// DECL: void destroyAnimation(const char* id = NULL);
void hx_AnimationTarget_destroyAnimation(value thisObj, value id)
{
    AnimationTarget *_thisObj;
    const char *_id = ValueToString(id);
    ValueToObject(thisObj, _thisObj);
    _thisObj->destroyAnimation(_id);
}
Example #2
0
// DECL: Pass* getPass(const char* id) const;
value hx_Technique_getPass(value thisObj, value id)
{
    Technique *_thisObj;
    const char *_id = ValueToString(id);
    ValueToObject(thisObj, _thisObj);
    return ReferenceToValue(_thisObj->getPass(_id), true);
}
Example #3
0
// DECL: Pass* getPassByIndex(unsigned int index) const;
value hx_Technique_getPassByIndex(value thisObj, value index)
{
    Technique *_thisObj;
    unsigned int _index = ValueToUint(index);
    ValueToObject(thisObj, _thisObj);
    return ReferenceToValue(_thisObj->getPassByIndex(_index), true);
}
// DECL: void setEnabled(bool enable);
void hx_PhysicsCollisionObject_setEnabled(value thisObj, value enable)
{
    PhysicsCollisionObject *_thisObj;
    bool _enable = val_get_bool(enable);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setEnabled(_enable);
}
Example #5
0
value hx_Quaternion_property_z_set(value thisObj, value _value)
{
    Quaternion *_thisObj;
    float _flt = ValueToFloat(_value);
    ValueToObject(thisObj, _thisObj);
    return alloc_float(_thisObj->z = _flt);
}
Example #6
0
// DECL: Quaternion(const Vector3& axis, float angle);
value hx_Quaternion_Construct_V3_Flt(value axis, value angle)
{
    Vector3 *_axis;
    float _angle = ValueToFloat(angle);
    ValueToObject(axis, _axis);
    return ObjectToValue(new Quaternion(*_axis, _angle));
}
// DECL: Animation* getAnimation(const char* id = NULL) const;
value hx_AnimationTarget_getAnimation(value thisObj, value id)
{
    AnimationTarget *_thisObj;
    const char *_id = ValueToString(id);
    ValueToObject(thisObj, _thisObj);
    return ReferenceToValue(_thisObj->getAnimation(_id), true, true);
}
Example #8
0
// DECL: MaterialParameter* getParameter(const char* name) const;
value hx_RenderState_getParameter(value thisObj, value name)
{
    RenderState *_thisObj;
    const char *_name = ValueToString(name);
    ValueToObject(thisObj, _thisObj);
    return ReferenceToValue(_thisObj->getParameter(_name), true, true);
}
// DECL: void setGain(float gain);
void hx_AudioListener_setGain(value thisObj, value gain)
{
    AudioListener *_thisObj;
    float _gain = ValueToFloat(gain);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setGain(_gain);
}
Example #10
0
// DECL: void setPitch(float pitch);
void hx_AudioSource_setPitch(value thisObj, value pitch)
{
    AudioSource *_thisObj;
    float _pitch = ValueToFloat(pitch);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setPitch(_pitch);
}
Example #11
0
// DECL: void setLooped(bool looped);
void hx_AudioSource_setLooped(value thisObj, value looped)
{
    AudioSource *_thisObj;
    bool _looped = val_get_bool(looped);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setLooped(_looped);
}
Example #12
0
// DECL: void setGain(float gain);
void hx_AudioSource_setGain(value thisObj, value gain)
{
    AudioSource *_thisObj;
    float _gain = ValueToFloat(gain);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setGain(_gain);
}
// 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));
}
Example #14
0
// DECL: AIState* setState(const char* id);
value hx_AIStateMachine_setState_Str(value thisObj, value id)
{
    AIStateMachine *_thisObj;
    const char *_id = ValueToString(id);
    ValueToObject(thisObj, _thisObj);
    return ReferenceToValue(_thisObj->setState(_id), true);
}
Example #15
0
void hx_Vector3_scale(value thisObj, value scalar)
{
    Vector3 *_thisObj;
    float _scalar = ValueToFloat(scalar);
    ValueToObject(thisObj, _thisObj);
    _thisObj->scale(_scalar);
}
Example #16
0
value hx_Vector3_property_z_set(value thisObj, value _value)
{
    Vector3 *_thisObj;
    float _flt = ValueToFloat(_value);
    ValueToObject(thisObj, _thisObj);
    return alloc_float(_thisObj->z = _flt);
}
Example #17
0
// DECL: bool contains(const char* id) const;
value hx_Bundle_contains(value thisObj, value id)
{
    Bundle *_thisObj;
    const char *_id = ValueToString(id);
    ValueToObject(thisObj, _thisObj);
    return alloc_bool(_thisObj->contains(_id));
}
// DECL: virtual unsigned int getAnimationPropertyComponentCount(int propertyId) const = 0;
