code style cleanup

This commit is contained in:
Chris Danford
2005-02-12 20:29:38 +00:00
parent 5400d71e4d
commit d5022cb1b6
5 changed files with 200 additions and 200 deletions
+176 -176
View File
@@ -426,184 +426,184 @@ class LunaActor : public Luna<T>
public: public:
LunaActor() { LUA->Register( Register ); } LunaActor() { LUA->Register( Register ); }
static int sleep( T* p, lua_State *L ) { p->Sleep(FArg(1)); return 0; } \ static int sleep( T* p, lua_State *L ) { p->Sleep(FArg(1)); return 0; }
static int linear( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_LINEAR); return 0; } \ static int linear( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_LINEAR); return 0; }
static int accelerate( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_ACCELERATE); return 0; } \ static int accelerate( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_ACCELERATE); return 0; }
static int decelerate( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_DECELERATE); return 0; } \ static int decelerate( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_DECELERATE); return 0; }
static int bouncebegin( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_BOUNCE_BEGIN); return 0; } \ static int bouncebegin( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_BOUNCE_BEGIN); return 0; }
static int bounceend( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_BOUNCE_END); return 0; } \ static int bounceend( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_BOUNCE_END); return 0; }
static int spring( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_SPRING); return 0; } \ static int spring( T* p, lua_State *L ) { p->BeginTweening(FArg(1),Actor::TWEEN_SPRING); return 0; }
static int stoptweening( T* p, lua_State *L ) { p->StopTweening(); p->BeginTweening( 0.0001f, Actor::TWEEN_LINEAR ); return 0; } \ static int stoptweening( T* p, lua_State *L ) { p->StopTweening(); p->BeginTweening( 0.0001f, Actor::TWEEN_LINEAR ); return 0; }
static int finishtweening( T* p, lua_State *L ) { p->FinishTweening(); return 0; } \ static int finishtweening( T* p, lua_State *L ) { p->FinishTweening(); return 0; }
static int hurrytweening( T* p, lua_State *L ) { p->HurryTweening(FArg(1)); return 0; } \ static int hurrytweening( T* p, lua_State *L ) { p->HurryTweening(FArg(1)); return 0; }
static int x( T* p, lua_State *L ) { p->SetX(FArg(1)); return 0; } \ static int x( T* p, lua_State *L ) { p->SetX(FArg(1)); return 0; }
static int y( T* p, lua_State *L ) { p->SetY(FArg(1)); return 0; } \ static int y( T* p, lua_State *L ) { p->SetY(FArg(1)); return 0; }
static int z( T* p, lua_State *L ) { p->SetZ(FArg(1)); return 0; } \ static int z( T* p, lua_State *L ) { p->SetZ(FArg(1)); return 0; }
static int addx( T* p, lua_State *L ) { p->AddX(FArg(1)); return 0; } \ static int addx( T* p, lua_State *L ) { p->AddX(FArg(1)); return 0; }
static int addy( T* p, lua_State *L ) { p->AddY(FArg(1)); return 0; } \ static int addy( T* p, lua_State *L ) { p->AddY(FArg(1)); return 0; }
static int addz( T* p, lua_State *L ) { p->AddZ(FArg(1)); return 0; } \ static int addz( T* p, lua_State *L ) { p->AddZ(FArg(1)); return 0; }
