Files
WickedEngine/WickedEngine/SpriteAnim_BindLua.h
T
2020-03-07 16:18:23 +00:00

86 lines
2.1 KiB
C++

#pragma once
#include "wiLua.h"
#include "wiLuna.h"
#include "wiSprite.h"
class SpriteAnim_BindLua
{
public:
wiSprite::Anim anim;
static const char className[];
static Luna<SpriteAnim_BindLua>::FunctionType methods[];
static Luna<SpriteAnim_BindLua>::PropertyType properties[];
SpriteAnim_BindLua(const wiSprite::Anim& anim);
SpriteAnim_BindLua(lua_State *L);
int SetRot(lua_State *L);
int SetRotation(lua_State *L);
int SetOpacity(lua_State *L);
int SetFade(lua_State *L);
int SetRepeatable(lua_State *L);
int SetVelocity(lua_State *L);
int SetScaleX(lua_State *L);
int SetScaleY(lua_State *L);
int SetMovingTexAnim(lua_State *L);
int SetDrawRecAnim(lua_State *L);
int GetRot(lua_State *L);
int GetRotation(lua_State *L);
int GetOpacity(lua_State *L);
int GetFade(lua_State *L);
int GetRepeatable(lua_State *L);
int GetVelocity(lua_State *L);
int GetScaleX(lua_State *L);
int GetScaleY(lua_State *L);
int GetMovingTexAnim(lua_State *L);
int GetDrawRecAnim(lua_State *L);
static void Bind();
};
class MovingTexAnim_BindLua
{
public:
wiSprite::Anim::MovingTexAnim anim;
static const char className[];
static Luna<MovingTexAnim_BindLua>::FunctionType methods[];
static Luna<MovingTexAnim_BindLua>::PropertyType properties[];
MovingTexAnim_BindLua(const wiSprite::Anim::MovingTexAnim& anim);
MovingTexAnim_BindLua(lua_State *L);
~MovingTexAnim_BindLua();
int SetSpeedX(lua_State* L);
int SetSpeedY(lua_State* L);
int GetSpeedX(lua_State* L);
int GetSpeedY(lua_State* L);
};
class DrawRectAnim_BindLua
{
public:
wiSprite::Anim::DrawRectAnim anim;
static const char className[];
static Luna<DrawRectAnim_BindLua>::FunctionType methods[];
static Luna<DrawRectAnim_BindLua>::PropertyType properties[];
DrawRectAnim_BindLua(const wiSprite::Anim::DrawRectAnim& anim);
DrawRectAnim_BindLua(lua_State *L);
~DrawRectAnim_BindLua();
int SetFrameRate(lua_State* L);
int SetFrameCount(lua_State* L);
int SetHorizontalFrameCount(lua_State* L);
int GetFrameRate(lua_State* L);
int GetFrameCount(lua_State* L);
int GetHorizontalFrameCount(lua_State* L);
};