value hx_AnimationTarget_getAnimationPropertyComponentCount(value thisObj, value propertyId)
{
    AnimationTarget *_thisObj;
    int _propertyId = val_get_int(propertyId);
    ValueToObject(thisObj, _thisObj);
    return alloc_int(_thisObj->getAnimationPropertyComponentCount(_propertyId));
}
Example #19
0
// DECL: Vector3& normalize();
value hx_Vector3_normalize(value thisObj)
{
    Vector3 *_thisObj;
    ValueToObject(thisObj, _thisObj);
    _thisObj->normalize();
    return thisObj;
}
// DECL: void getWheelAxle(Vector3* wheelAxle) const;
void hx_PhysicsVehicleWheel_getWheelAxle(value thisObj, value wheelAxle)
{
    PhysicsVehicleWheel *_thisObj;
    Vector3 _wheelAxle;
    ValueToObject(thisObj, _thisObj);
    _thisObj->getWheelAxle(&_wheelAxle);
    SetOutParameterValue(wheelAxle, ObjectToValue(new Vector3(_wheelAxle)));
}
// DECL: void getStrutConnectionOffset(Vector3* strutConnectionOffset) const;
void hx_PhysicsVehicleWheel_getStrutConnectionOffset(value thisObj, value strutConnectionOffset)
{
    PhysicsVehicleWheel *_thisObj;
    Vector3 _strutConnectionOffset;
    ValueToObject(thisObj, _thisObj);
    _thisObj->getStrutConnectionOffset(&_strutConnectionOffset);
    SetOutParameterValue(strutConnectionOffset, ObjectToValue(new Vector3(_strutConnectionOffset)));
}
// DECL: void getWheelDirection(Vector3* wheelDirection) const;
void hx_PhysicsVehicleWheel_getWheelDirection(value thisObj, value wheelDirection)
{
    PhysicsVehicleWheel *_thisObj;
    Vector3 _wheelDirection;
    ValueToObject(thisObj, _thisObj);
    _thisObj->getWheelDirection(&_wheelDirection);
    SetOutParameterValue(wheelDirection, ObjectToValue(new Vector3(_wheelDirection)));
}
Example #23
0
// DECL: void unregisterGesture(Gesture::GestureEvent evt);
void hx_Game_unregisterGesture(value thisObj, value evt)
{
    Game *_thisObj;
    Gesture::GestureEvent _evt;
    ValueToObject(thisObj, _thisObj);
    ValueToEnum(evt, _evt);
    _thisObj->unregisterGesture(_evt);
}
Example #24
0
// DECL: void schedule(float timeOffset, const char* function);
void hx_Game_schedule_Flt_Str(value thisObj, value timeOffset, value function)
{
    Game *_thisObj;
    float _timeOffset = ValueToFloat(timeOffset);
    const char *_function = ValueToString(function);
    ValueToObject(thisObj, _thisObj);
    _thisObj->schedule(_timeOffset, _function);
}
Example #25
0
// DECL: bool isGestureSupported(Gesture::GestureEvent evt);
value hx_Game_isGestureSupported(value thisObj, value evt)
{
    Game *_thisObj;
    Gesture::GestureEvent _evt;
    ValueToObject(thisObj, _thisObj);
    ValueToEnum(evt, _evt);
    return alloc_bool(_thisObj->isGestureSupported(_evt));
}
Example #26
0
// DECL: void visit(T* instance, bool (T::*visitMethod)(Node*));
void hx_Scene_visit_Func(value thisObj, value visitMethod)
{
    Scene *_thisObj;
    ValueToObject(thisObj, _thisObj);

    MethodWrapper wrapper;
    wrapper.visit(_thisObj, visitMethod);
}
Example #27
0
// DECL: void setImageSize(float width, float height);
void hx_RadioButton_setImageSize(value thisObj, value width, value height)
{
    RadioButton *_thisObj;
    float _width = ValueToFloat(width);
    float _height = ValueToFloat(height);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setImageSize(_width, _height);
}
Example #28
0
// DECL: void setParameterAutoBinding(const char* name, const char* autoBinding);
void hx_RenderState_setParameterAutoBinding_StrX2(value thisObj, value name, value autoBinding)
{
    RenderState *_thisObj;
    const char *_name = ValueToString(name);
    const char *_autoBinding = ValueToString(autoBinding);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setParameterAutoBinding(_name, _autoBinding);
}
Example #29
0
// DECL: bool isButtonDown(ButtonMapping button) const;
value hx_Gamepad_isButtonDown(value thisObj, value button)
{
    Gamepad *_thisObj;
    Gamepad::ButtonMapping _button;
    ValueToObject(thisObj, _thisObj);
    ValueToEnum(button, _button);
    return alloc_bool(_thisObj->isButtonDown(_button));
}
// DECL: Animation* createAnimation(const char* id, const char* url);
value hx_AnimationTarget_createAnimation_StrX2(value thisObj, value id, value url)
{
    AnimationTarget *_thisObj;
    const char *_id = ValueToString(id);
    const char *_url = ValueToString(url);
    ValueToObject(thisObj, _thisObj);
    return ReferenceToValue(_thisObj->createAnimation(_id, _url));
}