require "Polycode/EventDispatcher" class "Scene" (EventDispatcher) Scene.SCENE_3D = 0 Scene.SCENE_2D = 1 Scene.SCENE_2D_TOPLEFT = 2 function Scene:__getvar(name) if name == "clearColor" then local retVal = Polycode.Scene_get_clearColor(self.__ptr) if retVal == nil then return nil end local __c = _G["Color"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "useClearColor" then return Polycode.Scene_get_useClearColor(self.__ptr) elseif name == "useClearDepth" then return Polycode.Scene_get_useClearDepth(self.__ptr) elseif name == "ambientColor" then local retVal = Polycode.Scene_get_ambientColor(self.__ptr) if retVal == nil then return nil end local __c = _G["Color"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "fogColor" then local retVal = Polycode.Scene_get_fogColor(self.__ptr) if retVal == nil then return nil end local __c = _G["Color"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "enabled" then return Polycode.Scene_get_enabled(self.__ptr) elseif name == "ownsChildren" then return Polycode.Scene_get_ownsChildren(self.__ptr) elseif name == "rootEntity" then local retVal = Polycode.Scene_get_rootEntity(self.__ptr) if retVal == nil then return nil end local __c = _G["Entity"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "sceneMouseRect" then local retVal = Polycode.Scene_get_sceneMouseRect(self.__ptr) if retVal == nil then return nil end local __c = _G["Rectangle"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "remapMouse" then return Polycode.Scene_get_remapMouse(self.__ptr) elseif name == "constrainPickingToViewport" then return Polycode.Scene_get_constrainPickingToViewport(self.__ptr) end if EventDispatcher["__getvar"] ~= nil then return EventDispatcher.__getvar(self, name) end end function Scene:__setvar(name,value) if name == "clearColor" then Polycode.Scene_set_clearColor(self.__ptr, value.__ptr) return true elseif name == "useClearColor" then Polycode.Scene_set_useClearColor(self.__ptr, value) return true elseif name == "useClearDepth" then Polycode.Scene_set_useClearDepth(self.__ptr, value) return true elseif name == "ambientColor" then Polycode.Scene_set_ambientColor(self.__ptr, value.__ptr) return true elseif name == "fogColor" then Polycode.Scene_set_fogColor(self.__ptr, value.__ptr) return true elseif name == "enabled" then Polycode.Scene_set_enabled(self.__ptr, value) return true elseif name == "ownsChildren" then Polycode.Scene_set_ownsChildren(self.__ptr, value) return true elseif name == "rootEntity" then Polycode.Scene_set_rootEntity(self.__ptr, value.__ptr) return true elseif name == "sceneMouseRect" then Polycode.Scene_set_sceneMouseRect(self.__ptr, value.__ptr) return true elseif name == "remapMouse" then Polycode.Scene_set_remapMouse(self.__ptr, value) return true elseif name == "constrainPickingToViewport" then Polycode.Scene_set_constrainPickingToViewport(self.__ptr, value) return true end if EventDispatcher["__setvar"] ~= nil then return EventDispatcher.__setvar(self, name, value) else return false end end function Scene:Scene(...) local arg = {...} if type(arg[1]) == "table" and count(arg) == 1 then if ""..arg[1].__classname == "EventDispatcher" then self.__ptr = arg[1].__ptr return end end 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.Scene(unpack(arg)) end end function Scene:addEntity(entity) local retVal = Polycode.Scene_addEntity(self.__ptr, entity.__ptr) end function Scene:addChild(entity) local retVal = Polycode.Scene_addChild(self.__ptr, entity.__ptr) end function Scene:removeEntity(entity) local retVal = Polycode.Scene_removeEntity(self.__ptr, entity.__ptr) end function Scene:getDefaultCamera() local retVal = Polycode.Scene_getDefaultCamera(self.__ptr) if retVal == nil then return nil end local __c = _G["Camera"]("__skip_ptr__") __c.__ptr = retVal return __c end function Scene:getActiveCamera() local retVal = Polycode.Scene_getActiveCamera(self.__ptr) if retVal == nil then return nil end local __c = _G["Camera"]("__skip_ptr__") __c.__ptr = retVal return __c end function Scene:setActiveCamera(camera) local retVal = Polycode.Scene_setActiveCamera(self.__ptr, camera.__ptr) end function Scene:enableFog(enable) local retVal = Polycode.Scene_enableFog(self.__ptr, enable) end function Scene:setFogProperties(fogMode, color, density, startDepth, endDepth) local retVal = Polycode.Scene_setFogProperties(self.__ptr, fogMode, color.__ptr, density, startDepth, endDepth) end function Scene:setSceneType(newType) local retVal = Polycode.Scene_setSceneType(self.__ptr, newType) end function Scene:fixedUpdate() local retVal = Polycode.Scene_fixedUpdate(self.__ptr) end function Scene:Update() local retVal = Polycode.Scene_Update(self.__ptr) end function Scene:setVirtual(val) local retVal = Polycode.Scene_setVirtual(self.__ptr, val) end function Scene:isVirtual() local retVal = Polycode.Scene_isVirtual(self.__ptr) return retVal end function Scene:isEnabled() local retVal = Polycode.Scene_isEnabled(self.__ptr) return retVal end function Scene:setEnabled(enabled) local retVal = Polycode.Scene_setEnabled(self.__ptr, enabled) end function Scene:Render(targetCamera, targetFramebuffer, overrideMaterial, sendLights) local retVal = Polycode.Scene_Render(self.__ptr, targetCamera.__ptr, targetFramebuffer.__ptr, overrideMaterial.__ptr, sendLights) end function Scene:setOverrideMaterial(material) local retVal = Polycode.Scene_setOverrideMaterial(self.__ptr, material.__ptr) end function Scene:projectRayFromCameraAndViewportCoordinate(camera, coordinate) local retVal = Polycode.Scene_projectRayFromCameraAndViewportCoordinate(self.__ptr, camera.__ptr, coordinate.__ptr) if retVal == nil then return nil end local __c = _G["Ray"]("__skip_ptr__") __c.__ptr = retVal return __c end function Scene:addLight(light) local retVal = Polycode.Scene_addLight(self.__ptr, light.__ptr) end function Scene:removeLight(light) local retVal = Polycode.Scene_removeLight(self.__ptr, light.__ptr) end function Scene:getNumLights() local retVal = Polycode.Scene_getNumLights(self.__ptr) return retVal end function Scene:getLight(index) local retVal = Polycode.Scene_getLight(self.__ptr, index) if retVal == nil then return nil end local __c = _G["SceneLight"]("__skip_ptr__") __c.__ptr = retVal return __c end function Scene:doVisibilityChecking(val) local retVal = Polycode.Scene_doVisibilityChecking(self.__ptr, val) end function Scene:doesVisibilityChecking() local retVal = Polycode.Scene_doesVisibilityChecking(self.__ptr) return retVal end function Scene:__delete() if self then Polycode.delete_Scene(self.__ptr) end end