static int zoom( T* p, lua_State *L ) { p->SetZoom(FArg(1)); return 0; } \ static int zoom( T* p, lua_State *L ) { p->SetZoom(FArg(1)); return 0; }
static int zoomx( T* p, lua_State *L ) { p->SetZoomX(FArg(1)); return 0; } \ static int zoomx( T* p, lua_State *L ) { p->SetZoomX(FArg(1)); return 0; }
static int zoomy( T* p, lua_State *L ) { p->SetZoomY(FArg(1)); return 0; } \ static int zoomy( T* p, lua_State *L ) { p->SetZoomY(FArg(1)); return 0; }
static int zoomz( T* p, lua_State *L ) { p->SetZoomZ(FArg(1)); return 0; } \ static int zoomz( T* p, lua_State *L ) { p->SetZoomZ(FArg(1)); return 0; }
static int zoomtowidth( T* p, lua_State *L ) { p->ZoomToWidth(FArg(1)); return 0; } \ static int zoomtowidth( T* p, lua_State *L ) { p->ZoomToWidth(FArg(1)); return 0; }
static int zoomtoheight( T* p, lua_State *L ) { p->ZoomToHeight(FArg(1)); return 0; } \ static int zoomtoheight( T* p, lua_State *L ) { p->ZoomToHeight(FArg(1)); return 0; }
static int stretchto( T* p, lua_State *L ) { p->StretchTo( RectF(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int stretchto( T* p, lua_State *L ) { p->StretchTo( RectF(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int cropleft( T* p, lua_State *L ) { p->SetCropLeft(FArg(1)); return 0; } \ static int cropleft( T* p, lua_State *L ) { p->SetCropLeft(FArg(1)); return 0; }
static int croptop( T* p, lua_State *L ) { p->SetCropTop(FArg(1)); return 0; } \ static int croptop( T* p, lua_State *L ) { p->SetCropTop(FArg(1)); return 0; }
static int cropright( T* p, lua_State *L ) { p->SetCropRight(FArg(1)); return 0; } \ static int cropright( T* p, lua_State *L ) { p->SetCropRight(FArg(1)); return 0; }
static int cropbottom( T* p, lua_State *L ) { p->SetCropBottom(FArg(1)); return 0; } \ static int cropbottom( T* p, lua_State *L ) { p->SetCropBottom(FArg(1)); return 0; }
static int fadeleft( T* p, lua_State *L ) { p->SetFadeLeft(FArg(1)); return 0; } \ static int fadeleft( T* p, lua_State *L ) { p->SetFadeLeft(FArg(1)); return 0; }
static int fadetop( T* p, lua_State *L ) { p->SetFadeTop(FArg(1)); return 0; } \ static int fadetop( T* p, lua_State *L ) { p->SetFadeTop(FArg(1)); return 0; }
static int faderight( T* p, lua_State *L ) { p->SetFadeRight(FArg(1)); return 0; } \ static int faderight( T* p, lua_State *L ) { p->SetFadeRight(FArg(1)); return 0; }
static int fadebottom( T* p, lua_State *L ) { p->SetFadeBottom(FArg(1)); return 0; } \ static int fadebottom( T* p, lua_State *L ) { p->SetFadeBottom(FArg(1)); return 0; }
static int diffuse( T* p, lua_State *L ) { p->SetDiffuse( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int diffuse( T* p, lua_State *L ) { p->SetDiffuse( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int diffuseleftedge( T* p, lua_State *L ) { p->SetDiffuseLeftEdge( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int diffuseleftedge( T* p, lua_State *L ) { p->SetDiffuseLeftEdge( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int diffuserightedge( T* p, lua_State *L ) { p->SetDiffuseRightEdge( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int diffuserightedge( T* p, lua_State *L ) { p->SetDiffuseRightEdge( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int diffusetopedge( T* p, lua_State *L ) { p->SetDiffuseTopEdge( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int diffusetopedge( T* p, lua_State *L ) { p->SetDiffuseTopEdge( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int diffusebottomedge( T* p, lua_State *L ) { p->SetDiffuseBottomEdge( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int diffusebottomedge( T* p, lua_State *L ) { p->SetDiffuseBottomEdge( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int diffusealpha( T* p, lua_State *L ) { p->SetDiffuseAlpha(FArg(1)); return 0; } \ static int diffusealpha( T* p, lua_State *L ) { p->SetDiffuseAlpha(FArg(1)); return 0; }
static int diffusecolor( T* p, lua_State *L ) { p->SetDiffuseColor( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int diffusecolor( T* p, lua_State *L ) { p->SetDiffuseColor( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int glow( T* p, lua_State *L ) { p->SetGlow( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int glow( T* p, lua_State *L ) { p->SetGlow( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int rotationx( T* p, lua_State *L ) { p->SetRotationX(FArg(1)); return 0; } \ static int rotationx( T* p, lua_State *L ) { p->SetRotationX(FArg(1)); return 0; }
static int rotationy( T* p, lua_State *L ) { p->SetRotationY(FArg(1)); return 0; } \ static int rotationy( T* p, lua_State *L ) { p->SetRotationY(FArg(1)); return 0; }
static int rotationz( T* p, lua_State *L ) { p->SetRotationZ(FArg(1)); return 0; } \ static int rotationz( T* p, lua_State *L ) { p->SetRotationZ(FArg(1)); return 0; }
static int heading( T* p, lua_State *L ) { p->AddRotationH(FArg(1)); return 0; } \ static int heading( T* p, lua_State *L ) { p->AddRotationH(FArg(1)); return 0; }
static int pitch( T* p, lua_State *L ) { p->AddRotationP(FArg(1)); return 0; } \ static int pitch( T* p, lua_State *L ) { p->AddRotationP(FArg(1)); return 0; }
static int roll( T* p, lua_State *L ) { p->AddRotationR(FArg(1)); return 0; } \ static int roll( T* p, lua_State *L ) { p->AddRotationR(FArg(1)); return 0; }
static int shadowlength( T* p, lua_State *L ) { p->SetShadowLength(FArg(1)); return 0; } \ static int shadowlength( T* p, lua_State *L ) { p->SetShadowLength(FArg(1)); return 0; }
static int horizalign( T* p, lua_State *L ) { p->SetHorizAlignString(SArg(1)); return 0; } \ static int horizalign( T* p, lua_State *L ) { p->SetHorizAlignString(SArg(1)); return 0; }
static int vertalign( T* p, lua_State *L ) { p->SetVertAlignString(SArg(1)); return 0; } \ static int vertalign( T* p, lua_State *L ) { p->SetVertAlignString(SArg(1)); return 0; }
static int diffuseblink( T* p, lua_State *L ) { p->SetEffectDiffuseBlink(); return 0; } \ static int diffuseblink( T* p, lua_State *L ) { p->SetEffectDiffuseBlink(); return 0; }
static int diffuseshift( T* p, lua_State *L ) { p->SetEffectDiffuseShift(); return 0; } \ static int diffuseshift( T* p, lua_State *L ) { p->SetEffectDiffuseShift(); return 0; }
static int glowblink( T* p, lua_State *L ) { p->SetEffectGlowBlink(); return 0; } \ static int glowblink( T* p, lua_State *L ) { p->SetEffectGlowBlink(); return 0; }
static int glowshift( T* p, lua_State *L ) { p->SetEffectGlowShift(); return 0; } \ static int glowshift( T* p, lua_State *L ) { p->SetEffectGlowShift(); return 0; }
