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bind_Cellmap.h
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#ifndef __BIND_CELLMAP__
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#define __BIND_CELLMAP__
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#include "package_SpriteStudio.h"
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#include "IsshTexture.h"
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#include "ssplayer_cellmap.h"
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class
Bind_Cell
:
public
myPyBinder
<SsCell>
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{
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public
:
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Bind_Cell
(){}
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virtual
~
Bind_Cell
(){}
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const
char
* name(){
return
bind_inst->
name
.c_str();}
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SsPoint2
pos(){
return
bind_inst->
pos
;}
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SsPoint2
size(){
return
bind_inst->
size
;}
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SsPoint2
pivot(){
return
bind_inst->
pivot
;}
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bool
rotated(){
return
bind_inst->
rotated
;}
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};
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class
Bind_Cellmap
:
public
myPyBinder
<SsCellMap>
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{
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public
:
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Bind_Cellmap
(){}
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virtual
~
Bind_Cellmap
(){}
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const
char
* name(){
return
bind_inst->
name
.c_str();}
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const
char
* imagePath(){
return
bind_inst->
imagePath
.c_str();}
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SsPoint2
pixelSize(){
return
bind_inst->
pixelSize
;}
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bool
overrideTexSettings(){
return
bind_inst->
overrideTexSettings
;}
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int
wrapMode(){
return
(
int
)bind_inst->
wrapMode
;}
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int
filterMode(){
return
(
int
)bind_inst->
filterMode
;}
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int
getCellNum()
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{
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return
(
int
)bind_inst->cells.size();
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}
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Bind_Cell
* getCell(
int
index);
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};
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class
ISSTexture
;
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class
Bind_SsTexture
:
public
myPyBinder
<ISSTexture>
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{
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public
:
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Bind_SsTexture
(){}
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virtual
~
Bind_SsTexture
(){}
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int
getWidth(){
return
bind_inst->getWidth(); }
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int
getHeight(){
return
bind_inst->getWidth(); }
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const
char
* getFilename(){
return
bind_inst->getFilename(); }
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};
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struct
SsCellValue
;
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class
Bind_SsCellValue
:
public
myPyBinder
<SsCellValue>
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{
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public
:
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Bind_SsCellValue
(){}
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virtual
~
Bind_SsCellValue
(){}
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SsVector2
getuvs(
int
index) {
return
bind_inst->
uvs
[index]; }
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BIND_RETURN_PROPEX(
int
,wrapMode );
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BIND_RETURN_PROPEX(
int
,filterMode );
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BIND_NEW_PROP(
Bind_Cell
, cell );
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BIND_NEW_PROP(
Bind_SsTexture
, texture );
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};
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#endif
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bind_Cellmap.h
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