404 lines
12 KiB
Plaintext
404 lines
12 KiB
Plaintext
//This file was generated automatically
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funcdef void ReciverFunc(any@);
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funcdef void TransferFunc(any@, any@);
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enum key {
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A = 546,
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B = 547,
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C = 548,
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D = 549,
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E = 550,
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F = 551,
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G = 552,
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H = 553,
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I = 554,
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J = 555,
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K = 556,
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L = 557,
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M = 558,
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N = 559,
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O = 560,
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P = 561,
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Q = 562,
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R = 563,
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S = 564,
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T = 565,
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U = 566,
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V = 567,
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W = 568,
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X = 569,
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Y = 570,
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Z = 571,
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K0 = 536,
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K1 = 537,
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K2 = 538,
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K3 = 539,
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K4 = 540,
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K5 = 541,
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K6 = 542,
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K7 = 543,
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K8 = 544,
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K9 = 545,
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Tab = 512,
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Enter = 525,
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Escape = 526,
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Backspace = 523,
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Space = 524,
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Delete = 522,
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Insert = 521,
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Home = 519,
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End = 520,
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PageUp = 517,
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PageDown = 518,
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Right = 514,
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Up = 515,
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Down = 516,
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Left = 513,
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RightCtrl = 531,
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LeftShift = 528,
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RightShift = 532,
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LeftAlt = 529,
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RightAlt = 533,
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LeftSuper = 530,
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RightSuper = 534,
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LeftCtrl = 527,
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MouseLeft = 641,
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MouseRight = 642,
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MouseMiddle = 643
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}
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enum AssetType {
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None = 0,
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Shader = 2,
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Mesh = 1
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}
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class string {
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~string();
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string();
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string(const string&in);
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string& opAssign(const string&in);
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string& opAddAssign(const string&in);
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bool opEquals(const string&in) const;
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int opCmp(const string&in) const;
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string opAdd(const string&in) const;
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uint length() const;
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void resize(uint);
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bool isEmpty() const;
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uint8& opIndex(uint);
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const uint8& opIndex(uint) const;
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string& opAssign(double);
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string& opAddAssign(double);
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string opAdd(double) const;
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string opAdd_r(double) const;
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string& opAssign(float);
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string& opAddAssign(float);
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string opAdd(float) const;
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string opAdd_r(float) const;
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string& opAssign(int64);
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string& opAddAssign(int64);
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string opAdd(int64) const;
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string opAdd_r(int64) const;
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string& opAssign(uint64);
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string& opAddAssign(uint64);
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string opAdd(uint64) const;
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string opAdd_r(uint64) const;
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string& opAssign(bool);
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string& opAddAssign(bool);
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string opAdd(bool) const;
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string opAdd_r(bool) const;
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string substr(uint start = 0, int count = - 1) const;
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int findFirst(const string&in, uint start = 0) const;
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int findFirstOf(const string&in, uint start = 0) const;
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int findFirstNotOf(const string&in, uint start = 0) const;
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int findLast(const string&in, int start = - 1) const;
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int findLastOf(const string&in, int start = - 1) const;
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int findLastNotOf(const string&in, int start = - 1) const;
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void insert(uint pos, const string&in other);
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void erase(uint pos, int count = - 1);
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}
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class array<T> {
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funcdef bool less(const T&in a, const T&in b);
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T[]@ array(int&in);
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T[]@ array(int&in, uint length);
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T[]@ array(int&in, uint length, const T&in value);
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T& opIndex(uint index);
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const T& opIndex(uint index) const;
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T[]& opAssign(const T[]&in);
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void insertAt(uint index, const T&in value);
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void insertAt(uint index, const T[]&inout arr);
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void insertLast(const T&in value);
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void removeAt(uint index);
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void removeLast();
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void removeRange(uint start, uint count);
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uint length() const;
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void reserve(uint length);
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void resize(uint length);
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void sortAsc();
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void sortAsc(uint startAt, uint count);
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void sortDesc();
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void sortDesc(uint startAt, uint count);
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void reverse();
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int find(const T&in value) const;
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int find(uint startAt, const T&in value) const;
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int findByRef(const T&in value) const;
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int findByRef(uint startAt, const T&in value) const;
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bool opEquals(const T[]&in) const;
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bool isEmpty() const;
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void sort(T[]::less&in, uint startAt = 0, uint count = uint ( - 1 ));
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funcdef bool less(const T&in, const T&in);
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}
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class dictionaryValue {
