Files
WickedEngine/WickedEngine/wiSpriteFont_BindLua.h
T
Turánszki János 74cb74d3c9 version 0.60 (#367)
- namespace refactor (example: wiGraphics:: -> wi::graphics)
  - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59
- resource manager will return `Resource` instead of `shared_ptr<Resource>` objects
- MAD shader optimizations
- implemented alpha to coverage with alpha tested materials when MSAA is enabled
- alpha testing fix with transparent shadow maps
- TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
2021-12-03 21:22:27 +01:00

40 lines
891 B
C++

#pragma once
#include "wiLua.h"
#include "wiLuna.h"
#include "wiSpriteFont.h"
namespace wi::lua
{
class SpriteFont_BindLua
{
public:
wi::SpriteFont font;
static const char className[];
static Luna<SpriteFont_BindLua>::FunctionType methods[];
static Luna<SpriteFont_BindLua>::PropertyType properties[];
SpriteFont_BindLua(const wi::SpriteFont& font);
SpriteFont_BindLua(lua_State* L);
int SetStyle(lua_State* L);
int SetText(lua_State* L);
int SetSize(lua_State* L);
int SetPos(lua_State* L);
int SetSpacing(lua_State* L);
int SetAlign(lua_State* L);
int SetColor(lua_State* L);
int SetShadowColor(lua_State* L);
int GetText(lua_State* L);
int GetSize(lua_State* L);
int GetPos(lua_State* L);
int GetSpacing(lua_State* L);
int GetAlign(lua_State* L);
int GetColor(lua_State* L);
int GetShadowColor(lua_State* L);
static void Bind();
};
}