Polyphase Game Engine
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TransformKeyframe_Lua.h
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1#pragma once
2
3#include "Engine.h"
5
7
8#if LUA_ENABLED
9
10#define TRANSFORM_KEYFRAME_LUA_NAME "TransformKeyframe"
11#define CHECK_TRANSFORM_KEYFRAME(L, Arg) CheckLuaType<TransformKeyframe_Lua>(L, Arg, TRANSFORM_KEYFRAME_LUA_NAME)->mKeyframe;
12
13struct TransformKeyframe_Lua
14{
15 TransformKeyframe mKeyframe;
16
17 TransformKeyframe_Lua() {}
18 ~TransformKeyframe_Lua() {}
19
20 static int Create(lua_State* L);
21 static int Create(lua_State* L, const TransformKeyframe& value);
22
23 static int Index(lua_State* L);
24 static int NewIndex(lua_State* L);
25 static int ToString(lua_State* L);
26
27 static int Lerp(lua_State* L);
28 static int Clone(lua_State* L);
29
30 static void Bind();
31};
32
33#endif
Definition TimelineTypes.h:18