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57fb47275b
"Animate^7" was an intermediate API function during 3.6.0 alpha development, and apparently there are games which used it. From upstream eb4c0aec426c1501c84e93851e9aa31eaf8e2f27
498 lines
17 KiB
C++
498 lines
17 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ags/engine/ac/button.h"
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#include "ags/shared/ac/common.h"
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#include "ags/engine/ac/gui.h"
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#include "ags/shared/ac/view.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/global_translation.h"
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#include "ags/engine/ac/object.h"
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#include "ags/engine/ac/string.h"
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#include "ags/engine/ac/view_frame.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/engine/gui/animating_gui_button.h"
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#include "ags/shared/gui/gui_main.h"
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#include "ags/shared/debugging/out.h"
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#include "ags/engine/script/script_api.h"
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#include "ags/engine/script/script_runtime.h"
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#include "ags/engine/ac/dynobj/script_string.h"
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#include "ags/engine/main/game_run.h"
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#include "ags/globals.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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// *** BUTTON FUNCTIONS
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// Update the actual button's image from the current animation frame
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void UpdateButtonState(const AnimatingGUIButton &abtn) {
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_GP(guibuts)[abtn.buttonid].Image = _GP(views)[abtn.view].loops[abtn.loop].frames[abtn.frame].pic;
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if (_GP(guibuts)[abtn.buttonid].CurrentImage != _GP(guibuts)[abtn.buttonid].Image) {
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_GP(guibuts)[abtn.buttonid].CurrentImage = _GP(guibuts)[abtn.buttonid].Image;
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_GP(guibuts)[abtn.buttonid].MarkChanged();
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}
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_GP(guibuts)[abtn.buttonid].PushedImage = 0;
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_GP(guibuts)[abtn.buttonid].MouseOverImage = 0;
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}
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void Button_AnimateEx(GUIButton *butt, int view, int loop, int speed,
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int repeat, int blocking, int direction, int sframe, int volume = 100) {
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int guin = butt->ParentId;
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int objn = butt->Id;
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if (direction == FORWARDS)
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direction = 0;
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else if (direction == BACKWARDS)
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direction = 1;
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if (blocking == BLOCKING)
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blocking = 1;
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else if (blocking == IN_BACKGROUND)
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blocking = 0;
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if ((view < 1) || (view > _GP(game).numviews))
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quit("!AnimateButton: invalid view specified");
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view--;
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if ((loop < 0) || (loop >= _GP(views)[view].numLoops))
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quit("!AnimateButton: invalid loop specified for view");
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if (sframe < 0 || sframe >= _GP(views)[view].loops[loop].numFrames)
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quit("!AnimateButton: invalid starting frame number specified");
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if ((repeat < 0) || (repeat > 1))
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quit("!AnimateButton: invalid repeat value");
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if ((blocking < 0) || (blocking > 1))
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quit("!AnimateButton: invalid blocking value");
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if ((direction < 0) || (direction > 1))
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quit("!AnimateButton: invalid direction");
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volume = Math::Clamp(volume, 0, 100);
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// if it's already animating, stop it
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FindAndRemoveButtonAnimation(guin, objn);
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// reverse animation starts at the *previous frame*
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if (direction) {
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if (--sframe < 0)
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sframe = _GP(views)[view].loops[loop].numFrames - (-sframe);
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}
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int but_id = _GP(guis)[guin].GetControlID(objn);
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AnimatingGUIButton abtn;
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abtn.ongui = guin;
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abtn.onguibut = objn;
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abtn.buttonid = but_id;
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abtn.view = view;
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abtn.loop = loop;
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abtn.speed = speed;
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abtn.repeat = repeat;
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abtn.blocking = blocking;
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abtn.direction = direction;
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abtn.frame = sframe;
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abtn.wait = abtn.speed + _GP(views)[abtn.view].loops[abtn.loop].frames[abtn.frame].speed;
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abtn.volume = volume;
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_GP(animbuts).push_back(abtn);
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// launch into the first frame, and play the first frame's sound
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UpdateButtonState(abtn);
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CheckViewFrame(abtn.view, abtn.loop, abtn.frame);
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// Blocking animate
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if (blocking)
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GameLoopUntilButAnimEnd(guin, objn);
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}
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void Button_Animate(GUIButton *butt, int view, int loop, int speed, int repeat) {
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Button_AnimateEx(butt, view, loop, speed, repeat, IN_BACKGROUND, FORWARDS, 0, 100);
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}
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void Button_Animate7(GUIButton *butt, int view, int loop, int speed, int repeat, int blocking, int direction, int sframe) {
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Button_AnimateEx(butt, view, loop, speed, repeat, blocking, direction, sframe, 100);
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}
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const char *Button_GetText_New(GUIButton *butt) {
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return CreateNewScriptString(butt->GetText().GetCStr());
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}
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void Button_GetText(GUIButton *butt, char *buffer) {
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snprintf(buffer, MAX_MAXSTRLEN, "%s", butt->GetText().GetCStr());
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}
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void Button_SetText(GUIButton *butt, const char *newtx) {
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newtx = get_translation(newtx);
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if (butt->GetText() != newtx) {
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butt->SetText(newtx);
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}
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}
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void Button_SetFont(GUIButton *butt, int newFont) {
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if ((newFont < 0) || (newFont >= _GP(game).numfonts))
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quit("!Button.Font: invalid font number.");
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if (butt->Font != newFont) {
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butt->Font = newFont;
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butt->MarkChanged();
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}
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}
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int Button_GetFont(GUIButton *butt) {
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return butt->Font;
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}
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int Button_GetClipImage(GUIButton *butt) {
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return butt->IsClippingImage() ? 1 : 0;
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}
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void Button_SetClipImage(GUIButton *butt, int newval) {
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if (butt->IsClippingImage() != (newval != 0)) {
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butt->SetClipImage(newval != 0);
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}
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}
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int Button_GetGraphic(GUIButton *butt) {
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// return currently displayed pic
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if (butt->CurrentImage < 0)
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return butt->Image;
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return butt->CurrentImage;
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}
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int Button_GetMouseOverGraphic(GUIButton *butt) {
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return butt->MouseOverImage;
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}
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void Button_SetMouseOverGraphic(GUIButton *guil, int slotn) {
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debug_script_log("GUI %d Button %d mouseover set to slot %d", guil->ParentId, guil->Id, slotn);
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if ((guil->IsMouseOver != 0) && (guil->IsPushed == 0) && (guil->CurrentImage != slotn)) {
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guil->CurrentImage = slotn;
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guil->MarkChanged();
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}
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guil->MouseOverImage = slotn;
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FindAndRemoveButtonAnimation(guil->ParentId, guil->Id);
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}
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int Button_GetNormalGraphic(GUIButton *butt) {
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return butt->Image;
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}
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void Button_SetNormalGraphic(GUIButton *guil, int slotn) {
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debug_script_log("GUI %d Button %d normal set to slot %d", guil->ParentId, guil->Id, slotn);
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// update the clickable area to the same size as the graphic
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int width, height;
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if (slotn < 0 || (size_t)slotn >= _GP(game).SpriteInfos.size()) {
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width = 0;
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height = 0;
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} else {
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width = _GP(game).SpriteInfos[slotn].Width;
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height = _GP(game).SpriteInfos[slotn].Height;
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}
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if ((slotn != guil->Image) || (width != guil->Width) || (height != guil->Height)) {
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// normal pic - update if mouse is not over, or if there's no MouseOverImage
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if (((guil->IsMouseOver == 0) || (guil->MouseOverImage < 1)) && (guil->IsPushed == 0))
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guil->CurrentImage = slotn;
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guil->Image = slotn;
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guil->Width = width;
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guil->Height = height;
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guil->MarkChanged();
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}
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FindAndRemoveButtonAnimation(guil->ParentId, guil->Id);
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}
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int Button_GetPushedGraphic(GUIButton *butt) {
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return butt->PushedImage;
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}
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void Button_SetPushedGraphic(GUIButton *guil, int slotn) {
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debug_script_log("GUI %d Button %d pushed set to slot %d", guil->ParentId, guil->Id, slotn);
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if (guil->IsPushed && (guil->CurrentImage != slotn)) {
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guil->CurrentImage = slotn;
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guil->MarkChanged();
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}
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guil->PushedImage = slotn;
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FindAndRemoveButtonAnimation(guil->ParentId, guil->Id);
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}
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int Button_GetTextColor(GUIButton *butt) {
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return butt->TextColor;
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}
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void Button_SetTextColor(GUIButton *butt, int newcol) {
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if (butt->TextColor != newcol) {
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butt->TextColor = newcol;
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butt->MarkChanged();
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}
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}
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// ** start animating buttons code
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size_t GetAnimatingButtonCount() {
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return _GP(animbuts).size();
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}
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AnimatingGUIButton *GetAnimatingButtonByIndex(int idxn) {
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return idxn >= 0 && (size_t)idxn < _GP(animbuts).size() ?
