//This file was generated automatically funcdef void Callback(); funcdef void AnyCallback(any@); funcdef void ReciverFunc(any@); funcdef void TransferFunc(any@, any@); enum ResourceType { None = 0, Mesh = 1, Shader = 2, Texture = 3 } enum key { A = 546, B = 547, C = 548, D = 549, E = 550, F = 551, G = 552, H = 553, I = 554, J = 555, K = 556, L = 557, M = 558, N = 559, O = 560, P = 561, Q = 562, R = 563, S = 564, T = 565, U = 566, V = 567, W = 568, X = 569, Y = 570, Z = 571, K0 = 536, K1 = 537, K2 = 538, K3 = 539, K4 = 540, K5 = 541, K6 = 542, K7 = 543, K8 = 544, K9 = 545, Tab = 512, Enter = 525, Escape = 526, Backspace = 523, Space = 524, Delete = 522, Insert = 521, Home = 519, End = 520, PageUp = 517, PageDown = 518, Right = 514, Up = 515, Down = 516, Left = 513, RightCtrl = 531, LeftShift = 528, RightShift = 532, LeftAlt = 529, RightAlt = 533, LeftSuper = 530, RightSuper = 534, LeftCtrl = 527, MouseLeft = 656, MouseRight = 657, MouseMiddle = 658 } class ref { ~ref(); ref(); ref(const ref&in); ref(const ?&in); void opCast(?&out); ref& opHndlAssign(const ref&in); ref& opHndlAssign(const ?&in); bool opEquals(const ref&in) const; bool opEquals(const ?&in) const; } class any { any@ any(); any@ any(?&in); any@ any(const int64&in); any@ any(const double&in); any& opAssign(any&in); void store(?&in); void store(const int64&in); void store(const double&in); bool retrieve(?&out); bool retrieve(int64&out); bool retrieve(double&out); } class string { ~string(); string(); string(const string&in); string& opAssign(const string&in); string& opAddAssign(const string&in); bool opEquals(const string&in) const; int opCmp(const string&in) const; string opAdd(const string&in) const; uint length() const; void resize(uint); bool isEmpty() const; uint8& opIndex(uint); const uint8& opIndex(uint) const; string& opAssign(double); string& opAddAssign(double); string opAdd(double) const; string opAdd_r(double) const; string& opAssign(float); string& opAddAssign(float); string opAdd(float) const; string opAdd_r(float) const; string& opAssign(int64); string& opAddAssign(int64); string opAdd(int64) const; string opAdd_r(int64) const; string& opAssign(uint64); string& opAddAssign(uint64); string opAdd(uint64) const; string opAdd_r(uint64) const; string& opAssign(bool); string& opAddAssign(bool); string opAdd(bool) const; string opAdd_r(bool) const; string substr(uint start = 0, int count = - 1) const; int findFirst(const string&in, uint start = 0) const; int findFirstOf(const string&in, uint start = 0) const; int findFirstNotOf(const string&in, uint start = 0) const; int findLast(const string&in, int start = - 1) const; int findLastOf(const string&in, int start = - 1) const; int findLastNotOf(const string&in, int start = - 1) const; void insert(uint pos, const string&in other); void erase(uint pos, int count = - 1); } class dictionaryValue { ~dictionaryValue(); dictionaryValue(); dictionaryValue& opAssign(const dictionaryValue&in); dictionaryValue& opHndlAssign(const ?&in); dictionaryValue& opHndlAssign(const dictionaryValue&in); dictionaryValue& opAssign(const ?&in); dictionaryValue& opAssign(double); dictionaryValue& opAssign(int64); void opCast(?&out); void opConv(?&out); int64 opConv(); double opConv(); } class dictionary { dictionary@ dictionary(); dictionary& opAssign(const dictionary&in); void set(const string&in, const ?&in); bool get(const string&in, ?&out) const; void set(const string&in, const int64&in); bool get(const string&in, int64&out) const; void set(const string&in, const double&in); bool get(const string&in, double&out) const; bool exists(const string&in) const; bool isEmpty() const; uint getSize() const; bool delete(const string&in); void deleteAll(); string[]@ getKeys() const; dictionaryValue& opIndex(const string&in); const dictionaryValue& opIndex(const string&in) const; } class vec3 { vec3(); vec3(float, float = 0, float = 0); vec3 opAdd(const vec3&in); vec3 opSub(const vec3&in) const; vec3 opNeg() const; vec3 opMul(float) const; vec3 opMul_r(float) const; float x; float y; float z; } class quat { ~quat(); quat(); quat(float, float, float, float); quat