static int rainbow( T* p, lua_State *L ) { p->SetEffectRainbow(); return 0; } \ static int rainbow( T* p, lua_State *L ) { p->SetEffectRainbow(); return 0; }
static int wag( T* p, lua_State *L ) { p->SetEffectWag(); return 0; } \ static int wag( T* p, lua_State *L ) { p->SetEffectWag(); return 0; }
static int bounce( T* p, lua_State *L ) { p->SetEffectBounce(); return 0; } \ static int bounce( T* p, lua_State *L ) { p->SetEffectBounce(); return 0; }
static int bob( T* p, lua_State *L ) { p->SetEffectBob(); return 0; } \ static int bob( T* p, lua_State *L ) { p->SetEffectBob(); return 0; }
static int pulse( T* p, lua_State *L ) { p->SetEffectPulse(); return 0; } \ static int pulse( T* p, lua_State *L ) { p->SetEffectPulse(); return 0; }
static int spin( T* p, lua_State *L ) { p->SetEffectSpin(); return 0; } \ static int spin( T* p, lua_State *L ) { p->SetEffectSpin(); return 0; }
static int vibrate( T* p, lua_State *L ) { p->SetEffectVibrate(); return 0; } \ static int vibrate( T* p, lua_State *L ) { p->SetEffectVibrate(); return 0; }
static int stopeffect( T* p, lua_State *L ) { p->SetEffectNone(); return 0; } \ static int stopeffect( T* p, lua_State *L ) { p->SetEffectNone(); return 0; }
static int effectcolor1( T* p, lua_State *L ) { p->SetEffectColor1( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int effectcolor1( T* p, lua_State *L ) { p->SetEffectColor1( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int effectcolor2( T* p, lua_State *L ) { p->SetEffectColor2( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int effectcolor2( T* p, lua_State *L ) { p->SetEffectColor2( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int effectperiod( T* p, lua_State *L ) { p->SetEffectPeriod(FArg(1)); return 0; } \ static int effectperiod( T* p, lua_State *L ) { p->SetEffectPeriod(FArg(1)); return 0; }
static int effectoffset( T* p, lua_State *L ) { p->SetEffectOffset(FArg(1)); return 0; } \ static int effectoffset( T* p, lua_State *L ) { p->SetEffectOffset(FArg(1)); return 0; }
static int effectdelay( T* p, lua_State *L ) { p->SetEffectDelay(FArg(1)); return 0; } \ static int effectdelay( T* p, lua_State *L ) { p->SetEffectDelay(FArg(1)); return 0; }
static int effectclock( T* p, lua_State *L ) { p->SetEffectClockString(SArg(1)); return 0; } \ static int effectclock( T* p, lua_State *L ) { p->SetEffectClockString(SArg(1)); return 0; }
static int effectmagnitude( T* p, lua_State *L ) { p->SetEffectMagnitude( RageVector3(FArg(1),FArg(2),FArg(3)) ); return 0; } \ static int effectmagnitude( T* p, lua_State *L ) { p->SetEffectMagnitude( RageVector3(FArg(1),FArg(2),FArg(3)) ); return 0; }
static int scaletocover( T* p, lua_State *L ) { p->ScaleToCover( RectF(FArg(1), FArg(2), FArg(3), FArg(4)) ); return 0; } \ static int scaletocover( T* p, lua_State *L ) { p->ScaleToCover( RectF(FArg(1), FArg(2), FArg(3), FArg(4)) ); return 0; }
static int scaletofit( T* p, lua_State *L ) { p->ScaleToFitInside( RectF(FArg(1), FArg(2), FArg(3), FArg(4)) ); return 0; } \ static int scaletofit( T* p, lua_State *L ) { p->ScaleToFitInside( RectF(FArg(1), FArg(2), FArg(3), FArg(4)) ); return 0; }