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~dictionaryValue();
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dictionaryValue();
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dictionaryValue& opAssign(const dictionaryValue&in);
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dictionaryValue& opHndlAssign(const ?&in);
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dictionaryValue& opHndlAssign(const dictionaryValue&in);
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dictionaryValue& opAssign(const ?&in);
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dictionaryValue& opAssign(double);
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dictionaryValue& opAssign(int64);
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void opCast(?&out);
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void opConv(?&out);
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int64 opConv();
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double opConv();
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}
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class dictionary {
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dictionary@ dictionary();
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dictionary& opAssign(const dictionary&in);
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void set(const string&in, const ?&in);
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bool get(const string&in, ?&out) const;
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void set(const string&in, const int64&in);
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bool get(const string&in, int64&out) const;
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void set(const string&in, const double&in);
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bool get(const string&in, double&out) const;
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bool exists(const string&in) const;
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bool isEmpty() const;
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uint getSize() const;
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bool delete(const string&in);
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void deleteAll();
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string[]@ getKeys() const;
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dictionaryValue& opIndex(const string&in);
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const dictionaryValue& opIndex(const string&in) const;
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}
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class ref {
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~ref();
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ref();
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ref(const ref&in);
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ref(const ?&in);
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void opCast(?&out);
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ref& opHndlAssign(const ref&in);
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ref& opHndlAssign(const ?&in);
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bool opEquals(const ref&in) const;
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bool opEquals(const ?&in) const;
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}
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class any {
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any@ any();
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any@ any(?&in);
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any@ any(const int64&in);
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any@ any(const double&in);
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any& opAssign(any&in);
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void store(?&in);
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void store(const int64&in);
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void store(const double&in);
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bool retrieve(?&out);
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bool retrieve(int64&out);
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bool retrieve(double&out);
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}
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class DockPanel {
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void onRender();
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}
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class ServiceScript {
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}
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class Entity {
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string get_name() const property;
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void set_name(string&in) property;
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int get_id() const property;
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Entity createChild(const string&in);
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bool get_isRoot() const property;
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void destroy();
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bool get_exists() const property;
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Entity get_parent() property;
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void set_parent(Entity) property;
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bool isDescendantOf(Entity);
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bool opEquals(const Entity&in) const;
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EntityChilds get_childs() const property;
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TransformComponent get_transform() const property;
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MeshComponent getMeshComponent();
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MeshComponent createMeshComponent();
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bool hasMeshComponent();
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void removeMeshComponent();
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ShaderComponent getShaderComponent();
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ShaderComponent createShaderComponent();
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bool hasShaderComponent();
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void removeShaderComponent();
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CameraComponent getCameraComponent();
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CameraComponent createCameraComponent();
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bool hasCameraComponent();
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void removeCameraComponent();
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}
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class EntityChilds {
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int get_count() const property;
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Entity opIndex(int) const;
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}
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class TransformComponent {
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vec3 get_position() const property;
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vec3 get_scale() const property;
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vec3 get_rotation() const property;
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void set_position(const vec3) property;
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void set_scale(const vec3) property;
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void set_rotation(const vec3) property;
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}
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class MeshComponent {
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bool get_isActive() const property;
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bool get_hasMesh() const property;
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void clear();
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string getMesh();
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void setMesh(string&in);
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void set_isActive(const bool) property;
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}
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class ShaderComponent {
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bool get_hasShader() const property;
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void clear();
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string getShader();
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void setShader(const string&in);
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}
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class CameraComponent {
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float get_fov() const property;
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float get_aspectRatio() const property;
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float get_nearZ() const property;
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float get_farZ() const property;
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void set_fov(float) property;
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void set_aspectRatio(float) property;
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void set_nearZ(float) property;
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void set_farZ(float) property;
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}
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class vec3 {
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vec3();
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vec3(float, float = 0, float = 0);
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vec3 opAdd(const vec3&in);
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vec3 opSub(const vec3&in) const;
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vec3 opNeg() const;
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vec3 opMul(float) const;
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vec3 opMul_r(float) const;
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float x;
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float y;
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float z;
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}
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class quat {
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~quat();
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quat();
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quat(float, float, float, float);
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quat opMul(const quat&in) const;
