コード例 #1
0
void StaticModelGroup::RegisterObject(Context* context)
{
    context->RegisterFactory<StaticModelGroup>(GEOMETRY_CATEGORY);

    COPY_BASE_ATTRIBUTES(StaticModelGroup, StaticModel);
    REF_ACCESSOR_ATTRIBUTE(StaticModelGroup, VAR_VARIANTVECTOR, "Instance Nodes", GetNodeIDsAttr, SetNodeIDsAttr, VariantVector, Variant::emptyVariantVector, AM_DEFAULT | AM_NODEIDVECTOR);
}
コード例 #2
0
void ConstraintGear2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintGear2D>();

    ACCESSOR_ATTRIBUTE("Ratio", GetRatio, SetRatio, float, 0.0f, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(Constraint2D);
}
コード例 #3
0
ファイル: ConstraintRope2D.cpp プロジェクト: Gotusso/Urho3D
void ConstraintRope2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintRope2D>();

    REF_ACCESSOR_ATTRIBUTE(ConstraintRope2D, VAR_VECTOR2, "Owner Body Anchor", GetOwnerBodyAnchor, SetOwnerBodyAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    REF_ACCESSOR_ATTRIBUTE(ConstraintRope2D, VAR_VECTOR2, "Other Body Anchor", GetOtherBodyAnchor, SetOtherBodyAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRope2D, VAR_FLOAT, "Max Length", GetMaxLength, SetMaxLength, float, 0.0f, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(ConstraintRope2D, Constraint2D);
}
コード例 #4
0
ファイル: CollisionChain2D.cpp プロジェクト: zhzhxtrrk/Urho3D
void CollisionChain2D::RegisterObject(Context* context)
{
    context->RegisterFactory<CollisionChain2D>();

    ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Loop", GetLoop, SetLoop, bool, false, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(CollisionShape2D);
    MIXED_ACCESSOR_ATTRIBUTE("Vertices", GetVerticesAttr, SetVerticesAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_FILE);
}
コード例 #5
0
ファイル: ConstraintWeld2D.cpp プロジェクト: Hevedy/Urho3D
void ConstraintWeld2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintWeld2D>();

    ACCESSOR_ATTRIBUTE("Anchor", GetAnchor, SetAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Frequency Hz", GetFrequencyHz, SetFrequencyHz, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Damping Ratio", GetDampingRatio, SetDampingRatio, float, 0.0f, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(Constraint2D);
}
コード例 #6
0
ファイル: ConstraintRope2D.cpp プロジェクト: zhzhxtrrk/Urho3D
void ConstraintRope2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintRope2D>();
    
    ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Owner Body Anchor", GetOwnerBodyAnchor, SetOwnerBodyAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Other Body Anchor", GetOtherBodyAnchor, SetOtherBodyAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Max Length", GetMaxLength, SetMaxLength, float, 0.0f, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(Constraint2D);
}
コード例 #7
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void ConstraintMouse2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintMouse2D>();

    ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Target", GetTarget, SetTarget, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Max Force", GetMaxForce, SetMaxForce, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Frequency Hz", GetFrequencyHz, SetFrequencyHz, float, 5.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Damping Ratio", GetDampingRatio, SetDampingRatio, float, 0.7f, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(Constraint2D);
}
コード例 #8
0
void ConstraintDistance2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintDistance2D>();
    
    ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Owner Body Anchor", GetOwnerBodyAnchor, SetOwnerBodyAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Other Body Anchor", GetOtherBodyAnchor, SetOtherBodyAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Frequency Hz", GetFrequencyHz, SetFrequencyHz, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Damping Ratio", GetDampingRatio, SetDampingRatio, float, 0.0f, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(Constraint2D);
}
コード例 #9
0
ファイル: BorderImage.cpp プロジェクト: SkunkWorks99/Urho3D
void BorderImage::RegisterObject(Context* context)
{
    context->RegisterFactory<BorderImage>(UI_CATEGORY);

    COPY_BASE_ATTRIBUTES(BorderImage, UIElement);
    ACCESSOR_ATTRIBUTE(BorderImage, VAR_RESOURCEREF, "Texture", GetTextureAttr, SetTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(BorderImage, VAR_INTRECT, "Image Rect", GetImageRect, SetImageRect, IntRect, IntRect::ZERO, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(BorderImage, VAR_INTRECT, "Border", GetBorder, SetBorder, IntRect, IntRect::ZERO, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(BorderImage, VAR_INTVECTOR2, "Hover Image Offset", GetHoverOffset, SetHoverOffset, IntVector2, IntVector2::ZERO, AM_FILE);
    ACCESSOR_ATTRIBUTE(BorderImage, VAR_BOOL, "Tiled", IsTiled, SetTiled, bool, false, AM_FILE);
    ENUM_ACCESSOR_ATTRIBUTE(BorderImage, "Blend Mode", GetBlendMode, SetBlendMode, BlendMode, blendModeNames, 0, AM_FILE);
}
コード例 #10
0
void ConstraintMotor2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintMotor2D>();

    ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Linear Offset", GetLinearOffset, SetLinearOffset, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Angular Offset", GetAngularOffset, SetAngularOffset, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Max Force", GetMaxForce, SetMaxForce, float, 1.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Max Torque", GetMaxTorque, SetMaxTorque, float, 1.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Correction Factor", GetCorrectionFactor, SetCorrectionFactor, float, 0.3f, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(Constraint2D);
}
コード例 #11
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void ConstraintRevolute2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintRevolute2D>();
    
    REF_ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_VECTOR2, "Anchor", GetAnchor, SetAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_BOOL, "Enable Limit", GetEnableLimit, SetEnableLimit, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_FLOAT, "Lower Angle", GetLowerAngle, SetLowerAngle, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_FLOAT, "Upper Angle", GetUpperAngle, SetUpperAngle, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_BOOL, "Enable Motor", GetEnableMotor, SetEnableMotor, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_FLOAT, "Motor Speed", GetMotorSpeed, SetMotorSpeed, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintRevolute2D, VAR_FLOAT, "Max Motor Torque", GetMaxMotorTorque, SetMaxMotorTorque, float, 0.0f, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(ConstraintRevolute2D, Constraint2D);
}
コード例 #12
0
void ConstraintWheel2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintWheel2D>();
    
    ACCESSOR_ATTRIBUTE("Anchor", GetAnchor, SetAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Axis", GetAxis, SetAxis, Vector2, Vector2::RIGHT, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Enable Motor", GetEnableMotor, SetEnableMotor, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Max Motor Torque", GetMaxMotorTorque, SetMaxMotorTorque, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Motor Speed", GetMotorSpeed, SetMotorSpeed, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Frequency Hz", GetFrequencyHz, SetFrequencyHz, float, 2.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE("Damping Ratio", GetDampingRatio, SetDampingRatio, float, 0.7f, AM_DEFAULT);

    COPY_BASE_ATTRIBUTES(Constraint2D);
}
コード例 #13
0
ファイル: Text.cpp プロジェクト: acremean/urho3d
void Text::RegisterObject(Context* context)
{
    context->RegisterFactory<Text>();
    
    ACCESSOR_ATTRIBUTE(Text, VAR_RESOURCEREF, "Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Font::GetTypeStatic()), AM_FILE);
    ATTRIBUTE(Text, VAR_INT, "Font Size", fontSize_, DEFAULT_FONT_SIZE, AM_FILE);
    ATTRIBUTE(Text, VAR_STRING, "Text", text_, String(), AM_FILE);
    ENUM_ATTRIBUTE(Text, "Text Alignment", textAlignment_, horizontalAlignments, HA_LEFT, AM_FILE);
    ATTRIBUTE(Text, VAR_FLOAT, "Row Spacing", rowSpacing_, 1.0f, AM_FILE);
    ATTRIBUTE(Text, VAR_BOOL, "Word Wrap", wordWrap_, false, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(Text, VAR_COLOR, "Selection Color", GetSelectionColor, SetSelectionColor, Color, Color::BLACK, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(Text, VAR_COLOR, "Hover Color", GetHoverColor, SetHoverColor, Color, Color::BLACK, AM_FILE);
    COPY_BASE_ATTRIBUTES(Text, UIElement);
}
コード例 #14
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void ConstraintPrismatic2D::RegisterObject(Context* context)
{
    context->RegisterFactory<ConstraintPrismatic2D>();
    
    REF_ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_VECTOR2, "Anchor", GetAnchor, SetAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
    REF_ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_VECTOR2, "Axis", GetAxis, SetAxis, Vector2, Vector2::RIGHT, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_BOOL, "Enable Limit", GetEnableLimit, SetEnableLimit, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_FLOAT, "Lower translation", GetLowerTranslation, SetLowerTranslation, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_FLOAT, "Upper translation", GetUpperTranslation, SetUpperTranslation, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_BOOL, "Enable Motor", GetEnableMotor, SetEnableMotor, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_FLOAT, "Max Motor Force", GetMaxMotorForce, SetMaxMotorForce, float, 2.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(ConstraintPrismatic2D, VAR_FLOAT, "Motor Speed", GetMotorSpeed, SetMotorSpeed, float, 0.7f, AM_DEFAULT);

    COPY_BASE_ATTRIBUTES(ConstraintPrismatic2D, Constraint2D);
}
コード例 #15
0
ファイル: Text.cpp プロジェクト: jjiezheng/urho3d
void Text::RegisterObject(Context* context)
{
    context->RegisterFactory<Text>(UI_CATEGORY);