static int animate( T* p, lua_State *L ) { p->EnableAnimation(BArg(1)); return 0; } \ static int animate( T* p, lua_State *L ) { p->EnableAnimation(BArg(1)); return 0; }
static int play( T* p, lua_State *L ) { p->EnableAnimation(true); return 0; } \ static int play( T* p, lua_State *L ) { p->EnableAnimation(true); return 0; }
static int pause( T* p, lua_State *L ) { p->EnableAnimation(false); return 0; } \ static int pause( T* p, lua_State *L ) { p->EnableAnimation(false); return 0; }
static int setstate( T* p, lua_State *L ) { p->SetState(IArg(1)); return 0; } \ static int setstate( T* p, lua_State *L ) { p->SetState(IArg(1)); return 0; }
static int texturewrapping( T* p, lua_State *L ) { p->SetTextureWrapping(BArg(1)); return 0; } \ static int texturewrapping( T* p, lua_State *L ) { p->SetTextureWrapping(BArg(1)); return 0; }
static int additiveblend( T* p, lua_State *L ) { p->SetBlendMode(BArg(1) ? BLEND_ADD : BLEND_NORMAL); return 0; } \ static int additiveblend( T* p, lua_State *L ) { p->SetBlendMode(BArg(1) ? BLEND_ADD : BLEND_NORMAL); return 0; }
static int blend( T* p, lua_State *L ) { p->SetBlendModeString(SArg(1)); return 0; } \ static int blend( T* p, lua_State *L ) { p->SetBlendModeString(SArg(1)); return 0; }
static int zbuffer( T* p, lua_State *L ) { p->SetUseZBuffer(BArg(1)); return 0; } \ static int zbuffer( T* p, lua_State *L ) { p->SetUseZBuffer(BArg(1)); return 0; }
static int ztest( T* p, lua_State *L ) { p->SetZTestMode(BArg(1)?ZTEST_WRITE_ON_PASS:ZTEST_OFF); return 0; } \ static int ztest( T* p, lua_State *L ) { p->SetZTestMode(BArg(1)?ZTEST_WRITE_ON_PASS:ZTEST_OFF); return 0; }
static int ztestmode( T* p, lua_State *L ) { p->SetZTestModeString(SArg(1)); return 0; } \ static int ztestmode( T* p, lua_State *L ) { p->SetZTestModeString(SArg(1)); return 0; }
static int zwrite( T* p, lua_State *L ) { p->SetZWrite(BArg(1)); return 0; } \ static int zwrite( T* p, lua_State *L ) { p->SetZWrite(BArg(1)); return 0; }
static int clearzbuffer( T* p, lua_State *L ) { p->SetClearZBuffer(BArg(1)); return 0; } \ static int clearzbuffer( T* p, lua_State *L ) { p->SetClearZBuffer(BArg(1)); return 0; }
static int backfacecull( T* p, lua_State *L ) { p->SetCullMode(BArg(1) ? CULL_BACK : CULL_NONE); return 0; } \ static int backfacecull( T* p, lua_State *L ) { p->SetCullMode(BArg(1) ? CULL_BACK : CULL_NONE); return 0; }
static int cullmode( T* p, lua_State *L ) { p->SetCullModeString(SArg(1)); return 0; } \ static int cullmode( T* p, lua_State *L ) { p->SetCullModeString(SArg(1)); return 0; }
static int hidden( T* p, lua_State *L ) { p->SetHidden(BArg(1)); return 0; } \ static int hidden( T* p, lua_State *L ) { p->SetHidden(BArg(1)); return 0; }
static int hibernate( T* p, lua_State *L ) { p->SetHibernate(FArg(1)); return 0; } \ static int hibernate( T* p, lua_State *L ) { p->SetHibernate(FArg(1)); return 0; }
static int draworder( T* p, lua_State *L ) { p->SetDrawOrder(IArg(1)); return 0; } \ static int draworder( T* p, lua_State *L ) { p->SetDrawOrder(IArg(1)); return 0; }
static int playcommand( T* p, lua_State *L ) { p->PlayCommand(SArg(1)); return 0; } \ static int playcommand( T* p, lua_State *L ) { p->PlayCommand(SArg(1)); return 0; }