opMul(const quat&in) const; vec3 getEuler() const; void setEuler(vec3); float x; float y; float z; float w; } class Transform { Transform(); vec3 relative(vec3); vec3 position; vec3 scale; quat rotation; } class Camera { Camera(); float fov; float aspect; float nearZ; float farZ; } class SceneCamera { SceneCamera(); Camera camera; Transform transform; } class GPUMesh { bool isValid() const; string get_name() const property; string get_path() const property; int get_resourceId() const property; } class Shader { bool isValid() const; string get_name() const property; string get_path() const property; int get_resourceId() const property; } class Texture { bool isValid() const; string get_name() const property; string get_path() const property; int get_resourceId() const property; } class Environment { void render(FrameBuffer, SceneCamera&in); Entity getRootEntity(); Entity getEntity(int); } class Entity { string get_name() const property; void set_name(string&in) property; int get_id() const property; Entity createChild(const string&in); bool get_isRoot() const property; void destroy(); bool get_exists() const property; Entity get_parent() property; void set_parent(Entity) property; bool isDescendantOf(Entity); bool opEquals(const Entity&in) const; EntityChilds get_childs() const property; TransformComponent get_transform() const property; MeshComponent getMeshComponent(); MeshComponent createMeshComponent(); bool hasMeshComponent(); void removeMeshComponent(); ShaderComponent getShaderComponent(); ShaderComponent createShaderComponent(); bool hasShaderComponent(); void removeShaderComponent(); CameraComponent getCameraComponent(); CameraComponent createCameraComponent(); bool hasCameraComponent(); void removeCameraComponent(); } class EntityChilds { int get_count() const property; Entity opIndex(int) const; } class TransformComponent { vec3 get_position() const property; vec3 get_scale() const property; vec3 get_rotation() const property; void set_position(const vec3) property; void set_scale(const vec3) property; void set_rotation(const vec3) property; } class MeshComponent { bool get_isActive() const property; bool get_hasMesh() const property; void clear(); GPUMesh get_meshResource() property; void set_meshResource(GPUMesh) property; void set_isActive(const bool) const property; } class ShaderComponent { bool get_hasShader() const property; void clear(); Shader get_shader() const property; void set_shader(Shader) property; Texture get_texture() const property; void set_texture(Texture) property; } class CameraComponent { float get_fov() const property; float get_aspectRatio() const property; float get_nearZ() const property; float get_farZ() const property; void set_fov(float) property; void set_aspectRatio(float) property; void set_nearZ(float) property; void set_farZ(float) property; } class Panel { void render(); } class Service { } class FrameBuffer { FrameBuffer(); void clearRGBA(int, int, int, int); int get_height() const property; void resize(int, int); string get_name() const property; bool isValid(); } string formatInt(int64 val, const string&in options = "", uint width = 0); string formatUInt(uint64 val, const string&in options = "", uint width = 0); string formatFloat(double val, const string&in options = "", uint width = 0, uint precision = 0); int64 parseInt(const string&in, uint base = 10, uint&out byteCount = 0); uint64 parseUInt(const string&in, uint base = 10, uint&out byteCount = 0); double parseFloat(const string&in, uint&out byteCount = 0); namespace UI { bool button(const string&in text); } namespace UI { bool buttonCenter(const string&in text); } namespace UI { bool buttonEnd(const string&in text); } namespace UI { bool cartIconButton(const string&in label, const string&in icon, int iconSize, int width); } namespace UI { bool checkbox(const string&in text, bool value); } namespace UI { bool checkboxDisabled(const string&in text, bool value); } namespace UI { float magicSlider(const string&in text, float value, float speed); } namespace UI { vec3 magicSlider3(const string&in text, vec3 value, float speed); } namespace