Polyphase Game Engine
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AnimatedWidget_Lua.h
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1#pragma once
2
3#include "EngineTypes.h"
4#include "Log.h"
5#include "Engine.h"
6
8
11
12#if LUA_ENABLED
13
14#define ANIMATED_WIDGET_LUA_NAME "AnimatedWidget"
15#define ANIMATED_WIDGET_LUA_FLAG "cfAnimatedWidget"
16#define CHECK_ANIMATED_WIDGET(L, arg) static_cast<AnimatedWidget*>(CheckNodeLuaType(L, arg, ANIMATED_WIDGET_LUA_NAME, ANIMATED_WIDGET_LUA_FLAG));
17
18struct AnimatedWidget_Lua
19{
20 static int Play(lua_State* L);
21 static int Pause(lua_State* L);
22 static int Stop(lua_State* L);
23 static int PlayAnimation(lua_State* L);
24 static int IsPlaying(lua_State* L);
25 static int SetFrame(lua_State* L);
26 static int GetProgress(lua_State* L);
27 static int AnimateTo(lua_State* L);
28 static int AnimateToProgress(lua_State* L);
29 static int CancelAnimateTo(lua_State* L);
30 static int SetSpeed(lua_State* L);
31 static int GetSpeed(lua_State* L);
32
33 static int SetAutoPlay(lua_State* L);
34 static int GetAutoPlay(lua_State* L);
35 static int SetLoopOverride(lua_State* L);
36 static int GetLoopOverride(lua_State* L);
37 static int SetDefaultAnimation(lua_State* L);
38 static int GetDefaultAnimation(lua_State* L);
39
40 static int AddAnimation(lua_State* L);
41 static int CreateAnimation(lua_State* L);
42 static int AddImage(lua_State* L);
43 static int AddImages(lua_State* L);
44 static int RemoveAnimation(lua_State* L);
45 static int HasAnimation(lua_State* L);
46
47 static int GetCurrentTexture(lua_State* L);
48 static int GetCurrentAnimationName(lua_State* L);
49 static int GetCurrentFrameIndex(lua_State* L);
50
51 static void Bind();
52};
53
54#endif
bool IsPlaying()
Definition Engine.cpp:1327