#include "BPy_StrokeTextureShader.h" #include "../../stroke/BasicStrokeShaders.h" #include "../BPy_Convert.h" #include "../BPy_MediumType.h" #ifdef __cplusplus extern "C" { #endif /////////////////////////////////////////////////////////////////////////////////////////// //------------------------INSTANCE METHODS ---------------------------------- static char StrokeTextureShader___doc__[] = "[Texture shader]\n" "\n" ".. method:: __init__(textureFile, mediumType=MediumType.OPAQUE_MEDIUM, iTips=False)\n" "\n" " Builds a StrokeTextureShader object.\n" "\n" " :arg textureFile: \n" " :type textureFile: string\n" " :arg mediumType: The medium type and therefore, the blending mode\n" " that must be used for the rendering of this stroke.\n" " :type mediumType: :class:`MediumType`\n" " :arg iTips: Tells whether the texture includes tips or not. If it\n" " is the case, the texture image must respect the following format.\n" " :type iTips: bool\n" "\n" " The format of a texture image including tips::\n" "\n" " ___________\n" " | |\n" " | A |\n" " |___________|\n" " | | |\n" " | B | C |\n" " |_____|_____|\n" "\n" " * A : The stroke's corpus texture.\n" " * B : The stroke's left extremity texture.\n" " * C : The stroke's right extremity texture.\n" "\n" ".. method:: shade(s)\n" "\n" " Assigns a texture and a blending mode to the stroke in order to\n" " simulate its marks system.\n" "\n" " :arg s: A Stroke object.\n" " :type s: :class:`Stroke`\n"; static int StrokeTextureShader___init__( BPy_StrokeTextureShader* self, PyObject *args) { const char *s1; PyObject *obj2 = 0, *obj3 = 0; if(!( PyArg_ParseTuple(args, "s|O!O", &s1, &MediumType_Type, &obj2, &obj3) )) return -1; Stroke::MediumType mt = (obj2) ? MediumType_from_BPy_MediumType(obj2) : Stroke::OPAQUE_MEDIUM; bool b = (obj3) ? bool_from_PyBool(obj3) : true; self->py_ss.ss = new StrokeShaders::StrokeTextureShader(s1,mt,b); return 0; } /*-----------------------BPy_StrokeTextureShader type definition ------------------------------*/ PyTypeObject StrokeTextureShader_Type = { PyVarObject_HEAD_INIT(NULL, 0) "StrokeTextureShader", /* tp_name */ sizeof(BPy_StrokeTextureShader), /* tp_basicsize */ 0, /* tp_itemsize */ 0, /* tp_dealloc */ 0, /* tp_print */ 0, /* tp_getattr */ 0, /* tp_setattr */ 0, /* tp_reserved */ 0, /* tp_repr */ 0, /* tp_as_number */ 0, /* tp_as_sequence */ 0, /* tp_as_mapping */ 0, /* tp_hash */ 0, /* tp_call */ 0, /* tp_str */ 0, /* tp_getattro */ 0, /* tp_setattro */ 0, /* tp_as_buffer */ Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, /* tp_flags */ StrokeTextureShader___doc__, /* tp_doc */ 0, /* tp_traverse */ 0, /* tp_clear */ 0, /* tp_richcompare */ 0, /* tp_weaklistoffset */ 0, /* tp_iter */ 0, /* tp_iternext */ 0, /* tp_methods */ 0, /* tp_members */ 0, /* tp_getset */ &StrokeShader_Type, /* tp_base */ 0, /* tp_dict */ 0, /* tp_descr_get */ 0, /* tp_descr_set */ 0, /* tp_dictoffset */ (initproc)StrokeTextureShader___init__, /* tp_init */ 0, /* tp_alloc */ 0, /* tp_new */ }; /////////////////////////////////////////////////////////////////////////////////////////// #ifdef __cplusplus } #endif