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+C++RAW
+
+#include "UnityPrefix.h"
+#include "Runtime/Math/Vector3.h"
+#include "Runtime/Geometry/Ray.h"
+#include "Runtime/Math/Rect.h"
+#include "Runtime/Math/Matrix4x4.h"
+#include "Runtime/Graphics/Texture.h"
+#include "Runtime/Filters/Misc/Font.h"
+#include "Runtime/Shaders/Material.h"
+#include "Runtime/IMGUI/TextUtil.h"
+#include "Runtime/Camera/RenderLayers/GUITexture.h"
+#include "Runtime/Misc/InputEvent.h"
+#include "Runtime/Mono/MonoBehaviour.h"
+#include "Runtime/Scripting/ScriptingUtility.h"
+
+#if UNITY_EDITOR
+#include "Editor/Src/Gizmos/GizmoManager.h"
+#include "Editor/Src/Gizmos/GizmoUtil.h"
+#include "Editor/Src/Gizmos/GizmoRenderer.h"
+#endif
+
+using namespace Unity;
+
+/*
+ Mono defines a bool as either 1 or 2 bytes.
+ On windows a bool on the C++ side needs to be 2 bytes.
+ We use the typemap to map bool's to short's.
+ When using the C++ keyword and you want to export a bool value
+ to mono you have to use a short on the C++ side.
+*/
+
+
+void PauseEditor ();
+using namespace std;
+
+CSRAW
+using System;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+using System.Collections;
+
+namespace UnityEngine
+{
+
+
+// Gizmos are used to give visual debugging or setup aids in the scene view.
+CLASS Gizmos
+
+ C++RAW
+
+ static void CheckGizmoDrawing ();
+ static void CheckGizmoDrawing ()
+ {
+ #if !GAMERELEASE
+ if (!GizmoManager::Get ().IsDrawingGizmos ())
+ Scripting::RaiseMonoException ("Gizmo drawing functions can only be used in OnDrawGizmos and OnDrawGizmosSelected.");
+ #endif
+ }
+
+
+ /// *listonly*
+ CSRAW public static void DrawRay (Ray r)
+ {
+ Gizmos.DrawLine (r.origin, r.origin + r.direction);
+ }
+ // Draws a ray starting at /from/ to /from/ + /direction/.
+ CSRAW public static void DrawRay (Vector3 from, Vector3 direction)
+ {
+ Gizmos.DrawLine (from, from + direction);
+ }
+
+
+
+ // Draws a line starting at /from/ towards /to/.
+ CUSTOM static void DrawLine (Vector3 from, Vector3 to)
+ {
+ CheckGizmoDrawing ();
+ #if !GAMERELEASE
+ DrawLine (from, to);
+ #endif
+ }
+
+ // Draws a wireframe sphere with /center/ and /radius/.
+ CUSTOM static void DrawWireSphere (Vector3 center, float radius)
+ {
+ #if !GAMERELEASE
+ CheckGizmoDrawing ();
+ DrawWireSphere (center, radius);
+ #endif
+ }
+
+ // Draws a solid sphere with /center/ and /radius/.
+ CUSTOM static void DrawSphere (Vector3 center, float radius)
+ {
+ #if !GAMERELEASE
+ CheckGizmoDrawing ();
+ DrawSphere (center, radius);
+ #endif
+ }
+
+ // Draw a wireframe box with /center/ and /size/.
+ CUSTOM static void DrawWireCube (Vector3 center, Vector3 size)
+ {
+ #if !GAMERELEASE
+ CheckGizmoDrawing ();
+ DrawWireCube (center, size);
+ #endif
+ }
+
+ // Draw a solid box with /center/ and /size/.
+ CUSTOM static void DrawCube (Vector3 center, Vector3 size)
+ {
+ #if !GAMERELEASE
+ CheckGizmoDrawing ();
+ DrawCube (center, size);
+ #endif
+ }
+
+
+ // Draw an icon at a position in the scene view.
+ CUSTOM static void DrawIcon (Vector3 center, string name, bool allowScaling = true)
+ {
+ #if !GAMERELEASE
+ CheckGizmoDrawing ();
+ DrawIcon (center, name, allowScaling);
+ #endif
+ }
+
+
+ /// *listonly*
+ CSRAW public static void DrawGUITexture (Rect screenRect, Texture texture, Material mat = null) { DrawGUITexture (screenRect, texture,0,0,0,0, mat); }
+ // Draw a texture in screen coordinates. Useful for GUI backgrounds.
+ CUSTOM static void DrawGUITexture (Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat = null) {
+ #if !GAMERELEASE
+ CheckGizmoDrawing ();
+ DrawGUITexture (screenRect, texture, leftBorder, rightBorder, topBorder, bottomBorder, ColorRGBA32(128,128,128,128), mat);
+ #endif
+ }
+
+
+ // Sets the color for the gizmos that will be drawn next.
+ CUSTOM_PROP static Color color
+ {
+ #if !GAMERELEASE
+ return gizmos::g_GizmoColor;
+ #endif
+ return ColorRGBAf (1,1,1,1);
+ }
+ {
+ #if !GAMERELEASE
+ gizmos::g_GizmoColor = value;
+ #endif
+ }
+
+ // Set the gizmo matrix used to draw all gizmos.
+ CUSTOM_PROP static Matrix4x4 matrix
+ {
+ #if !GAMERELEASE
+ return GetGizmoMatrix ();
+ #endif
+ return Matrix4x4f::identity;
+ }
+ {
+ #if !GAMERELEASE
+ SetGizmoMatrix (value);
+ #endif
+ }
+
+
+ CUSTOM static void DrawFrustum (Vector3 center, float fov, float maxRange, float minRange, float aspect) {
+ #if !GAMERELEASE
+ DrawFrustum (center, fov, maxRange, minRange, aspect);
+ #endif
+ }
+END
+
+
+
+CSRAW }