// 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)); }
// 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)); }
// 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); }
// 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); }
// 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); }
// 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); }
// 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); }
// 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); }
// 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); }
// 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)); }