static int queuecommand( T* p, lua_State *L ) { p->QueueCommand(SArg(1)); return 0; } \ static int queuecommand( T* p, lua_State *L ) { p->QueueCommand(SArg(1)); return 0; }
static void Register(lua_State *L) { static void Register(lua_State *L) {
ADD_METHOD( sleep ) \ ADD_METHOD( sleep )
ADD_METHOD( linear ) \ ADD_METHOD( linear )
ADD_METHOD( accelerate ) \ ADD_METHOD( accelerate )
ADD_METHOD( decelerate ) \ ADD_METHOD( decelerate )
ADD_METHOD( bouncebegin ) \ ADD_METHOD( bouncebegin )
ADD_METHOD( bounceend ) \ ADD_METHOD( bounceend )
ADD_METHOD( spring ) \ ADD_METHOD( spring )
ADD_METHOD( stoptweening ) \ ADD_METHOD( stoptweening )
ADD_METHOD( finishtweening ) \ ADD_METHOD( finishtweening )
ADD_METHOD( hurrytweening ) \ ADD_METHOD( hurrytweening )
ADD_METHOD( x ) \ ADD_METHOD( x )
ADD_METHOD( y ) \ ADD_METHOD( y )
ADD_METHOD( z ) \ ADD_METHOD( z )
ADD_METHOD( addx ) \ ADD_METHOD( addx )
ADD_METHOD( addy ) \ ADD_METHOD( addy )
ADD_METHOD( addz ) \ ADD_METHOD( addz )
ADD_METHOD( zoom ) \ ADD_METHOD( zoom )
ADD_METHOD( zoomx ) \ ADD_METHOD( zoomx )
ADD_METHOD( zoomy ) \ ADD_METHOD( zoomy )
ADD_METHOD( zoomz ) \ ADD_METHOD( zoomz )
ADD_METHOD( zoomtowidth ) \ ADD_METHOD( zoomtowidth )
ADD_METHOD( zoomtoheight ) \ ADD_METHOD( zoomtoheight )
ADD_METHOD( stretchto ) \ ADD_METHOD( stretchto )
ADD_METHOD( cropleft ) \ ADD_METHOD( cropleft )
ADD_METHOD( croptop ) \ ADD_METHOD( croptop )
ADD_METHOD( cropright ) \ ADD_METHOD( cropright )
ADD_METHOD( cropbottom ) \ ADD_METHOD( cropbottom )
ADD_METHOD( fadeleft ) \ ADD_METHOD( fadeleft )
ADD_METHOD( fadetop ) \ ADD_METHOD( fadetop )
ADD_METHOD( faderight ) \ ADD_METHOD( faderight )
ADD_METHOD( fadebottom ) \ ADD_METHOD( fadebottom )
ADD_METHOD( diffuse ) \ ADD_METHOD( diffuse )
ADD_METHOD( diffuseleftedge ) \ ADD_METHOD( diffuseleftedge )
ADD_METHOD( diffuserightedge ) \ ADD_METHOD( diffuserightedge )
ADD_METHOD( diffusetopedge ) \ ADD_METHOD( diffusetopedge )
ADD_METHOD( diffusebottomedge ) \ ADD_METHOD( diffusebottomedge )
ADD_METHOD( diffusealpha ) \ ADD_METHOD( diffusealpha )
ADD_METHOD( diffusecolor ) \ ADD_METHOD( diffusecolor )
ADD_METHOD( glow ) \ ADD_METHOD( glow )
ADD_METHOD( rotationx ) \ ADD_METHOD( rotationx )
ADD_METHOD( rotationy ) \ ADD_METHOD( rotationy )
ADD_METHOD( rotationz ) \ ADD_METHOD( rotationz )
ADD_METHOD( heading ) \ ADD_METHOD( heading )
ADD_METHOD( pitch ) \ ADD_METHOD( pitch )
ADD_METHOD( roll ) \ ADD_METHOD( roll )
ADD_METHOD( shadowlength ) \ ADD_METHOD( shadowlength )
ADD_METHOD( horizalign ) \ ADD_METHOD( horizalign )
ADD_METHOD( vertalign ) \ ADD_METHOD( vertalign )
ADD_METHOD( diffuseblink ) \ ADD_METHOD( diffuseblink )
ADD_METHOD( diffuseshift ) \ ADD_METHOD( diffuseshift )
ADD_METHOD( glowblink ) \ ADD_METHOD( glowblink )
ADD_METHOD( glowshift ) \ ADD_METHOD( glowshift )
ADD_METHOD( rainbow ) \ ADD_METHOD( rainbow )
ADD_METHOD( wag ) \ ADD_METHOD( wag )
ADD_METHOD( bounce ) \ ADD_METHOD( bounce )
ADD_METHOD( bob ) \ ADD_METHOD( bob )
ADD_METHOD( pulse ) \ ADD_METHOD( pulse )
ADD_METHOD( spin ) \ ADD_METHOD( spin )
ADD_METHOD( vibrate ) \ ADD_METHOD( vibrate )
ADD_METHOD( stopeffect ) \ ADD_METHOD( stopeffect )
