class "SceneManager" function SceneManager:SceneManager(...) local arg = {...} for k,v in pairs(arg) do if type(v) == "table" then if v.__ptr ~= nil then arg[k] = v.__ptr end end end if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then self.__ptr = Polycode.SceneManager(unpack(arg)) end end function SceneManager:addScene(newScene) local retVal = Polycode.SceneManager_addScene(self.__ptr, newScene.__ptr) end function SceneManager:removeScene(scene) local retVal = Polycode.SceneManager_removeScene(self.__ptr, scene.__ptr) end function SceneManager:Update() local retVal = Polycode.SceneManager_Update(self.__ptr) end function SceneManager:fixedUpdate() local retVal = Polycode.SceneManager_fixedUpdate(self.__ptr) end function SceneManager:Render(viewport) local retVal = Polycode.SceneManager_Render(self.__ptr, viewport.__ptr) end function SceneManager:renderVirtual() local retVal = Polycode.SceneManager_renderVirtual(self.__ptr) end function SceneManager:registerRenderTexture(renderTexture) local retVal = Polycode.SceneManager_registerRenderTexture(self.__ptr, renderTexture.__ptr) end function SceneManager:unregisterRenderTexture(renderTexture) local retVal = Polycode.SceneManager_unregisterRenderTexture(self.__ptr, renderTexture.__ptr) end function SceneManager:setRenderer(renderer) local retVal = Polycode.SceneManager_setRenderer(self.__ptr, renderer.__ptr) end function SceneManager:__delete() if self then Polycode.delete_SceneManager(self.__ptr) end end