    COPY_BASE_ATTRIBUTES(Text, UIElement);
    UPDATE_ATTRIBUTE_DEFAULT_VALUE(Text, "Use Derived Opacity", false);
    ACCESSOR_ATTRIBUTE(Text, VAR_RESOURCEREF, "Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Font::GetTypeStatic()), AM_FILE);
    ATTRIBUTE(Text, VAR_INT, "Font Size", fontSize_, DEFAULT_FONT_SIZE, AM_FILE);
    ATTRIBUTE(Text, VAR_STRING, "Text", text_, String::EMPTY, AM_FILE);
    ENUM_ATTRIBUTE(Text, "Text Alignment", textAlignment_, horizontalAlignments, HA_LEFT, AM_FILE);
    ATTRIBUTE(Text, VAR_FLOAT, "Row Spacing", rowSpacing_, 1.0f, AM_FILE);
    ATTRIBUTE(Text, VAR_BOOL, "Word Wrap", wordWrap_, false, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(Text, VAR_COLOR, "Selection Color", GetSelectionColor, SetSelectionColor, Color, Color::TRANSPARENT, AM_FILE);
    REF_ACCESSOR_ATTRIBUTE(Text, VAR_COLOR, "Hover Color", GetHoverColor, SetHoverColor, Color, Color::TRANSPARENT, AM_FILE);

    // Change the default value for UseDerivedOpacity
    context->GetAttribute<Text>("Use Derived Opacity")->defaultValue_ = false;
}
コード例 #16
0
ファイル: RigidBody2D.cpp プロジェクト: 3dicc/Urho3D
void RigidBody2D::RegisterObject(Context* context)
{
    context->RegisterFactory<RigidBody2D>(URHO2D_CATEGORY);

    ENUM_ACCESSOR_ATTRIBUTE(RigidBody2D, "Body Type", GetBodyType, SetBodyType, BodyType2D, bodyTypeNames, DEFAULT_BODYTYPE, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_FLOAT, "Mass", GetMass, SetMass, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_FLOAT, "Inertia", GetInertia, SetInertia, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_VECTOR2, "Mass Center", GetMassCenter, SetMassCenter, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_BOOL, "Use Fixture Mass", GetUseFixtureMass, SetUseFixtureMass, bool, true, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_FLOAT, "Linear Damping", GetLinearDamping, SetLinearDamping, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_FLOAT, "Angular Damping", GetAngularDamping, SetAngularDamping, float, 0.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_BOOL, "Allow Sleep", IsAllowSleep, SetAllowSleep, bool, true, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_BOOL, "Fixed Rotation", IsFixedRotation, SetFixedRotation, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_BOOL, "Bullet", IsBullet, SetBullet, bool, false, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_FLOAT, "Gravity Scale", GetGravityScale, SetGravityScale, float, 1.0f, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_BOOL, "Awake", IsAwake, SetAwake, bool, true, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_VECTOR2, "Linear Velocity", GetLinearVelocity, SetLinearVelocity, Vector2, Vector2::ZERO, AM_DEFAULT);
    ACCESSOR_ATTRIBUTE(RigidBody2D, VAR_FLOAT, "Angular Velocity", GetAngularVelocity, SetAngularVelocity, float, 0.0f, AM_DEFAULT);

    COPY_BASE_ATTRIBUTES(RigidBody2D, Component);
}
コード例 #17
0
ファイル: Cube.cpp プロジェクト: joelgwebber/eden
void Cube::RegisterObject(Context* context) {
  context->RegisterFactory<Cube>("Eden");
  COPY_BASE_ATTRIBUTES(Drawable);
}
コード例 #18
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void CollisionChain2D::RegisterObject(Context* context)
{
    context->RegisterFactory<CollisionChain2D>();
    ACCESSOR_ATTRIBUTE(CollisionChain2D, VAR_BOOL, "Loop", GetLoop, SetLoop, bool, false, AM_DEFAULT);
    COPY_BASE_ATTRIBUTES(CollisionChain2D, CollisionShape2D);
}
コード例 #19
0
ファイル: Skybox.cpp プロジェクト: Boshin/Urho3D
void Skybox::RegisterObject(Context* context)
{
    context->RegisterFactory<Skybox>(GEOMETRY_CATEGORY);

    COPY_BASE_ATTRIBUTES(StaticModel);
}
コード例 #20
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void CollisionPolygon2D::RegisterObject(Context* context)
{
    context->RegisterFactory<CollisionPolygon2D>(URHO2D_CATEGORY);
    COPY_BASE_ATTRIBUTES(CollisionPolygon2D, CollisionShape2D);
}