// 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); }
// 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: Scene* loadScene(const char* id = NULL); value hx_Bundle_loadScene(value thisObj, value id) { Bundle *_thisObj; const char *_id = ValueToString(id); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->loadScene(_id)); }
// DECL: Node* addNode(const char* id = NULL); value hx_Scene_addNode_Str(value thisObj, value id) { Scene *_thisObj; const char *_id = ValueToString(id); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->addNode(_id), true); }
// 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); }
// 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); }
// DECL: static FrameBuffer* create(const char* id, unsigned int width, unsigned int height); value hx_FrameBuffer_static_create_Str_IntX2(value id, value width, value height) { const char *_id = ValueToString(id); unsigned int _width = ValueToUint(width); unsigned int _height = ValueToUint(height); return ReferenceToValue(FrameBuffer::create(_id, _width, _height)); }
// DECL: AnimationClip* getClip(const char* clipId = NULL); value hx_Animation_getClip_Str(value thisObj, value clipId) { Animation *_thisObj; const char *_clipId = ValueToString(clipId); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->getClip(_clipId), true, true); }
// DECL: RenderTarget* getRenderTarget(unsigned int index = 0) const; value hx_FrameBuffer_getRenderTarget(value thisObj, value index) { FrameBuffer *_thisObj; unsigned int _index = ValueToUint(index); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->getRenderTarget(_index), true, true); }
// DECL: static Joystick* create(const char* id, Theme::Style* style); value hx_Joystick_static_create(value id, value style) { const char *_id = ValueToString(id); Theme::Style *_style; ValueToObject(style, _style); return ReferenceToValue(Joystick::create(_id, _style)); }
// DECL: static RadioButton* create(const char* id, Theme::Style* style); value hx_RadioButton_static_create(value id, value style) { const char *_id = ValueToString(id); Theme::Style *_style; ValueToObject(style, _style); return ReferenceToValue(RadioButton::create(_id, _style)); }
// 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: AnimationClip* getClip(unsigned int index) const; value hx_Animation_getClip_Int(value thisObj, value index) { Animation *_thisObj; unsigned int _index = ValueToUint(index); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->getClip(_index), true, true); }
// 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)); }
void controlEvent(Control *control, EventType type) { val_call2( clbkControlEvent.get(), ReferenceToValue(control, true), EnumToValue(type) ); }
// 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)); }
// DECL: Node* findNode(const char* id, bool recursive = true, bool exactMatch = true) const; value hx_Scene_findNode(value thisObj, value id, value recursive, value exactMatch) { Scene *_thisObj; const char *_id = ValueToString(id); bool _recursive = val_get_bool(recursive); bool _exactMatch = val_get_bool(exactMatch); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->findNode(_id, _recursive, _exactMatch), true); }
// DECL: Animation* createAnimation(const char* id, Properties* animationProperties); value hx_AnimationTarget_createAnimation_Str_Prop(value thisObj, value id, value animationProperties) { AnimationTarget *_thisObj; const char *_id = ValueToString(id); Properties *_animationProperties; ValueToObject(thisObj, _thisObj); ValueToObject(animationProperties, _animationProperties); return ReferenceToValue(_thisObj->createAnimation(_id, _animationProperties)); }
bool visitWrapper(Node *node) { bool result = val_get_bool(val_call1( clbkVisitMethod.get(), ReferenceToValue(node, true) )); return result; }
// DECL: AnimationClip* createClip(const char* id, unsigned long start, unsigned long end); value hx_Animation_createClip(value thisObj, value id, value start, value end) { Animation *_thisObj; const char *_id = ValueToString(id); unsigned long _start = ValueToUlong(start); unsigned long _end = ValueToUlong(end); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->createClip(_id, _start, _end)); }
bool visitWrapper(Node *node, long cookie) { bool result = val_get_bool(val_call2( clbkVisitMethod.get(), ReferenceToValue(node, true), alloc_int(cookie) )); return result; }
// DECL: unsigned int findNodes(const char* id, std::vector<Node*>& nodes, bool recursive = true, bool exactMatch = true) const; value hx_Scene_findNodes(value thisObj, value id, value nodes, value recursive, value exactMatch) { Scene *_thisObj; const char *_id = ValueToString(id); std::vector<Node*> _nodes; bool _recursive = val_get_bool(recursive); bool _exactMatch = val_get_bool(exactMatch); ValueToObject(thisObj, _thisObj); _thisObj->findNodes(_id, _nodes, _recursive, _exactMatch); const value& result = alloc_array(_nodes.size()); for (int index = 0; index < _nodes.size(); index++) val_array_set_i(result, index, ReferenceToValue(_nodes[index], true)); SetOutParameterValue(nodes, result); return alloc_int(_nodes.size()); }
// 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)); }
// DECL: Form* getForm() const; value hx_Gamepad_getForm(value thisObj) { Gamepad *_thisObj; ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->getForm(), true); }
// DECL: static Scene* load(const char* filePath); value hx_Scene_static_load(value filePath) { const char *_filePath = ValueToString(filePath); return ReferenceToValue(Scene::load(_filePath)); }
// DECL: static FrameBuffer* getFrameBuffer(const char* id); value hx_FrameBuffer_static_getFrameBuffer(value id) { const char *_id = ValueToString(id); return ReferenceToValue(FrameBuffer::getFrameBuffer(_id), true, true); }
// DECL: DepthStencilTarget* getDepthStencilTarget() const; value hx_FrameBuffer_getDepthStencilTarget(value thisObj) { FrameBuffer *_thisObj; ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->getDepthStencilTarget(), true, true); }
// DECL: static FrameBuffer* create(const char* id); value hx_FrameBuffer_static_create_Str(value id) { const char *_id = ValueToString(id); return ReferenceToValue(FrameBuffer::create(_id)); }
// DECL: Node* getNode() const; value hx_PhysicsCollisionObject_getNode(value thisObj) { PhysicsCollisionObject *_thisObj; ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->getNode(), true, true); }
// DECL: static Scene* create(); value hx_Scene_static_create() { return ReferenceToValue(Scene::create()); }