ADD_METHOD( effectcolor1 ) \ ADD_METHOD( effectcolor1 )
ADD_METHOD( effectcolor2 ) \ ADD_METHOD( effectcolor2 )
ADD_METHOD( effectperiod ) \ ADD_METHOD( effectperiod )
ADD_METHOD( effectoffset ) \ ADD_METHOD( effectoffset )
ADD_METHOD( effectdelay ) \ ADD_METHOD( effectdelay )
ADD_METHOD( effectclock ) \ ADD_METHOD( effectclock )
ADD_METHOD( effectmagnitude ) \ ADD_METHOD( effectmagnitude )
ADD_METHOD( scaletocover ) \ ADD_METHOD( scaletocover )
ADD_METHOD( scaletofit ) \ ADD_METHOD( scaletofit )
ADD_METHOD( animate ) \ ADD_METHOD( animate )
ADD_METHOD( play ) \ ADD_METHOD( play )
ADD_METHOD( pause ) \ ADD_METHOD( pause )
ADD_METHOD( setstate ) \ ADD_METHOD( setstate )
ADD_METHOD( texturewrapping ) \ ADD_METHOD( texturewrapping )
ADD_METHOD( additiveblend ) \ ADD_METHOD( additiveblend )
ADD_METHOD( blend ) \ ADD_METHOD( blend )
ADD_METHOD( zbuffer ) \ ADD_METHOD( zbuffer )
ADD_METHOD( ztest ) \ ADD_METHOD( ztest )
ADD_METHOD( ztestmode ) \ ADD_METHOD( ztestmode )
ADD_METHOD( zwrite ) \ ADD_METHOD( zwrite )
ADD_METHOD( clearzbuffer ) \ ADD_METHOD( clearzbuffer )
ADD_METHOD( backfacecull ) \ ADD_METHOD( backfacecull )
ADD_METHOD( cullmode ) \ ADD_METHOD( cullmode )
ADD_METHOD( hidden ) \ ADD_METHOD( hidden )
ADD_METHOD( hibernate ) \ ADD_METHOD( hibernate )
ADD_METHOD( draworder ) \ ADD_METHOD( draworder )
ADD_METHOD( playcommand ) \ ADD_METHOD( playcommand )
ADD_METHOD( queuecommand ) \ ADD_METHOD( queuecommand )
Luna<T>::Register( L ); Luna<T>::Register( L );
} }
}; };
+2 -2
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@@ -11,11 +11,11 @@ class LunaActorFrame : public LunaActor<T>
public: public:
LunaActorFrame() { LUA->Register( Register ); } LunaActorFrame() { LUA->Register( Register ); }
static int propagate( T* p, lua_State *L ) { p->SetPropagateCommands( BArg(1) ); return 0; } \ static int propagate( T* p, lua_State *L ) { p->SetPropagateCommands( BArg(1) ); return 0; }
static void Register(lua_State *L) static void Register(lua_State *L)
{ {
ADD_METHOD( propagate ) \ ADD_METHOD( propagate )
LunaActor<T>::Register( L ); LunaActor<T>::Register( L );
} }
}; };
+4 -4
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@@ -12,13 +12,13 @@ class LunaBitmapText : public LunaActor<T>
public: public:
LunaBitmapText() { LUA->Register( Register ); } LunaBitmapText() { LUA->Register( Register ); }
static int wrapwidthpixels( T* p, lua_State *L ) { p->SetWrapWidthPixels( IArg(1) ); return 0; } \ static int wrapwidthpixels( T* p, lua_State *L ) { p->SetWrapWidthPixels( IArg(1) ); return 0; }
static int maxwidth( T* p, lua_State *L ) { p->SetMaxWidth( FArg(1) ); return 0; } \ static int maxwidth( T* p, lua_State *L ) { p->SetMaxWidth( FArg(1) ); return 0; }
static void Register(lua_State *L) static void Register(lua_State *L)
{ {
ADD_METHOD( wrapwidthpixels ) \ ADD_METHOD( wrapwidthpixels )
ADD_METHOD( maxwidth ) \ ADD_METHOD( maxwidth )
LunaActor<T>::Register( L ); LunaActor<T>::Register( L );
} }
}; };
+2 -2
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@@ -16,11 +16,11 @@ class LunaModel : public LunaActor<T>
public: public:
LunaModel() { LUA->Register( Register ); } LunaModel() { LUA->Register( Register ); }