UI { int sliderInt(string&in text, int value, int min, int max); } namespace UI { float slider(string&in text, float value, float min, float max); } namespace UI { bool inputText(const string&in text, const string&in value, string&out valueOutput); } namespace UI { bool menuItem(const string&in text); } namespace UI { void menuItemDisabled(const string&in text); } namespace UI { void subMenu(const string&in text, Callback@ func); } namespace UI { void text(const string&in text); } namespace UI { void textCenter(const string&in text); } namespace UI { void textEnd(const string&in text); } namespace UI { void textColor(float r, float g, float b, const string&in text); } namespace UI { void title(const string&in text); } namespace UI { void titleCenter(const string&in text); } namespace UI { void titleCenterY(const string&in text, int height); } namespace UI { void titleEnd(const string&in text); } namespace UI { void sameline(); } namespace UI { void separator(); } namespace UI { void space(); } namespace UI { void space(int x, int y = 10); } namespace UI { void drawFrameBuffer(FrameBuffer, int, int); } namespace UI { void drawFrameBufferCentered(FrameBuffer, int, int); } namespace UI { void drawIcon(const string&in, int); } namespace UI { void drawIconCentered(const string&in, int); } namespace UI { void drawIconHighlight(const string&in, int); } namespace UI { void drawIconCenteredHighlight(const string&in, int); } namespace UI { void drawIcon(Texture texture, int); } namespace UI { void drawIconCentered(Texture texture, int); } namespace UI { void drawIconHighlight(Texture texture, int); } namespace UI { void drawIconCenteredHighlight(Texture texture, int); } namespace UI { bool isKeyDown(key); } namespace UI { bool isKeyPressed(key); } namespace UI { bool isMouseDragging(key); } namespace UI { bool isItemClicked(int); } namespace UI { bool isMouseDoubleClicked(int); } namespace UI { float getMouseDragDeltaX(); } namespace UI { float getMouseDragDeltaY(); } namespace UI { float getMouseDeltaX(); } namespace UI { float getMouseDeltaY(); } namespace UI { bool isPanelActive(); } namespace UI { void disablePanelPadding(bool); } namespace UI { int getAvailableSizeX(); } namespace UI { int getAvailableSizeY(); } namespace UI { void automaticColumns(int); } namespace UI { void columns(int); } namespace UI { void nextColumn(); } namespace UI { void endColumns(); } namespace UI { void treeNodeLeaf(const string&in, bool); } namespace UI { bool treeNode(const string&in, bool, Callback@); } namespace UI { bool componentNode(const string&in, Callback@); } namespace UI { bool componentNodeContextMenu(const string&in, Callback@, Callback@); } namespace UI { void contextItemPopup(const string&in, Callback@); } namespace UI { void contextMenuPopup(const string&in, Callback@); } namespace UI { void modalPopup(const string&in, Callback@); } namespace UI { void simplePopup(const string&in, Callback@); } namespace UI { void openPopup(const string&in, any@); } namespace UI { void closePopup(); } namespace UI { void dragDropSource(const string&in, any@, const string&in); } namespace UI { void dragDropTarget(const string&in, AnyCallback@); } namespace Resource { GPUMesh loadGPUMesh(string&in path); } namespace Resource { Shader loadShader(string&in path); } namespace Resource { Texture loadTexture(string&in path); } namespace Resource { string[]@ getResourceFolders(string&in path); } namespace Resource { string[]@ getResourceFiles(string&in path); } namespace Resource { ResourceType getResourceType(string&in path); } namespace Resource { Environment getMainEnvironment(); } namespace Resource { Environment createLoadEnvironment(const string&in envId); } namespace Engine { Entity getRoot(); } namespace Engine { void print(const string&in text); } namespace Path { string getParent(const string&in path); } namespace Path { string getParentName(const string&in path); } namespace Path { string getName(const string&in path); } namespace Path { string[]@ divide(const string&in path); } namespace Resource { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }