code style cleanup
This commit is contained in:
+176
-176
@@ -426,184 +426,184 @@ class LunaActor : public Luna<T>
|
||||
public:
|
||||
LunaActor() { LUA->Register( Register ); }
|
||||
|
||||
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 diffuseblink( T* p, lua_State *L ) { p->SetEffectDiffuseBlink(); 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 glowshift( T* p, lua_State *L ) { p->SetEffectGlowShift(); 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 bounce( T* p, lua_State *L ) { p->SetEffectBounce(); 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 spin( T* p, lua_State *L ) { p->SetEffectSpin(); 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 diffuseblink( T* p, lua_State *L ) { p->SetEffectDiffuseBlink(); 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 glowshift( T* p, lua_State *L ) { p->SetEffectGlowShift(); 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 bounce( T* p, lua_State *L ) { p->SetEffectBounce(); 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 spin( T* p, lua_State *L ) { p->SetEffectSpin(); 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 void Register(lua_State *L) {
|
||||
ADD_METHOD( sleep ) \
|
||||
ADD_METHOD( linear ) \
|
||||
ADD_METHOD( accelerate ) \
|
||||
ADD_METHOD( decelerate ) \
|
||||
ADD_METHOD( bouncebegin ) \
|
||||
ADD_METHOD( bounceend ) \
|
||||
ADD_METHOD( spring ) \
|
||||
ADD_METHOD( stoptweening ) \
|
||||
ADD_METHOD( finishtweening ) \
|
||||
ADD_METHOD( hurrytweening ) \
|
||||
ADD_METHOD( x ) \
|
||||
ADD_METHOD( y ) \
|
||||
ADD_METHOD( z ) \
|
||||
ADD_METHOD( addx ) \
|
||||
ADD_METHOD( addy ) \
|
||||
ADD_METHOD( addz ) \
|
||||
ADD_METHOD( zoom ) \
|
||||
ADD_METHOD( zoomx ) \
|
||||
ADD_METHOD( zoomy ) \
|
||||
ADD_METHOD( zoomz ) \
|
||||
ADD_METHOD( zoomtowidth ) \
|
||||
ADD_METHOD( zoomtoheight ) \
|
||||
ADD_METHOD( stretchto ) \
|
||||
ADD_METHOD( cropleft ) \
|
||||
ADD_METHOD( croptop ) \
|
||||
ADD_METHOD( cropright ) \
|
||||
ADD_METHOD( cropbottom ) \
|
||||
ADD_METHOD( fadeleft ) \
|
||||
ADD_METHOD( fadetop ) \
|
||||
ADD_METHOD( faderight ) \
|
||||
ADD_METHOD( fadebottom ) \
|
||||
ADD_METHOD( diffuse ) \
|
||||
ADD_METHOD( diffuseleftedge ) \
|
||||
ADD_METHOD( diffuserightedge ) \
|
||||
ADD_METHOD( diffusetopedge ) \
|
||||
ADD_METHOD( diffusebottomedge ) \
|
||||
ADD_METHOD( diffusealpha ) \
|
||||
ADD_METHOD( diffusecolor ) \
|
||||
ADD_METHOD( glow ) \
|
||||
ADD_METHOD( rotationx ) \
|
||||
ADD_METHOD( rotationy ) \
|
||||
ADD_METHOD( rotationz ) \
|
||||
ADD_METHOD( heading ) \
|
||||
ADD_METHOD( pitch ) \
|
||||
ADD_METHOD( roll ) \
|
||||
ADD_METHOD( shadowlength ) \
|
||||
ADD_METHOD( horizalign ) \
|
||||
ADD_METHOD( vertalign ) \
|
||||
ADD_METHOD( diffuseblink ) \
|
||||
ADD_METHOD( diffuseshift ) \
|
||||
ADD_METHOD( glowblink ) \
|
||||
ADD_METHOD( glowshift ) \
|
||||
ADD_METHOD( rainbow ) \
|
||||
ADD_METHOD( wag ) \
|
||||
ADD_METHOD( bounce ) \
|
||||
ADD_METHOD( bob ) \
|
||||
ADD_METHOD( pulse ) \
|
||||
ADD_METHOD( spin ) \
|
||||
ADD_METHOD( vibrate ) \
|
||||
ADD_METHOD( stopeffect ) \
|
||||
ADD_METHOD( effectcolor1 ) \
|
||||
