Polyphase Game Engine
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TransformAnimationWidget_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 TRANSFORM_ANIM_WIDGET_LUA_NAME "TransformAnimationWidget"
15#define TRANSFORM_ANIM_WIDGET_LUA_FLAG "cfTransformAnimWidget"
16#define CHECK_TRANSFORM_ANIM_WIDGET(L, arg) static_cast<TransformAnimationWidget*>(CheckNodeLuaType(L, arg, TRANSFORM_ANIM_WIDGET_LUA_NAME, TRANSFORM_ANIM_WIDGET_LUA_FLAG));
17
18struct TransformAnimationWidget_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 SetAnimation(lua_State* L);
24 static int GetAnimation(lua_State* L);
25 static int SetKeyframes(lua_State* L);
26 static int SetTargetWidget(lua_State* L);
27 static int GetTargetWidget(lua_State* L);
28 static int ApplyKeyframe(lua_State* L);
29 static int SampleNow(lua_State* L);
30 static int SetTime(lua_State* L);
31 static int GetTime(lua_State* L);
32 static int GetDuration(lua_State* L);
33 static int IsPlaying(lua_State* L);
34 static int IsPaused(lua_State* L);
35 static int GetProgress(lua_State* L);
36 static int SetLoop(lua_State* L);
37 static int IsLooping(lua_State* L);
38 static int SetPlayRate(lua_State* L);
39 static int GetPlayRate(lua_State* L);
40 static int SetPlayOnStart(lua_State* L);
41 static int GetPlayOnStart(lua_State* L);
42
43 static void Bind();
44};
45
46#endif
bool IsPlaying()
Definition Engine.cpp:1502
bool IsPaused()
Definition Engine.cpp:1648