Пример #1
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void VideoDriver_Draw2DImageC(IntPtr videodriver, IntPtr texture, M_RECT destPos, M_RECT sourceRect, M_RECT clipRect, M_SCOLOR color1, M_SCOLOR color2, M_SCOLOR color3, M_SCOLOR color4, bool useAlphaChannelOfTexture)
{
	SColor *colors = new SColor[4];
	colors[0] = MU_SCOLOR(color1);
	colors[1] = MU_SCOLOR(color2);
	colors[2] = MU_SCOLOR(color3);
	colors[3] = MU_SCOLOR(color4);
	GetVideoFromIntPtr(videodriver)->draw2DImage((ITexture*)texture, MU_RECT(destPos), MU_RECT(sourceRect), &MU_RECT(clipRect), colors, useAlphaChannelOfTexture);
	delete[] colors;
}
Пример #2
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void MeshBuffer_SetColor(IntPtr meshb, M_SCOLOR color)
{
	SMeshBuffer *mb = ((SMeshBuffer*)meshb);
	int cnt = mb->getVertexCount();
	//mb->grab();
	for (int i=0;i<cnt;i++)
	{

		mb->Vertices[i].Color = MU_SCOLOR(color);
		
	}
	mb->setDirty(irr::scene::EBT_VERTEX);