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vec3 getEuler() const;
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void setEuler(vec3);
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float x;
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float y;
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float z;
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float w;
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}
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class Transform {
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Transform();
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vec3 relative(vec3);
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vec3 position;
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vec3 scale;
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quat rotation;
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}
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class Camera {
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Camera();
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float fov;
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float aspect;
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float nearZ;
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float farZ;
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}
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class SceneCamera {
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SceneCamera();
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Camera camera;
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Transform transform;
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}
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class FrameBuffer {
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FrameBuffer();
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void clearRGBA(int, int, int, int);
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int get_height() const property;
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void resize(int, int);
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string get_name() const property;
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bool isValid();
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}
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class Environment {
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void render(FrameBuffer, SceneCamera&in);
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Entity getRootEntity();
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Entity getEntity(int);
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}
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string formatInt(int64 val, const string&in options = "", uint width = 0);
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string formatUInt(uint64 val, const string&in options = "", uint width = 0);
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string formatFloat(double val, const string&in options = "", uint width = 0, uint precision = 0);
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int64 parseInt(const string&in, uint base = 10, uint&out byteCount = 0);
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uint64 parseUInt(const string&in, uint base = 10, uint&out byteCount = 0);
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double parseFloat(const string&in, uint&out byteCount = 0);
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namespace Engine { Entity getRoot(); }
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namespace UI { bool button(const string&in); }
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namespace UI { bool buttonCenter(const string&in); }
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namespace UI { bool buttonEnd(const string&in); }
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namespace UI { bool checkbox(const string&in, bool); }
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namespace UI { bool checkboxDisabled(const string&in, bool); }
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namespace UI { void drawFrameBuffer(FrameBuffer, int, int); }
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namespace UI { void drawFrameBufferCentered(FrameBuffer, int, int); }
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namespace UI { void drawIcon(const string&in, int); }
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namespace UI { void drawIconCentered(const string&in, int); }
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namespace UI { bool inputText(const string&in, const string&in, string&out); }
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namespace UI { bool isItemClicked(int); }
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namespace UI { bool isMouseDoubleClicked(int); }
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namespace UI { float magicSlider(const string&in, float, float); }
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namespace UI { vec3 magicSlider3(const string&in, vec3, float); }
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namespace UI { bool menuItem(const string&in); }
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namespace UI { void menuItemDisabled(const string&in); }
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namespace UI { void menuSpace(const string&in, any@, ReciverFunc@); }
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namespace UI { void sameline(); }
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namespace UI { void separator(); }
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namespace UI { void space(); }
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namespace UI { void space(int, int = 10); }
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namespace UI { void text(const string&in); }
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namespace UI { void textCenter(const string&in); }
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namespace UI { void textColor(float, float, float, const string&in); }
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namespace UI { void textEnd(const string&in); }
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namespace UI { void title(const string&in); }
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namespace UI { void titleCenter(const string&in); }
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namespace UI { void titleCenterY(const string&in, int); }
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namespace UI { void titleEnd(const string&in); }
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namespace UI { bool isKeyDown(key); }
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namespace UI { bool isKeyPressed(key); }
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namespace UI { bool isMouseDraggin(key); }
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namespace UI { bool isPannelActive(); }
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namespace UI { float getMouseDragDeltaX(); }
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namespace UI { float getMouseDragDeltaY(); }
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namespace UI { float getMouseDeltaX(); }
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namespace UI { float getMouseDeltaY(); }
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namespace UI { int getAvailableSizeX(); }
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namespace UI { int getAvailableSizeY(); }
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namespace UI { void disablePannelPadding(bool); }
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namespace UI { int sliderInt(string&in, int, int, int); }
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namespace UI { float slider(string&in, float, float, float); }
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namespace Engine { FrameBuffer createRGBA8FrameBuffer(const string&in, int, int); }
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namespace Engine { FrameBuffer getFrameBuffer(const string&in); }
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namespace Engine { Environment getMainEnvironment(); }
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namespace Engine { Environment createEnvironment(); }
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namespace UI { void setupAutomaticColumns(int); }
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namespace UI { void setupColumns(int); }
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namespace UI { void endColumns(); }
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namespace UI { void nextColumn(); }
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namespace Assets { int getAssetCount(AssetType, const string&in); }
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namespace Assets { string getAssetNameById(AssetType, const string&in, int); }
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namespace Assets { string getAssetTypePathById(AssetType, const string&in, int); }
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namespace Assets { int getDirCount(AssetType, const string&in); }
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namespace Assets { string getDirPathById(AssetType, const string&in, int); }
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namespace Assets { string getDirNameById(AssetType, const string&in, int); }
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namespace Engine { void print(const string&in); }
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namespace UI { void treeNodeLeaf(const string&in, bool); }
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namespace UI { bool treeNode(const string&in, bool, any@, ReciverFunc@); }
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namespace UI { bool componentNode(const string&in, any@, ReciverFunc@); }
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namespace UI { bool componentNode_contextMenu(const string&in, any@, ReciverFunc@, ReciverFunc@); }
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namespace UI { void contextItemPopup(const string&in, any@, ReciverFunc@); }
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namespace UI { void contextMenuPopup(const string&in, any@, ReciverFunc@); }
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namespace UI { void modalPopup(const string&in, ReciverFunc@); }
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namespace UI { void simplePopup(const string&in, ReciverFunc@); }
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namespace UI { void openPopup(const string&in, any@); }
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namespace UI { void closePopup(); }
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namespace UI { void dragDropSource(const string&in, any@, const string&in); }
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namespace UI { void dragDropTarget(const string&in, any@, TransferFunc@); }
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