// 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: void drawDebug(unsigned int debugFlags); void hx_Scene_drawDebug(value thisObj, value debugFlags) { Scene *_thisObj; unsigned int _debugFlags = ValueToUint(debugFlags); ValueToObject(thisObj, _thisObj); _thisObj->drawDebug(_debugFlags); }
// DECL: const char* getObjectId(unsigned int index) const; value hx_Bundle_getObjectId(value thisObj, value index) { Bundle *_thisObj; unsigned int _index = ValueToUint(index); ValueToObject(thisObj, _thisObj); return StringToValue(_thisObj->getObjectId(_index)); }
// 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: 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: inline Gamepad* getGamepad(unsigned int index) const; value hx_Game_getGamepad(value thisObj, value index) { Game *_thisObj; unsigned int _index = ValueToUint(index); ValueToObject(thisObj, _thisObj); return ObjectToValue(_thisObj->getGamepad(_index), false); }
// DECL: ButtonState getButtonState(unsigned int buttonId) const; value hx_Gamepad_getButtonState(value thisObj, value buttonId) { Gamepad* _thisObj; int _buttonId = ValueToUint(buttonId); ValueToObject(thisObj, _thisObj); return EnumToValue(_thisObj->getButtonState(_buttonId)); }
// DECL: float getTriggerValue(unsigned int triggerId) const; value hx_Gamepad_getTriggerValue(value thisObj, value triggerId) { Gamepad *_thisObj; unsigned int _triggerId = ValueToUint(triggerId); ValueToObject(thisObj, _thisObj); return alloc_float(_thisObj->getTriggerValue(_triggerId)); }
// 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: 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: bool isJoystickActive(unsigned int joystickId) const; value hx_Gamepad_isJoystickActive(value thisObj, value joystickId) { Gamepad* _thisObj; unsigned int _joystickId = ValueToUint(joystickId); ValueToObject(thisObj, _thisObj); return alloc_bool(_thisObj->isJoystickActive(_joystickId)); }
// DECL: float getJoystickAxisY(unsigned int joystickId) const; value hx_Gamepad_getJoystickAxisY(value thisObj, value joystickId) { Gamepad* _thisObj; unsigned int _joystickId = ValueToUint(joystickId); ValueToObject(thisObj, _thisObj); return alloc_float(_thisObj->getJoystickAxisY(_joystickId)); }
// DECL: static SpriteBatch* create(const char* texturePath, Effect* effect = NULL, unsigned int initialCapacity = 0); value hx_SpriteBatch_static_create_Str_Eff_Int(value texturePath, value effect, value initialCapacity) { const char *_texturePath = ValueToString(texturePath); Effect *_effect; unsigned int _initialCapacity = ValueToUint(initialCapacity); ValueToObject(effect, _effect); return ObjectToValue(SpriteBatch::create(_texturePath, _effect, _initialCapacity)); }
// DECL: void getJoystickValues(unsigned int joystickId, Vector2* outValues) const; void hx_Gamepad_getJoystickValues(value thisObj, value joystickId, value outValues) { Gamepad *_thisObj; unsigned int _joystickId = ValueToUint(joystickId); Vector2 *_outValues; ValueToObject(thisObj, _thisObj); ValueToObject(outValues, _outValues); _thisObj->getJoystickValues(_joystickId, _outValues); }
// DECL: void setRenderTarget(RenderTarget* target, unsigned int index = 0); void hx_FrameBuffer_setRenderTarget(value thisObj, value target, value index) { FrameBuffer *_thisObj; RenderTarget *_target; unsigned int _index = ValueToUint(index); ValueToObject(thisObj, _thisObj); ValueToObject(target, _target); _thisObj->setRenderTarget(_target, _index); }
// DECL: static SpriteBatch* create(Texture* texture, Effect* effect = NULL, unsigned int initialCapacity = 0); value hx_SpriteBatch_static_create_Tex_Eff_Int(value texture, value effect, value initialCapacity) { Texture *_texture; Effect *_effect; unsigned int _initialCapacity = ValueToUint(initialCapacity); ValueToObject(texture, _texture); ValueToObject(effect, _effect); return ObjectToValue(SpriteBatch::create(_texture, _effect, _initialCapacity)); }
// DECL: static Vector3 fromColor(unsigned int color); value hx_Vector3_static_fromColor(value color) { unsigned int _color = ValueToUint(color); return ObjectToValue(new Vector3(Vector3::fromColor(_color))); }