Polyphase Game Engine
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NodeGraphPlayer_Lua.h
Go to the documentation of this file.
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 NODE_GRAPH_PLAYER_LUA_NAME "NodeGraphPlayer"
15#define NODE_GRAPH_PLAYER_LUA_FLAG "cfNodeGraphPlayer"
16#define CHECK_NODE_GRAPH_PLAYER(L, arg) static_cast<NodeGraphPlayer*>(CheckNodeLuaType(L, arg, NODE_GRAPH_PLAYER_LUA_NAME, NODE_GRAPH_PLAYER_LUA_FLAG));
17
18struct NodeGraphPlayer_Lua
19{
20 // Playback
21 static int Play(lua_State* L);
22 static int Pause(lua_State* L);
23 static int Stop(lua_State* L);
24 static int Reset(lua_State* L);
25 static int IsPlaying(lua_State* L);
26 static int IsPaused(lua_State* L);
27
28 // Asset
29 static int SetNodeGraphAsset(lua_State* L);
30 static int GetNodeGraphAsset(lua_State* L);
31
32 // Input setters
33 static int SetInputFloat(lua_State* L);
34 static int SetInputInt(lua_State* L);
35 static int SetInputBool(lua_State* L);
36 static int SetInputString(lua_State* L);
37 static int SetInputVector(lua_State* L);
38 static int SetInputColor(lua_State* L);
39 static int SetInputByte(lua_State* L);
40 static int SetInputAsset(lua_State* L);
41 static int SetInputVector2D(lua_State* L);
42 static int SetInputShort(lua_State* L);
43 static int SetInputNode(lua_State* L);
44 static int SetInputNode3D(lua_State* L);
45 static int SetInputWidget(lua_State* L);
46 static int SetInputText(lua_State* L);
47 static int SetInputQuad(lua_State* L);
48 static int SetInputAudio3D(lua_State* L);
49 static int SetInputScene(lua_State* L);
50 static int SetInputSpline3D(lua_State* L);
51
52 // Output getters
53 static int GetOutputFloat(lua_State* L);
54 static int GetOutputInt(lua_State* L);
55 static int GetOutputBool(lua_State* L);
56 static int GetOutputString(lua_State* L);
57 static int GetOutputVector2D(lua_State* L);
58 static int GetOutputVector(lua_State* L);
59 static int GetOutputColor(lua_State* L);
60 static int GetOutputByte(lua_State* L);
61 static int GetOutputShort(lua_State* L);
62 static int GetOutputAsset(lua_State* L);
63 static int GetOutputNode(lua_State* L);
64
65 // Settings
66 static int SetPlayOnStart(lua_State* L);
67 static int GetPlayOnStart(lua_State* L);
68
69 static void Bind();
70};
71
72#endif
bool IsPlaying()
Definition Engine.cpp:1327
bool IsPaused()
Definition Engine.cpp:1473