Polyphase Game Engine
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Timeline_Lua.h
Go to the documentation of this file.
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#pragma once
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#include "
EngineTypes.h
"
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#include "
Log.h
"
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#include "
Assets/Timeline.h
"
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#include "
LuaBindings/Asset_Lua.h
"
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#include "
LuaBindings/LuaUtils.h
"
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#if LUA_ENABLED
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#define TIMELINE_LUA_NAME "Timeline"
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#define TIMELINE_LUA_FLAG "cfTimeline"
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#define CHECK_TIMELINE(L, arg) CheckAssetLuaType<Timeline>(L, arg, TIMELINE_LUA_NAME, TIMELINE_LUA_FLAG)
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struct
Timeline_Lua
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{
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static
int
GetDuration(lua_State* L);
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static
int
IsLooping(lua_State* L);
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static
int
GetPlayRate(lua_State* L);
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static
int
GetNumTracks(lua_State* L);
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static
void
Bind();
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};
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#endif
Asset_Lua.h
EngineTypes.h
Log.h
LuaUtils.h
Timeline.h
Engine
Source
LuaBindings
Timeline_Lua.h
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