ADD_METHOD( effectcolor2 ) \
|
||||
ADD_METHOD( effectperiod ) \
|
||||
ADD_METHOD( effectoffset ) \
|
||||
ADD_METHOD( effectdelay ) \
|
||||
ADD_METHOD( effectclock ) \
|
||||
ADD_METHOD( effectmagnitude ) \
|
||||
ADD_METHOD( scaletocover ) \
|
||||
ADD_METHOD( scaletofit ) \
|
||||
ADD_METHOD( animate ) \
|
||||
ADD_METHOD( play ) \
|
||||
ADD_METHOD( pause ) \
|
||||
ADD_METHOD( setstate ) \
|
||||
ADD_METHOD( texturewrapping ) \
|
||||
ADD_METHOD( additiveblend ) \
|
||||
ADD_METHOD( blend ) \
|
||||
ADD_METHOD( zbuffer ) \
|
||||
ADD_METHOD( ztest ) \
|
||||
ADD_METHOD( ztestmode ) \
|
||||
ADD_METHOD( zwrite ) \
|
||||
ADD_METHOD( clearzbuffer ) \
|
||||
ADD_METHOD( backfacecull ) \
|
||||
ADD_METHOD( cullmode ) \
|
||||
ADD_METHOD( hidden ) \
|
||||
ADD_METHOD( hibernate ) \
|
||||
ADD_METHOD( draworder ) \
|
||||
ADD_METHOD( playcommand ) \
|
||||
ADD_METHOD( queuecommand ) \
|
||||
ADD_METHOD( sleep )
|
||||
ADD_METHOD( linear )
|
||||
ADD_METHOD( accelerate )
|
||||
ADD_METHOD( decelerate )
|
||||
ADD_METHOD( bouncebegin )
|
||||
ADD_METHOD( bounceend )
|
||||
ADD_METHOD( spring )
|
||||
ADD_METHOD( stoptweening )
|
||||
ADD_METHOD( finishtweening )
|
||||
ADD_METHOD( hurrytweening )
|
||||
ADD_METHOD( x )
|
||||
ADD_METHOD( y )
|
||||
ADD_METHOD( z )
|
||||
ADD_METHOD( addx )
|
||||
ADD_METHOD( addy )
|
||||
ADD_METHOD( addz )
|
||||
ADD_METHOD( zoom )
|
||||
ADD_METHOD( zoomx )
|
||||
ADD_METHOD( zoomy )
|
||||
ADD_METHOD( zoomz )
|
||||
ADD_METHOD( zoomtowidth )
|
||||
ADD_METHOD( zoomtoheight )
|
||||
ADD_METHOD( stretchto )
|
||||
ADD_METHOD( cropleft )
|
||||
ADD_METHOD( croptop )
|
||||
ADD_METHOD( cropright )
|
||||
ADD_METHOD( cropbottom )
|
||||
ADD_METHOD( fadeleft )
|
||||
ADD_METHOD( fadetop )
|
||||
ADD_METHOD( faderight )
|
||||
ADD_METHOD( fadebottom )
|
||||
ADD_METHOD( diffuse )
|
||||
ADD_METHOD( diffuseleftedge )
|
||||
ADD_METHOD( diffuserightedge )
|
||||
ADD_METHOD( diffusetopedge )
|
||||
ADD_METHOD( diffusebottomedge )
|
||||
ADD_METHOD( diffusealpha )
|
||||
ADD_METHOD( diffusecolor )
|
||||
ADD_METHOD( glow )
|
||||
ADD_METHOD( rotationx )
|
||||
ADD_METHOD( rotationy )
|
||||
ADD_METHOD( rotationz )
|
||||
ADD_METHOD( heading )
|
||||
ADD_METHOD( pitch )
|
||||
ADD_METHOD( roll )
|
||||
ADD_METHOD( shadowlength )
|
||||
ADD_METHOD( horizalign )
|
||||
ADD_METHOD( vertalign )
|
||||
ADD_METHOD( diffuseblink )
|
||||
ADD_METHOD( diffuseshift )
|
||||
ADD_METHOD( glowblink )
|
||||
ADD_METHOD( glowshift )
|
||||
ADD_METHOD( rainbow )
|
||||
ADD_METHOD( wag )
|
||||
ADD_METHOD( bounce )
|
||||
ADD_METHOD( bob )
|
||||
ADD_METHOD( pulse )
|
||||
ADD_METHOD( spin )
|
||||
ADD_METHOD( vibrate )
|
||||
ADD_METHOD( stopeffect )
|
||||
ADD_METHOD( effectcolor1 )
|
||||
ADD_METHOD( effectcolor2 )
|
||||
ADD_METHOD( effectperiod )
|
||||
ADD_METHOD( effectoffset )
|
||||
ADD_METHOD( effectdelay )
|
||||
ADD_METHOD( effectclock )
|
||||
ADD_METHOD( effectmagnitude )
|
||||
ADD_METHOD( scaletocover )
|
||||
ADD_METHOD( scaletofit )
|
||||
ADD_METHOD( animate )
|
||||
ADD_METHOD( play )
|
||||
ADD_METHOD( pause )
|
||||
ADD_METHOD( setstate )
|
||||
