Example #1
0
  void d3d_transform_add_translation( double xt, double yt, double zt ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ xt, yt, zt };

    GM_NORMAL_CALL( id_d3d_transform_add_translation );
  }
Example #2
0
  void sprite_save_strip( int ind, const CGMVariable& fname ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ ind, fname };

    GM_NORMAL_CALL( id_sprite_save_strip );
  }
Example #3
0
  void sound_restore( int index ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ index };

    GM_NORMAL_CALL( id_sound_restore );
  }
Example #4
0
  void keyboard_set_map( int key1, int key2 ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ key1, key2 };

    GM_NORMAL_CALL( id_keyboard_set_map );
  }
Example #5
0
  void keyboard_key_press( int key ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ key };

    GM_NORMAL_CALL( id_keyboard_key_press );
  }
Example #6
0
  void d3d_vertex( double x, double y, double z ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ x, y, z };

    GM_NORMAL_CALL( id_d3d_vertex );
  }
Example #7
0
  void keyboard_clear( int key ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ key };

    GM_NORMAL_CALL( id_keyboard_clear );
  }
Example #8
0
  void d3d_light_enable( int ind, bool enable ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ ind, enable };

    GM_NORMAL_CALL( id_d3d_light_enable );
  }
Example #9
0
  void d3d_model_destroy( int ind ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ ind };

    GM_NORMAL_CALL( id_d3d_model_destroy );
  }
Example #10
0
  void d3d_set_lighting( bool enable ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ enable };

    GM_NORMAL_CALL( id_d3d_set_lighting );
  }
Example #11
0
  void d3d_set_shading( bool smooth ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ smooth };

    GM_NORMAL_CALL( id_d3d_set_shading );
  }
Example #12
0
  void d3d_set_fog( bool enable, int color, double start, double end ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ enable, color, start, end };

    GM_NORMAL_CALL( id_d3d_set_fog );
  }
Example #13
0
  void d3d_transform_add_rotation_z( double angle ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ angle };

    GM_NORMAL_CALL( id_d3d_transform_add_rotation_z );
  }
Example #14
0
  void d3d_transform_add_scaling( double xs, double ys, double zs ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ xs, ys, zs };

    GM_NORMAL_CALL( id_d3d_transform_add_scaling );
  }
Example #15
0
  void d3d_set_depth( int depth ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ depth };

    GM_NORMAL_CALL( id_d3d_set_depth );
  }
Example #16
0
  void d3d_model_clear( int ind ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ ind };

    GM_NORMAL_CALL( id_d3d_model_clear );
  }
Example #17
0
  void d3d_primitive_begin( int kind ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ kind };

    GM_NORMAL_CALL( id_d3d_primitive_begin );
  }
Example #18
0
  void d3d_model_load( int ind, const CGMVariable& fname ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ ind, fname };

    GM_NORMAL_CALL( id_d3d_model_load );
  }
Example #19
0
  void keyboard_key_release( int key ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ key };

    GM_NORMAL_CALL( id_keyboard_key_release );
  }
Example #20
0
  void d3d_model_primitive_begin( int ind, int kind ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ ind, kind };

    GM_NORMAL_CALL( id_d3d_model_primitive_begin );
  }
Example #21
0
  void mouse_clear( int button ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ button };

    GM_NORMAL_CALL( id_mouse_clear );
  }
Example #22
0
  void d3d_model_vertex( int ind, double x, double y, double z ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ ind, x, y, z };

    GM_NORMAL_CALL( id_d3d_model_vertex );
  }
Example #23
0
  void keyboard_set_numlock( bool on ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ on };

    GM_NORMAL_CALL( id_keyboard_set_numlock );
  }
Example #24
0
  void d3d_set_hidden( bool enable ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ enable };

    GM_NORMAL_CALL( id_d3d_set_hidden );
  }
Example #25
0
  void sprite_save( int ind, int subimg, const CGMVariable& fname ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ ind, subimg, fname };

    GM_NORMAL_CALL( id_sprite_save );
  }
Example #26
0
  void d3d_model_primitive_end( int ind ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ ind };

    GM_NORMAL_CALL( id_d3d_model_primitive_end );
  }
Example #27
0
  void sound_discard( int index ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ index };

    GM_NORMAL_CALL( id_sound_discard );
  }
Example #28
0
  void d3d_set_perspective( bool enable ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ enable };

    GM_NORMAL_CALL( id_d3d_set_perspective );
  }
Example #29
0
  void background_save( int ind, const CGMVariable& fname ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ ind, fname };

    GM_NORMAL_CALL( id_background_save );
  }
Example #30
0
  void d3d_transform_set_rotation_y( double angle ) {
    GM_NORMAL_RESULT;
    GM_ARGS{ angle };

    GM_NORMAL_CALL( id_d3d_transform_set_rotation_y );
  }