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Sprite.h File Reference

#include "Actor.h"
#include "RageTextureID.h"

Go to the source code of this file.

Classes

class  Sprite
struct  Sprite::State

Defines

#define LUA_Sprite_METHODS(T)
#define LUA_Sprite_METHODS_MAP(T)


Define Documentation

#define LUA_Sprite_METHODS  ) 
 

Value:

LUA_Actor_METHODS( T ) \ /* Commands that go in the tweening queue: * Commands that take effect immediately (ignoring the tweening queue): */ \ static int customtexturerect( T* p, lua_State *L ) { p->SetCustomTextureRect( RectF(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } \ static int texcoordvelocity( T* p, lua_State *L ) { p->SetTexCoordVelocity( FArg(1),FArg(2) ); return 0; } \ static int scaletoclipped( T* p, lua_State *L ) { p->ScaleToClipped( FArg(1),FArg(2) ); return 0; } \ static int stretchtexcoords( T* p, lua_State *L ) { p->StretchTexCoords( FArg(1),FArg(2) ); return 0; } \ /* Texture commands; these could be moved to RageTexture* (even though that's * not an Actor) if these are needed for other things that use textures. * We'd need to break the command helpers into a separate function; RageTexture * shouldn't depend on Actor. */ \ static int position( T* p, lua_State *L ) { p->SetPosition(FArg(1)); return 0; } \ static int loop( T* p, lua_State *L ) { p->SetLooping(BArg(1)); return 0; } \ static int rate( T* p, lua_State *L ) { p->SetPlaybackRate(FArg(1)); return 0; } \

#define LUA_Sprite_METHODS_MAP  ) 
 

Value:

LUA_Actor_METHODS_MAP( T ) \ LUA_METHOD_MAP( T, customtexturerect ) \ LUA_METHOD_MAP( T, texcoordvelocity ) \ LUA_METHOD_MAP( T, scaletoclipped ) \ LUA_METHOD_MAP( T, stretchtexcoords ) \ LUA_METHOD_MAP( T, position ) \ LUA_METHOD_MAP( T, loop ) \ LUA_METHOD_MAP( T, rate ) \


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