static int playanimation( T* p, lua_State *L ) { p->PlayAnimation(SArg(1),FArg(2)); return 0; } \ static int playanimation( T* p, lua_State *L ) { p->PlayAnimation(SArg(1),FArg(2)); return 0; }
static void Register(lua_State *L) static void Register(lua_State *L)
{ {
ADD_METHOD( playanimation ) \ ADD_METHOD( playanimation )
LunaActor<T>::Register( L ); LunaActor<T>::Register( L );
} }
}; };
+16 -16
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@@ -15,27 +15,27 @@ public:
LunaSprite() { LUA->Register( Register ); } LunaSprite() { LUA->Register( Register ); }
/* Commands that go in the tweening queue: /* Commands that go in the tweening queue:
* Commands that take effect immediately (ignoring the tweening queue): */ \ * Commands that take effect immediately (ignoring the tweening queue): */
static int customtexturerect( T* p, lua_State *L ) { p->SetCustomTextureRect( RectF(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int customtexturerect( T* p, lua_State *L ) { p->SetCustomTextureRect( RectF(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int texcoordvelocity( T* p, lua_State *L ) { p->SetTexCoordVelocity( FArg(1),FArg(2) ); return 0; } \ static int texcoordvelocity( T* p, lua_State *L ) { p->SetTexCoordVelocity( FArg(1),FArg(2) ); return 0; }
static int scaletoclipped( T* p, lua_State *L ) { p->ScaleToClipped( FArg(1),FArg(2) ); return 0; } \ static int scaletoclipped( T* p, lua_State *L ) { p->ScaleToClipped( FArg(1),FArg(2) ); return 0; }
static int stretchtexcoords( T* p, lua_State *L ) { p->StretchTexCoords( FArg(1),FArg(2) ); return 0; } \ static int stretchtexcoords( T* p, lua_State *L ) { p->StretchTexCoords( FArg(1),FArg(2) ); return 0; }
/* Texture commands; these could be moved to RageTexture* (even though that's /* Texture commands; these could be moved to RageTexture* (even though that's
* not an Actor) if these are needed for other things that use textures. * not an Actor) if these are needed for other things that use textures.
* We'd need to break the command helpers into a separate function; RageTexture * We'd need to break the command helpers into a separate function; RageTexture
* shouldn't depend on Actor. */ \ * shouldn't depend on Actor. */
static int position( T* p, lua_State *L ) { p->SetPosition(FArg(1)); return 0; } \ static int position( T* p, lua_State *L ) { p->SetPosition(FArg(1)); return 0; }
static int loop( T* p, lua_State *L ) { p->SetLooping(BArg(1)); return 0; } \ static int loop( T* p, lua_State *L ) { p->SetLooping(BArg(1)); return 0; }
static int rate( T* p, lua_State *L ) { p->SetPlaybackRate(FArg(1)); return 0; } \ static int rate( T* p, lua_State *L ) { p->SetPlaybackRate(FArg(1)); return 0; }
static void Register(lua_State *L) { static void Register(lua_State *L) {
ADD_METHOD( customtexturerect ) \ ADD_METHOD( customtexturerect )
ADD_METHOD( texcoordvelocity ) \ ADD_METHOD( texcoordvelocity )
ADD_METHOD( scaletoclipped ) \ ADD_METHOD( scaletoclipped )
ADD_METHOD( stretchtexcoords ) \ ADD_METHOD( stretchtexcoords )
ADD_METHOD( position ) \ ADD_METHOD( position )
ADD_METHOD( loop ) \ ADD_METHOD( loop )
ADD_METHOD( rate ) \ ADD_METHOD( rate )
LunaActor<T>::Register( L ); LunaActor<T>::Register( L );
} }
}; };