/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "ags/plugins/core/region.h" #include "ags/engine/ac/region.h" namespace AGS3 { namespace Plugins { namespace Core { void Region::AGS_EngineStartup(IAGSEngine *engine) { ScriptContainer::AGS_EngineStartup(engine); SCRIPT_METHOD(Region::GetAtRoomXY^2, Region::GetRegionAtRoom); SCRIPT_METHOD(Region::GetAtScreenXY^2, Region::GetRegionAtScreen); SCRIPT_METHOD(Region::Tint^4, Region::TintNoLum); SCRIPT_METHOD(Region::RunInteraction^1, Region::RunInteraction); SCRIPT_METHOD(Region::get_Enabled, Region::GetEnabled); SCRIPT_METHOD(Region::set_Enabled, Region::SetEnabled); SCRIPT_METHOD(Region::get_ID, Region::GetID); SCRIPT_METHOD(Region::get_LightLevel, Region::GetLightLevel); SCRIPT_METHOD(Region::set_LightLevel, Region::SetLightLevel); SCRIPT_METHOD(Region::get_TintEnabled, Region::GetTintEnabled); SCRIPT_METHOD(Region::get_TintBlue, Region::GetTintBlue); SCRIPT_METHOD(Region::get_TintGreen, Region::GetTintGreen); SCRIPT_METHOD(Region::get_TintRed, Region::GetTintRed); SCRIPT_METHOD(Region::get_TintSaturation, Region::GetTintSaturation); } void Region::GetRegionAtRoom(ScriptMethodParams ¶ms) { PARAMS2(int, xx, int, yy); params._result = AGS3::GetRegionAtRoom(xx, yy); } void Region::GetRegionAtScreen(ScriptMethodParams ¶ms) { PARAMS2(int, x, int, y); params._result = AGS3::GetRegionAtScreen(x, y); } void Region::TintNoLum(ScriptMethodParams ¶ms) { PARAMS5(ScriptRegion *, srr, int, red, int, green, int, blue, int, amount); AGS3::Region_TintNoLum(srr, red, green, blue, amount); } void Region::RunInteraction(ScriptMethodParams ¶ms) { PARAMS2(ScriptRegion *, ssr, int, mood); AGS3::Region_RunInteraction(ssr, mood); } void Region::GetEnabled(ScriptMethodParams ¶ms) { PARAMS1(ScriptRegion *, ssr); params._result = AGS3::Region_GetEnabled(ssr); } void Region::SetEnabled(ScriptMethodParams ¶ms) { PARAMS2(ScriptRegion *, ssr, int, enable); AGS3::Region_SetEnabled(ssr, enable); } void Region::GetID(ScriptMethodParams ¶ms) { PARAMS1(ScriptRegion *, ssr); params._result = AGS3::Region_GetID(ssr); } void Region::GetLightLevel(ScriptMethodParams ¶ms) { PARAMS1(ScriptRegion *, ssr); params._result = AGS3::Region_GetLightLevel(ssr); } void Region::SetLightLevel(ScriptMethodParams ¶ms) { PARAMS2(ScriptRegion *, ssr, int, brightness); AGS3::Region_SetLightLevel(ssr, brightness); } void Region::GetTintEnabled(ScriptMethodParams ¶ms) { PARAMS1(ScriptRegion *, ssr); params._result = AGS3::Region_GetTintEnabled(ssr); } void Region::GetTintBlue(ScriptMethodParams ¶ms) { PARAMS1(ScriptRegion *, ssr); params._result = AGS3::Region_GetTintBlue(ssr); } void Region::GetTintGreen(ScriptMethodParams ¶ms) { PARAMS1(ScriptRegion *, ssr); params._result = AGS3::Region_GetTintGreen(ssr); } void Region::GetTintRed(ScriptMethodParams ¶ms) { PARAMS1(ScriptRegion *, ssr); params._result = AGS3::Region_GetTintRed(ssr); } void Region::GetTintSaturation(ScriptMethodParams ¶ms) { PARAMS1(ScriptRegion *, ssr); params._result = AGS3::Region_GetTintSaturation(ssr); } } // namespace Core } // namespace Plugins } // namespace AGS3