示例#1
0
Dynamic Mutex_obj::__Field(const ::String &inName,bool inCallProp)
{
	switch(inName.length) {
	case 1:
		if (HX_FIELD_EQ(inName,"m") ) { return m; }
		break;
	case 7:
		if (HX_FIELD_EQ(inName,"acquire") ) { return acquire_dyn(); }
		if (HX_FIELD_EQ(inName,"release") ) { return release_dyn(); }
	}
	return super::__Field(inName,inCallProp);
}
示例#2
0
hx::Val Mutex_obj::__Field(const ::String &inName,hx::PropertyAccess inCallProp)
{
    switch(inName.length) {
    case 1:
        if (HX_FIELD_EQ(inName,"m") ) {
            return hx::Val( m);
        }
        break;
    case 7:
        if (HX_FIELD_EQ(inName,"acquire") ) {
            return hx::Val( acquire_dyn());
        }
        if (HX_FIELD_EQ(inName,"release") ) {
            return hx::Val( release_dyn());
        }
    }
    return super::__Field(inName,inCallProp);
}
Dynamic FlxGamepadButton_obj::__Field(const ::String &inName,bool inCallProp)
{
	switch(inName.length) {
	case 2:
		if (HX_FIELD_EQ(inName,"id") ) { return id; }
		break;
	case 4:
		if (HX_FIELD_EQ(inName,"last") ) { return last; }
		break;
	case 5:
		if (HX_FIELD_EQ(inName,"reset") ) { return reset_dyn(); }
		if (HX_FIELD_EQ(inName,"press") ) { return press_dyn(); }
		break;
	case 7:
		if (HX_FIELD_EQ(inName,"current") ) { return current; }
		if (HX_FIELD_EQ(inName,"release") ) { return release_dyn(); }
	}
	return super::__Field(inName,inCallProp);
}