Polyphase Game Engine
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TransformKeyframe_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 "
Timeline/TimelineTypes.h
"
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#include "
LuaBindings/LuaUtils.h
"
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#if LUA_ENABLED
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#define TRANSFORM_KEYFRAME_LUA_NAME "TransformKeyframe"
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#define CHECK_TRANSFORM_KEYFRAME(L, Arg) CheckLuaType<TransformKeyframe_Lua>(L, Arg, TRANSFORM_KEYFRAME_LUA_NAME)->mKeyframe;
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struct
TransformKeyframe_Lua
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{
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TransformKeyframe
mKeyframe;
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TransformKeyframe_Lua() {}
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~TransformKeyframe_Lua() {}
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static
int
Create(lua_State* L);
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static
int
Create(lua_State* L,
const
TransformKeyframe
& value);
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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
Lerp(lua_State* L);
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static
int
Clone(lua_State* L);
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static
void
Bind();
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};
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#endif
Engine.h
LuaUtils.h
TimelineTypes.h
TransformKeyframe
Definition
TimelineTypes.h:18
Engine
Source
LuaBindings
TransformKeyframe_Lua.h
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1.9.8