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&_GP(animbuts)[idxn] : nullptr;
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}
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void AddButtonAnimation(const AnimatingGUIButton &abtn) {
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_GP(animbuts).push_back(abtn);
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}
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// returns 1 if animation finished
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bool UpdateAnimatingButton(int bu) {
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AnimatingGUIButton &abtn = _GP(animbuts)[bu];
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if (abtn.wait > 0) {
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abtn.wait--;
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return true;
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}
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if (!CycleViewAnim(abtn.view, abtn.loop, abtn.frame, !abtn.direction,
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abtn.repeat != 0 ? ANIM_REPEAT : ANIM_ONCE))
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return false;
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CheckViewFrame(abtn.view, abtn.loop, abtn.frame, abtn.volume);
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abtn.wait = abtn.speed + _GP(views)[abtn.view].loops[abtn.loop].frames[abtn.frame].speed;
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UpdateButtonState(abtn);
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return true;
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}
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void StopButtonAnimation(int idxn) {
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_GP(animbuts).erase(_GP(animbuts).begin() + idxn);
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}
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void RemoveAllButtonAnimations() {
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_GP(animbuts).clear();
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}
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// Returns the index of the AnimatingGUIButton object corresponding to the
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// given button ID; returns -1 if no such animation exists
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int FindButtonAnimation(int guin, int objn) {
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for (size_t i = 0; i < _GP(animbuts).size(); ++i) {
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if (_GP(animbuts)[i].ongui == guin && _GP(animbuts)[i].onguibut == objn)
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return i;
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}
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return -1;
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}
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void FindAndRemoveButtonAnimation(int guin, int objn) {
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int idx = FindButtonAnimation(guin, objn);
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if (idx >= 0)
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StopButtonAnimation(idx);
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}
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// ** end animating buttons code
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void Button_Click(GUIButton *butt, int mbut) {
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process_interface_click(butt->ParentId, butt->Id, mbut);
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}
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bool Button_IsAnimating(GUIButton *butt) {
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return FindButtonAnimation(butt->ParentId, butt->Id) >= 0;
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}
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// NOTE: in correspondance to similar functions for Character & Object,
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// GetView returns (view index + 1), while GetLoop and GetFrame return
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// zero-based index and 0 in case of no animation.
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int Button_GetAnimView(GUIButton *butt) {
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int idx = FindButtonAnimation(butt->ParentId, butt->Id);
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return idx >= 0 ? _GP(animbuts)[idx].view + 1 : 0;
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}
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int Button_GetAnimLoop(GUIButton *butt) {
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int idx = FindButtonAnimation(butt->ParentId, butt->Id);
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return idx >= 0 ? _GP(animbuts)[idx].loop : 0;
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}
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int Button_GetAnimFrame(GUIButton *butt) {
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int idx = FindButtonAnimation(butt->ParentId, butt->Id);
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return idx >= 0 ? _GP(animbuts)[idx].frame : 0;
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}
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int Button_GetTextAlignment(GUIButton *butt) {
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return butt->TextAlignment;
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}
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void Button_SetTextAlignment(GUIButton *butt, int align) {
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if (butt->TextAlignment != align) {
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butt->TextAlignment = (FrameAlignment)align;
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butt->MarkChanged();
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}
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}
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//=============================================================================
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//
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// Script API Functions
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//
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//=============================================================================
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// void | GUIButton *butt, int view, int loop, int speed, int repeat
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RuntimeScriptValue Sc_Button_Animate(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT4(GUIButton, Button_Animate);
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}
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RuntimeScriptValue Sc_Button_Animate7(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT7(GUIButton, Button_Animate7);
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}
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RuntimeScriptValue Sc_Button_Animate8(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT8(GUIButton, Button_AnimateEx);
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}
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// const char* | GUIButton *butt
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RuntimeScriptValue Sc_Button_GetText_New(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_CONST_OBJCALL_OBJ(GUIButton, const char, _GP(myScriptStringImpl), Button_GetText_New);
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}
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// void | GUIButton *butt, char *buffer
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RuntimeScriptValue Sc_Button_GetText(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_POBJ(GUIButton, Button_GetText, char);
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}
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// void | GUIButton *butt, const char *newtx
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RuntimeScriptValue Sc_Button_SetText(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_POBJ(GUIButton, Button_SetText, const char);
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}
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// void | GUIButton *butt, int newFont
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RuntimeScriptValue Sc_Button_SetFont(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT(GUIButton, Button_SetFont);
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}
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// int | GUIButton *butt
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RuntimeScriptValue Sc_Button_GetFont(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetFont);
