Polyphase Game Engine
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Rect_Lua.h
Go to the documentation of this file.
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#pragma once
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#include "
Engine.h
"
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#include "
Rect.h
"
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#include "
LuaBindings/LuaUtils.h
"
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#if LUA_ENABLED
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#define RECT_LUA_NAME "Rect"
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#define CHECK_RECT(L, Arg) CheckLuaType<Rect_Lua>(L, Arg, RECT_LUA_NAME)->mRect;
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struct
Rect_Lua
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{
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Rect
mRect;
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static
int
Create(lua_State* L);
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static
int
Create(lua_State* L,
Rect
value);
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static
int
Destroy
(lua_State* L);
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static
int
Index(lua_State* L);
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static
int
NewIndex(lua_State* L);
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static
int
ToString(lua_State* L);
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static
int
ContainsPoint(lua_State* L);
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static
int
OverlapsRect(lua_State* L);
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static
int
Clamp
(lua_State* L);
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static
int
Top
(lua_State* L);
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static
int
Bottom
(lua_State* L);
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static
int
Left
(lua_State* L);
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static
int
Right
(lua_State* L);
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static
void
Bind();
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};
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#endif
ButtonBarAlignment::Right
@ Right
ButtonBarAlignment::Left
@ Left
Engine.h
WrapMode::Clamp
@ Clamp
LuaUtils.h
NetMsgType::Destroy
@ Destroy
Rect.h
VoxelFace::Bottom
@ Bottom
VoxelFace::Top
@ Top
Rect
Definition
Rect.h:4
Engine
Source
LuaBindings
Rect_Lua.h
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1.9.8