#include "BPy_ThicknessVariationPatternShader.h" #include "../../stroke/BasicStrokeShaders.h" #include "../BPy_Convert.h" #ifdef __cplusplus extern "C" { #endif /////////////////////////////////////////////////////////////////////////////////////////// /*--------------- Python API function prototypes for ThicknessVariationPatternShader instance -----------*/ static int ThicknessVariationPatternShader___init__( BPy_ThicknessVariationPatternShader* self, PyObject *args); /*-----------------------BPy_ThicknessVariationPatternShader type definition ------------------------------*/ PyTypeObject ThicknessVariationPatternShader_Type = { PyObject_HEAD_INIT(NULL) "ThicknessVariationPatternShader", /* tp_name */ sizeof(BPy_ThicknessVariationPatternShader), /* 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 */ "ThicknessVariationPatternShader objects", /* 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)ThicknessVariationPatternShader___init__, /* tp_init */ 0, /* tp_alloc */ 0, /* tp_new */ }; //------------------------INSTANCE METHODS ---------------------------------- int ThicknessVariationPatternShader___init__( BPy_ThicknessVariationPatternShader* self, PyObject *args) { const char *s1; float f2 = 1.0, f3 = 5.0; PyObject *obj4 = 0; if(!( PyArg_ParseTuple(args, "s|ffO", &s1, &f2, &f3, &obj4) )) return -1; bool b = (obj4) ? bool_from_PyBool(obj4) : true; self->py_ss.ss = new StrokeShaders::ThicknessVariationPatternShader(s1, f2, f3, b); return 0; } /////////////////////////////////////////////////////////////////////////////////////////// #ifdef __cplusplus } #endif