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}
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// int | GUIButton *butt
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RuntimeScriptValue Sc_Button_GetClipImage(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetClipImage);
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}
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// void | GUIButton *butt, int newval
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RuntimeScriptValue Sc_Button_SetClipImage(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT(GUIButton, Button_SetClipImage);
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}
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// int | GUIButton *butt
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RuntimeScriptValue Sc_Button_GetGraphic(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetGraphic);
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}
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// int | GUIButton *butt
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RuntimeScriptValue Sc_Button_GetMouseOverGraphic(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetMouseOverGraphic);
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}
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// void | GUIButton *guil, int slotn
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RuntimeScriptValue Sc_Button_SetMouseOverGraphic(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT(GUIButton, Button_SetMouseOverGraphic);
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}
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// int | GUIButton *butt
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RuntimeScriptValue Sc_Button_GetNormalGraphic(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetNormalGraphic);
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}
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// void | GUIButton *guil, int slotn
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RuntimeScriptValue Sc_Button_SetNormalGraphic(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT(GUIButton, Button_SetNormalGraphic);
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}
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// int | GUIButton *butt
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RuntimeScriptValue Sc_Button_GetPushedGraphic(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetPushedGraphic);
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}
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// void | GUIButton *guil, int slotn
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RuntimeScriptValue Sc_Button_SetPushedGraphic(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT(GUIButton, Button_SetPushedGraphic);
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}
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// int | GUIButton *butt
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RuntimeScriptValue Sc_Button_GetTextColor(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetTextColor);
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}
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// void | GUIButton *butt, int newcol
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RuntimeScriptValue Sc_Button_SetTextColor(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT(GUIButton, Button_SetTextColor);
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}
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RuntimeScriptValue Sc_Button_Click(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT(GUIButton, Button_Click);
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}
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RuntimeScriptValue Sc_Button_GetAnimating(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_BOOL(GUIButton, Button_IsAnimating);
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}
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RuntimeScriptValue Sc_Button_GetTextAlignment(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetTextAlignment);
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}
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RuntimeScriptValue Sc_Button_SetTextAlignment(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_PINT(GUIButton, Button_SetTextAlignment);
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}
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RuntimeScriptValue Sc_Button_GetFrame(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetAnimFrame);
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}
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RuntimeScriptValue Sc_Button_GetLoop(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetAnimLoop);
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}
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RuntimeScriptValue Sc_Button_GetView(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_INT(GUIButton, Button_GetAnimView);
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}
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void RegisterButtonAPI() {
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ccAddExternalObjectFunction("Button::Animate^4", Sc_Button_Animate);
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ccAddExternalObjectFunction("Button::Animate^7", Sc_Button_Animate7);
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ccAddExternalObjectFunction("Button::Animate^8", Sc_Button_Animate8);
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ccAddExternalObjectFunction("Button::Click^1", Sc_Button_Click);
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ccAddExternalObjectFunction("Button::GetText^1", Sc_Button_GetText);
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ccAddExternalObjectFunction("Button::SetText^1", Sc_Button_SetText);
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ccAddExternalObjectFunction("Button::get_TextAlignment", Sc_Button_GetTextAlignment);
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ccAddExternalObjectFunction("Button::set_TextAlignment", Sc_Button_SetTextAlignment);
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ccAddExternalObjectFunction("Button::get_Animating", Sc_Button_GetAnimating);
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ccAddExternalObjectFunction("Button::get_ClipImage", Sc_Button_GetClipImage);
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ccAddExternalObjectFunction("Button::set_ClipImage", Sc_Button_SetClipImage);
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ccAddExternalObjectFunction("Button::get_Font", Sc_Button_GetFont);
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ccAddExternalObjectFunction("Button::set_Font", Sc_Button_SetFont);
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ccAddExternalObjectFunction("Button::get_Frame", Sc_Button_GetFrame);
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ccAddExternalObjectFunction("Button::get_Graphic", Sc_Button_GetGraphic);
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ccAddExternalObjectFunction("Button::get_Loop", Sc_Button_GetLoop);
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ccAddExternalObjectFunction("Button::get_MouseOverGraphic", Sc_Button_GetMouseOverGraphic);
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ccAddExternalObjectFunction("Button::set_MouseOverGraphic", Sc_Button_SetMouseOverGraphic);
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ccAddExternalObjectFunction("Button::get_NormalGraphic", Sc_Button_GetNormalGraphic);
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ccAddExternalObjectFunction("Button::set_NormalGraphic", Sc_Button_SetNormalGraphic);
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ccAddExternalObjectFunction("Button::get_PushedGraphic", Sc_Button_GetPushedGraphic);
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ccAddExternalObjectFunction("Button::set_PushedGraphic", Sc_Button_SetPushedGraphic);
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ccAddExternalObjectFunction("Button::get_Text", Sc_Button_GetText_New);
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ccAddExternalObjectFunction("Button::set_Text", Sc_Button_SetText);
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ccAddExternalObjectFunction("Button::get_TextColor", Sc_Button_GetTextColor);
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ccAddExternalObjectFunction("Button::set_TextColor", Sc_Button_SetTextColor);
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ccAddExternalObjectFunction("Button::get_View", Sc_Button_GetView);
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}
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} // namespace AGS3
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