ADD_METHOD( texturewrapping )
|
||||
ADD_METHOD( additiveblend )
|
||||
ADD_METHOD( blend )
|
||||
ADD_METHOD( zbuffer )
|
||||
ADD_METHOD( ztest )
|
||||
ADD_METHOD( ztestmode )
|
||||
ADD_METHOD( zwrite )
|
||||
ADD_METHOD( clearzbuffer )
|
||||
ADD_METHOD( backfacecull )
|
||||
ADD_METHOD( cullmode )
|
||||
ADD_METHOD( hidden )
|
||||
ADD_METHOD( hibernate )
|
||||
ADD_METHOD( draworder )
|
||||
ADD_METHOD( playcommand )
|
||||
ADD_METHOD( queuecommand )
|
||||
Luna<T>::Register( L );
|
||||
}
|
||||
};
|
||||
|
||||
@@ -11,11 +11,11 @@ class LunaActorFrame : public LunaActor<T>
|
||||
public:
|
||||
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)
|
||||
{
|
||||
ADD_METHOD( propagate ) \
|
||||
ADD_METHOD( propagate )
|
||||
LunaActor<T>::Register( L );
|
||||
}
|
||||
};
|
||||
|
||||
@@ -12,13 +12,13 @@ class LunaBitmapText : public LunaActor<T>
|
||||
public:
|
||||
LunaBitmapText() { LUA->Register( Register ); }
|
||||
|
||||
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 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 void Register(lua_State *L)
|
||||
{
|
||||
ADD_METHOD( wrapwidthpixels ) \
|
||||
ADD_METHOD( maxwidth ) \
|
||||
ADD_METHOD( wrapwidthpixels )
|
||||
ADD_METHOD( maxwidth )
|
||||
LunaActor<T>::Register( L );
|
||||
}
|
||||
};
|
||||
|
||||
@@ -16,11 +16,11 @@ class LunaModel : public LunaActor<T>
|
||||
public:
|
||||
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)
|
||||
{
|
||||
ADD_METHOD( playanimation ) \
|
||||
ADD_METHOD( playanimation )
|
||||
LunaActor<T>::Register( L );
|
||||
}
|
||||
};
|
||||
|
||||
+16
-16
@@ -15,27 +15,27 @@ public:
|
||||
LunaSprite() { LUA->Register( Register ); }
|
||||
|
||||
/* Commands that go in 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 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 stretchtexcoords( T* p, lua_State *L ) { p->StretchTexCoords( FArg(1),FArg(2) ); return 0; } \
|
||||
* 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 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 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
|
||||
* 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
|
||||
* shouldn't depend on Actor. */ \
|
||||
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 rate( T* p, lua_State *L ) { p->SetPlaybackRate(FArg(1)); return 0; } \
|
||||
* shouldn't depend on Actor. */
|
||||
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 rate( T* p, lua_State *L ) { p->SetPlaybackRate(FArg(1)); return 0; }
|
||||
|
||||
static void Register(lua_State *L) {
|
||||
ADD_METHOD( customtexturerect ) \
|
||||
ADD_METHOD( texcoordvelocity ) \
|
||||
ADD_METHOD( scaletoclipped ) \
|
||||
ADD_METHOD( stretchtexcoords ) \
|
||||
ADD_METHOD( position ) \
|
||||
ADD_METHOD( loop ) \
|
||||
ADD_METHOD( rate ) \
|
||||
ADD_METHOD( customtexturerect )
|
||||
ADD_METHOD( texcoordvelocity )
|
||||
ADD_METHOD( scaletoclipped )
|
||||
ADD_METHOD( stretchtexcoords )
|
||||
ADD_METHOD( position )
|
||||
ADD_METHOD( loop )
|
||||
ADD_METHOD( rate )
|
||||
LunaActor<T>::Register( L );
|
||||
}
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user