}
Пример #3
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IntPtr SceneManager_AddTerrainSceneNode(IntPtr scenemanager, M_STRING heightMap, IntPtr parent, int id, M_VECT3DF position, M_VECT3DF rotation, M_VECT3DF scale, M_SCOLOR vertexColor,int maxLOD, E_TERRAIN_PATCH_SIZE patchSize)
{
    return GetSceneFromIntPtr(scenemanager)->addTerrainSceneNode(heightMap, (ISceneNode*)parent, id, MU_VECT3DF(position), MU_VECT3DF(rotation), MU_VECT3DF(scale), MU_SCOLOR(vertexColor), maxLOD, patchSize);
}
Пример #4
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void GUIEditBox_SetOverrideColor(IntPtr edit, M_SCOLOR color)
{
	((IGUIEditBox*)edit)->setOverrideColor(MU_SCOLOR(color));
}
Пример #5
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void VideoDriver_Draw2DRectangle(IntPtr videodriver, M_RECT pos, M_SCOLOR colorLeftUp, M_SCOLOR colorRightUp, M_SCOLOR colorLeftDown, M_SCOLOR colorRightDown)
{
	GetVideoFromIntPtr(videodriver)->draw2DRectangle(MU_RECT(pos), MU_SCOLOR(colorLeftUp), MU_SCOLOR(colorRightUp), MU_SCOLOR(colorLeftDown), MU_SCOLOR(colorRightDown));
}
Пример #6
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void VideoDriver_Draw2DLine(IntPtr videodriver, M_POS2DS start, M_POS2DS end, M_SCOLOR color)
{
	GetVideoFromIntPtr(videodriver)->draw2DLine(MU_POS2DS(start), MU_POS2DS(end), MU_SCOLOR(color));
}
void SParticle_SetStartColor(IntPtr particle, M_SCOLOR color)
{
	SParticle *part = ((SParticle*)particle);
	part->startColor = MU_SCOLOR(color);
}
IntPtr Particle_CreateFadeOutParticleAffector(IntPtr part, M_SCOLOR tgtColor, unsigned int timeNeeded)
{
    return GetPSSFromIntPtr(part)->createFadeOutParticleAffector(MU_SCOLOR(tgtColor), timeNeeded);
}
Пример #9
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void VideoDriver_MakeColorKeyTextureA(IntPtr videodriver, IntPtr texture, M_SCOLOR color)
{
	GetVideoFromIntPtr(videodriver)->makeColorKeyTexture((ITexture*)texture, MU_SCOLOR(color));
}
Пример #10
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void GUITab_SetBackgroundColor(IntPtr tab, M_SCOLOR color)
{
	((IGUITab*)tab)->setBackgroundColor(MU_SCOLOR(color));
}
Пример #11
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void VideoDriver_SetFog(IntPtr videodriver, M_SCOLOR color, bool linear, float start, float end, float density, bool pixel, bool range)
{
	GetVideoFromIntPtr(videodriver)->setFog(MU_SCOLOR(color), linear, start, end, density, pixel, range);
}
Пример #12
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void VideoDriver_SetRenderTarget(IntPtr videodriver, IntPtr texture, bool cBB, bool cZB, M_SCOLOR color)
{
	GetVideoFromIntPtr(videodriver)->setRenderTarget((ITexture*)texture, cBB, cZB, MU_SCOLOR(color));
}
Пример #13
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void VideoDriver_Draw3DTriangle(IntPtr videodriver, M_TRIANGLE3DF tri, M_SCOLOR color)
{
	GetVideoFromIntPtr(videodriver)->draw3DTriangle(MU_TRIANGLE3DF(tri), MU_SCOLOR(color));
}
Пример #14
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void VideoDriver_Draw3DLine(IntPtr videodriver, M_VECT3DF start, M_VECT3DF end, M_SCOLOR color)
{
	GetVideoFromIntPtr(videodriver)->draw3DLine(MU_VECT3DF(start), MU_VECT3DF(end), MU_SCOLOR(color));
}
Пример #15
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void VideoDriver_Draw3DBox(IntPtr videodriver, M_BOX3D box, M_SCOLOR color)
{
	GetVideoFromIntPtr(videodriver)->draw3DBox(MU_BOX3D(box), MU_SCOLOR(color));
}
Пример #16
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void GUIFader_SetColor(IntPtr fader, M_SCOLOR color)
{
	((IGUIInOutFader*)fader)->setColor(MU_SCOLOR(color));
}
Пример #17
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bool VideoDriver_BeginScene(IntPtr videodriver, bool backBuffer, bool zBuffer, M_SCOLOR color)
{
    _FIX_BOOL_MARSHAL_BUG(GetVideoFromIntPtr(videodriver)->beginScene(backBuffer, zBuffer, MU_SCOLOR(color)));
}
Пример #18
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void GUIStaticText_SetOverrideColor(IntPtr st, M_SCOLOR color)
{
	((IGUIStaticText*)st)->setOverrideColor(MU_SCOLOR(color));
}
Пример #19
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void VideoDriver_Draw2DImageB(IntPtr videodriver, IntPtr texture, M_POS2DS destPos, M_RECT sourceRect, M_SCOLOR color, bool useAlphaChannelOfTexture)
{
	GetVideoFromIntPtr(videodriver)->draw2DImage((ITexture*)texture, MU_POS2DS(destPos), MU_RECT(sourceRect), 0, MU_SCOLOR(color), useAlphaChannelOfTexture);
}
Пример #20
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void MeshManipulator_SetVertexColors(IntPtr mm, IntPtr mesh, M_SCOLOR alpha)
{
	GetMMForIntPtr(mm)->setVertexColors((IMesh*)mesh, MU_SCOLOR(alpha));
}
Пример #21
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IntPtr SceneManager_AddTextSceneNodeW(IntPtr scenemanager, IntPtr font, wchar_t* text, M_SCOLOR color, IntPtr parent)
{
	return GetSceneFromIntPtr(scenemanager)->addTextSceneNode((IGUIFont*) font, (text), MU_SCOLOR(color), (ISceneNode*) parent);
}
IntPtr Particle_CreateBoxEmitter(IntPtr part,M_BOX3D box, M_VECT3DF direction, unsigned int minPPS, unsigned int maxPPS, M_SCOLOR minSC, M_SCOLOR maxSC, unsigned int minLT, unsigned int maxLT, int maxAngleDegrees)
{
	return GetPSSFromIntPtr(part)->createBoxEmitter(MU_BOX3D(box), MU_VECT3DF(direction), minPPS, maxPPS, MU_SCOLOR(minSC), MU_SCOLOR(maxSC), minLT, maxLT, maxAngleDegrees);
}
Пример #23
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void GUIFont_DrawW(IntPtr font, wchar_t* text, M_RECT pos, M_SCOLOR color, bool hcenter, bool vcenter, M_RECT clip)
{
	((IGUIFont*)font)->draw((text), MU_RECT(pos), MU_SCOLOR(color), hcenter, vcenter, clip ? &(MU_RECT(clip)) : 0);
}
IntPtr Particle_CreatePointEmitter(IntPtr part, M_VECT3DF dir, unsigned int minPPS, unsigned int maxPPS, M_SCOLOR minSC, M_SCOLOR maxSC, unsigned int minLT, unsigned int maxLT, int maxAngleDegrees)
{
    return GetPSSFromIntPtr(part)->createPointEmitter(MU_VECT3DF(dir), minPPS, maxPPS, MU_SCOLOR(minSC), MU_SCOLOR(maxSC), minLT, maxLT, maxAngleDegrees);
}
Пример #25
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void VideoDriver_Draw2DPolygon(IntPtr videodriver, M_POS2DS center, float radius, M_SCOLOR color, int vertexCount)
{
	GetVideoFromIntPtr(videodriver)->draw2DPolygon(MU_POS2DS(center), radius, MU_SCOLOR(color), vertexCount);
}
Пример #26
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IntPtr SceneManager_AddTextSceneNode2W(IntPtr scenemanager, IntPtr font, wchar_t* text, IntPtr parent,  M_DIM2DF size, M_VECT3DF pos, int ID,                                                                                                            M_SCOLOR shade_top, M_SCOLOR shade_down)
{
	if (((IGUIFont*)font)->getType() == EGFT_BITMAP)
	{
		return GetSceneFromIntPtr(scenemanager)->addBillboardTextSceneNode((IGUIFont *)font, (text), (ISceneNode *)parent, MU_DIM2DF(size), MU_VECT3DF(pos), ID, MU_SCOLOR(shade_top), MU_SCOLOR(shade_down));
	} else {
		return ((CGUITTFont*)font)->createBillboard((text),		                                            MU_DIM2DF(size),		                                            (ISceneManager*)scenemanager,		                                            (ISceneNode*)parent,		                                            ID
			);

	}
}
Пример #27
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void GuiSkin_SetColor(IntPtr gskin, EGUI_DEFAULT_COLOR which, M_SCOLOR color)
{
	((IGUISkin*)gskin)->setColor(which, MU_SCOLOR(color));
}
Пример #28
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void SceneManager_SetShadowColor(IntPtr scenemanager, M_SCOLOR color)
{
    GetSceneFromIntPtr(scenemanager)->setShadowColor(MU_SCOLOR(color));
}
Пример #29
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void TextSceneNode_SetTextColor(IntPtr text, M_SCOLOR color)
{
    ((ITextSceneNode*)text)->setTextColor(MU_SCOLOR(color));
}