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; }
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); }
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); }
void GUIEditBox_SetOverrideColor(IntPtr edit, M_SCOLOR color) { ((IGUIEditBox*)edit)->setOverrideColor(MU_SCOLOR(color)); }
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)); }
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); }
void VideoDriver_MakeColorKeyTextureA(IntPtr videodriver, IntPtr texture, M_SCOLOR color) { GetVideoFromIntPtr(videodriver)->makeColorKeyTexture((ITexture*)texture, MU_SCOLOR(color)); }
void GUITab_SetBackgroundColor(IntPtr tab, M_SCOLOR color) { ((IGUITab*)tab)->setBackgroundColor(MU_SCOLOR(color)); }
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); }
void VideoDriver_SetRenderTarget(IntPtr videodriver, IntPtr texture, bool cBB, bool cZB, M_SCOLOR color) { GetVideoFromIntPtr(videodriver)->setRenderTarget((ITexture*)texture, cBB, cZB, MU_SCOLOR(color)); }
void VideoDriver_Draw3DTriangle(IntPtr videodriver, M_TRIANGLE3DF tri, M_SCOLOR color) { GetVideoFromIntPtr(videodriver)->draw3DTriangle(MU_TRIANGLE3DF(tri), MU_SCOLOR(color)); }
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)); }
void VideoDriver_Draw3DBox(IntPtr videodriver, M_BOX3D box, M_SCOLOR color) { GetVideoFromIntPtr(videodriver)->draw3DBox(MU_BOX3D(box), MU_SCOLOR(color)); }
void GUIFader_SetColor(IntPtr fader, M_SCOLOR color) { ((IGUIInOutFader*)fader)->setColor(MU_SCOLOR(color)); }
bool VideoDriver_BeginScene(IntPtr videodriver, bool backBuffer, bool zBuffer, M_SCOLOR color) { _FIX_BOOL_MARSHAL_BUG(GetVideoFromIntPtr(videodriver)->beginScene(backBuffer, zBuffer, MU_SCOLOR(color))); }
void GUIStaticText_SetOverrideColor(IntPtr st, M_SCOLOR color) { ((IGUIStaticText*)st)->setOverrideColor(MU_SCOLOR(color)); }
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); }
void MeshManipulator_SetVertexColors(IntPtr mm, IntPtr mesh, M_SCOLOR alpha) { GetMMForIntPtr(mm)->setVertexColors((IMesh*)mesh, MU_SCOLOR(alpha)); }
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); }
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); }
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); }
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 ); } }
void GuiSkin_SetColor(IntPtr gskin, EGUI_DEFAULT_COLOR which, M_SCOLOR color) { ((IGUISkin*)gskin)->setColor(which, MU_SCOLOR(color)); }
void SceneManager_SetShadowColor(IntPtr scenemanager, M_SCOLOR color) { GetSceneFromIntPtr(scenemanager)->setShadowColor(MU_SCOLOR(color)); }
void TextSceneNode_SetTextColor(IntPtr text, M_SCOLOR color) { ((ITextSceneNode*)text)->setTextColor(MU_SCOLOR(color)); }