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//This file was generated automatically
funcdef void ReciverFunc(any@);
funcdef void TransferFunc(any@, any@);
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 = 641,
MouseRight = 642,
MouseMiddle = 643
}
enum AssetType {
None = 0,
Shader = 2,
Mesh = 1
}
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 array<T> {
funcdef bool less(const T&in a, const T&in b);
T[]@ array(int&in);
T[]@ array(int&in, uint length);
T[]@ array(int&in, uint length, const T&in value);
T& opIndex(uint index);
const T& opIndex(uint index) const;
T[]& opAssign(const T[]&in);
void insertAt(uint index, const T&in value);
void insertAt(uint index, const T[]&inout arr);
void insertLast(const T&in value);
void removeAt(uint index);
void removeLast();
void removeRange(uint start, uint count);
uint length() const;
void reserve(uint length);
void resize(uint length);
void sortAsc();
void sortAsc(uint startAt, uint count);
void sortDesc();
void sortDesc(uint startAt, uint count);
void reverse();
int find(const T&in value) const;
int find(uint startAt, const T&in value) const;
int findByRef(const T&in value) const;
int findByRef(uint startAt, const T&in value) const;
bool opEquals(const T[]&in) const;
bool isEmpty() const;
void sort(T[]::less&in, uint startAt = 0, uint count = uint ( - 1 ));
funcdef bool less(const T&in, const T&in);
}
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 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 DockPanel {
void onRender();
}
class ServiceScript {
}
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();
string getMesh();
void setMesh(string&in);
void set_isActive(const bool) property;
}
class ShaderComponent {
bool get_hasShader() const property;
void clear();
string getShader();
void setShader(const string&in);
}
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 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 FrameBuffer {
FrameBuffer();
void clearRGBA(int, int, int, int);
int get_height() const property;
void resize(int, int);
string get_name() const property;
bool isValid();
}
class Environment {
void render(FrameBuffer, SceneCamera&in);
Entity getRootEntity();
Entity getEntity(int);
}
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 Engine { Entity getRoot(); }
namespace UI { bool button(const string&in); }
namespace UI { bool buttonCenter(const string&in); }
namespace UI { bool buttonEnd(const string&in); }
namespace UI { bool checkbox(const string&in, bool); }
namespace UI { bool checkboxDisabled(const string&in, bool); }
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 { bool inputText(const string&in, const string&in, string&out); }
namespace UI { bool isItemClicked(int); }
namespace UI { bool isMouseDoubleClicked(int); }
namespace UI { float magicSlider(const string&in, float, float); }
namespace UI { vec3 magicSlider3(const string&in, vec3, float); }
namespace UI { bool menuItem(const string&in); }
namespace UI { void menuItemDisabled(const string&in); }
namespace UI { void menuSpace(const string&in, any@, ReciverFunc@); }
namespace UI { void sameline(); }
namespace UI { void separator(); }
namespace UI { void space(); }
namespace UI { void space(int, int = 10); }
namespace UI { void text(const string&in); }
namespace UI { void textCenter(const string&in); }
namespace UI { void textColor(float, float, float, const string&in); }
namespace UI { void textEnd(const string&in); }
namespace UI { void title(const string&in); }
namespace UI { void titleCenter(const string&in); }
namespace UI { void titleCenterY(const string&in, int); }
namespace UI { void titleEnd(const string&in); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDraggin(key); }
namespace UI { bool isPannelActive(); }
namespace UI { float getMouseDragDeltaX(); }
namespace UI { float getMouseDragDeltaY(); }
namespace UI { float getMouseDeltaX(); }
namespace UI { float getMouseDeltaY(); }
namespace UI { int getAvailableSizeX(); }
namespace UI { int getAvailableSizeY(); }
namespace UI { void disablePannelPadding(bool); }
namespace UI { int sliderInt(string&in, int, int, int); }
namespace UI { float slider(string&in, float, float, float); }
namespace Engine { FrameBuffer createRGBA8FrameBuffer(const string&in, int, int); }
namespace Engine { FrameBuffer getFrameBuffer(const string&in); }
namespace Engine { Environment getMainEnvironment(); }
namespace Engine { Environment createEnvironment(); }
namespace UI { void setupAutomaticColumns(int); }
namespace UI { void setupColumns(int); }
namespace UI { void endColumns(); }
namespace UI { void nextColumn(); }
namespace Assets { int getAssetCount(AssetType, const string&in); }
namespace Assets { string getAssetNameById(AssetType, const string&in, int); }
namespace Assets { string getAssetTypePathById(AssetType, const string&in, int); }
namespace Assets { int getDirCount(AssetType, const string&in); }
namespace Assets { string getDirPathById(AssetType, const string&in, int); }
namespace Assets { string getDirNameById(AssetType, const string&in, int); }
namespace Engine { void print(const string&in); }
namespace UI { void treeNodeLeaf(const string&in, bool); }
namespace UI { bool treeNode(const string&in, bool, any@, ReciverFunc@); }
namespace UI { bool componentNode(const string&in, any@, ReciverFunc@); }
namespace UI { bool componentNode_contextMenu(const string&in, any@, ReciverFunc@, ReciverFunc@); }
namespace UI { void contextItemPopup(const string&in, any@, ReciverFunc@); }
namespace UI { void contextMenuPopup(const string&in, any@, ReciverFunc@); }
namespace UI { void modalPopup(const string&in, ReciverFunc@); }
namespace UI { void simplePopup(const string&in, ReciverFunc@); }
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, any@, TransferFunc@); }