input(self, action_id, action)
141-
if action_is == hash("connected") then
141+
if action_id == hash("connected") then
142142
if action.gamepad_unknown then
143143
print("The connected gamepad is unidentified and will only generate raw input")
144144
else

pl/manuals/input-gamepads.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -146,7 +146,7 @@ Możesz sprawdzić, czy akcja wejścia dla gamepada jest od nieznanego gamepada,
146146

147147
```lua
148148
function on_input(self, action_id, action)
149-
if action_is == hash("connected") then
149+
if action_id == hash("connected") then
150150
if action.gamepad_unknown then
151151
print("The connected gamepad is unidentified and will only generate raw input")
152152
else

zh/manuals/input-gamepads.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -138,7 +138,7 @@ end
138138

139139
```lua
140140
function on_input(self, action_id, action)
141-
if action_is == hash("connected") then
141+
if action_id == hash("connected") then
142142
if action.gamepad_unknown then
143143
print("The connected gamepad is unidentified and will only generate raw input")
144144
else

0 commit comments

Comments
 (0)