Ejemplo n.º 1
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// DECL: Animation* createAnimation(const char* id, int propertyId, unsigned int keyCount, unsigned int* keyTimes, float* keyValues, float* keyInValue, float* keyOutValue, Curve::InterpolationType type);
value hx_AnimationTarget_createAnimation_Str_IntX2_DatX4_Int(value *args, int nargs)
{
    const value& thisObj = *args++;
    const value& id = *args++;
    const value& propertyId = *args++;
    const value& keyCount = *args++;
    const value& keyTimes = *args++;
    const value& keyValues = *args++;
    const value& keyInValue = *args++;
    const value& keyOutValue = *args++;
    const value& type = *args;

    AnimationTarget *_thisObj;
    const char *_id = ValueToString(id);
    int _propertyId = val_get_int(propertyId);
    unsigned int _keyCount = ValueToUint(keyCount);
    unsigned int *_keyTimes;
    float *_keyValues;
    float *_keyInValue;
    float *_keyOutValue;
    Curve::InterpolationType _type;
    ValueToObject(thisObj, _thisObj);
    ValueToBuffer(keyTimes, _keyTimes);
    ValueToBuffer(keyValues, _keyValues);
    ValueToBuffer(keyInValue, _keyInValue);
    ValueToBuffer(keyOutValue, _keyOutValue);
    ValueToEnum(type, _type);
    return ReferenceToValue(_thisObj->createAnimation(_id, _propertyId, _keyCount, _keyTimes, _keyValues, _keyInValue, _keyOutValue, _type));
}
Ejemplo n.º 2
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// DECL: unsigned int getAnimationPropertyComponentCount(int propertyId) const;
value hx_Transform_getAnimationPropertyComponentCount(value thisObj, value propertyId)
{
    Transform *_thisObj;
    int _propertyId = val_get_int(propertyId);
    ValueToObject(thisObj, _thisObj);
    return alloc_int(_thisObj->getAnimationPropertyComponentCount(_propertyId));
}
Ejemplo n.º 3
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// DECL: virtual void addListener(Control::Listener* listener, int eventFlags);
void hx_RadioButton_addListener(value thisObj, value listener, value eventFlags)
{
    RadioButton *_thisObj;
    Control::Listener *_listener;
    int _eventFlags = val_get_int(eventFlags);
    ValueToObject(thisObj, _thisObj);
    ValueToObject(listener, _listener);
    _thisObj->addListener(_listener, _eventFlags);
}
Ejemplo n.º 4
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// DECL: void getAnimationPropertyValue(int propertyId, AnimationValue* value);
void hx_Transform_getAnimationPropertyValue(value thisObj, value propertyId, value value)
{
    Transform *_thisObj;
    int _propertyId = val_get_int(propertyId);
    AnimationValue *_value;
    ValueToObject(thisObj, _thisObj);
    ValueToObject(value, _value);
    _thisObj->getAnimationPropertyValue(_propertyId, _value);
}
Ejemplo n.º 5
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// DECL: void addListener(Control::Listener* listener, int eventFlags);
void hx_Joystick_addListener(value thisObj, value listener, value eventFlags)
{
    Joystick *_thisObj;
    Control::Listener *_listener;
    int _eventFlags = val_get_int(eventFlags);
    ValueToObject(thisObj, _thisObj);
    ValueToObject(listener, _listener);
    _thisObj->addListener(_listener, _eventFlags);
}
Ejemplo n.º 6
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// DECL: void setAnimationPropertyValue(int propertyId, AnimationValue* value, float blendWeight = 1.0f);
void hx_Transform_setAnimationPropertyValue(value thisObj, value propertyId, value val, value blendWeight)
{
    Transform *_thisObj;
    int _propertyId = val_get_int(propertyId);
    AnimationValue *_value;
    float _blendWeight = ValueToFloat(blendWeight);
    ValueToObject(thisObj, _thisObj);
    ValueToObject(val, _value);
    _thisObj->setAnimationPropertyValue(_propertyId, _value, _blendWeight);
}
Ejemplo n.º 7
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// DECL: virtual void setAnimationPropertyValue(int propertyId, AnimationValue* value, float blendWeight = 1.0f) = 0;
void hx_AnimationTarget_setAnimationPropertyValue(value thisObj, value propertyId, value _value, value blendWeight)
{
    AnimationTarget *_thisObj;
    int _propertyId = val_get_int(propertyId);
    AnimationValue *_val;
    float _blendWeight = ValueToFloat(blendWeight);
    ValueToObject(thisObj, _thisObj);
    ValueToObject(_value, _val);
    _thisObj->setAnimationPropertyValue(_propertyId, _val, _blendWeight);
}
Ejemplo n.º 8
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// DECL: void clear(ClearFlags flags, const Vector4& clearColor, float clearDepth, int clearStencil);
void hx_Game_clear_Int_V4_Flt_Int(value thisObj, value flags, value clearColor, value clearDepth, value clearStencil)
{
    Game *_thisObj;
    Game::ClearFlags _flags;
    Vector4 *_clearColor;
    float _clearDepth = ValueToFloat(clearDepth);
    int _clearStencil = val_get_int(clearStencil);
    ValueToObject(thisObj, _thisObj);
    ValueToEnum(flags, _flags);
    ValueToObject(clearColor, _clearColor);
    _thisObj->clear(_flags, *_clearColor, _clearDepth, _clearStencil);
}
Ejemplo n.º 9
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// DECL: void clear(ClearFlags flags, float red, float green, float blue, float alpha, float clearDepth, int clearStencil);
void hx_Game_clear_Int_FltX5_Int(value *args, int nargs)
{
    const value& thisObj = *args++;
    const value& flags = *args++;
    const value& red = *args++;
    const value& green = *args++;
    const value& blue = *args++;
    const value& alpha = *args++;
    const value& clearDepth = *args++;
    const value& clearStencil = *args;

    Game *_thisObj;
    Game::ClearFlags _flags;
    float _red = ValueToFloat(red);
    float _green = ValueToFloat(green);
    float _blue = ValueToFloat(blue);
    float _alpha = ValueToFloat(alpha);
    float _clearDepth = ValueToFloat(clearDepth);
    int _clearStencil = val_get_int(clearStencil);
    ValueToObject(thisObj, _thisObj);
    ValueToEnum(flags, _flags);
    _thisObj->clear(_flags, _red, _green, _blue, _alpha, _clearDepth, _clearStencil);
}
Ejemplo n.º 10
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// DECL: Animation* createAnimationFromBy(const char* id, int propertyId, float* from, float* by, Curve::InterpolationType type, unsigned long duration);
value hx_AnimationTarget_createAnimationFromBy(value *args, int nargs)
{
    const value& thisObj = *args++;
    const value& id = *args++;
    const value& propertyId = *args++;
    const value& from = *args++;
    const value& by = *args++;
    const value& type = *args++;
    const value& duration = *args;

    AnimationTarget *_thisObj;
    const char *_id = ValueToString(id);
    int _propertyId = val_get_int(propertyId);
    float *_from;
    float *_by;
    Curve::InterpolationType _type;
    unsigned long _duration = ValueToUlong(duration);
    ValueToObject(thisObj, _thisObj);
    ValueToBuffer(from, _from);
    ValueToBuffer(by, _by);
    ValueToEnum(type, _type);
    return ReferenceToValue(_thisObj->createAnimationFromBy(_id, _propertyId, _from, _by, _type, _duration));
}