254 lines
8.2 KiB
Plaintext
254 lines
8.2 KiB
Plaintext
//This file was generated automatically
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enum ResourceType {
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Mesh = 1,
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Shader = 2
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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 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& 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 Entity {
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string get_name() const;
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void set_name(string&in);
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int get_id() const;
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Entity createChild(const string&in);
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bool get_isRoot() const;
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void destroy();
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bool get_exists() const;
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Entity get_parent();
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void set_parent(Entity);
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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;
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TransformComponent get_transform() const;
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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;
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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;
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vec3 get_scale() const;
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vec3 get_rotation() const;
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void set_position(const vec3);
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void set_scale(const vec3);
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void set_rotation(const vec3);
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}
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class MeshComponent {
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bool get_isActive() const;
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bool get_hasMesh() const;
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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);
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}
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class ShaderComponent {
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bool get_hasShader() const;
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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;
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float get_aspectRatio() const;
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float get_nearZ() const;
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float get_farZ() const;
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void set_fov(float);
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void set_aspectRatio(float);
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void set_nearZ(float);
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void set_farZ(float);
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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 opAdds(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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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(const quat&in);
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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 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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void clearRGBA(int, int, int, int);
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int get_height() const;
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void resize(int, int);
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string get_name() const;
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}
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class Environment {
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void render(SceneCamera, FrameBuffer);
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Entity getRootEntity();
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Entity getEntity(int);
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string get_name() const;
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}
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class DockPanel {
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void onRender();
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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 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(const string&in); }
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namespace Engine { Environment getEnvironment(const string&in); }
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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 Resource { int getResourceCount(ResourceType, const string&in); }
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namespace Resource { string getResourceNameById(ResourceType, const string&in, int); }
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namespace Resource { string getResourcePathById(ResourceType, const string&in, int); }
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namespace Resource { int getDirCount(ResourceType, const string&in); }
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namespace Resource { string getDirPathById(ResourceType, const string&in, int); }
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namespace Resource { string getDirNameById(ResourceType, 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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