// Generated by Haxe 4.0.5 #ifndef INCLUDED_openfl_ui_GameInputControl #define INCLUDED_openfl_ui_GameInputControl #ifndef HXCPP_H #include #endif #ifndef INCLUDED_openfl_events_EventDispatcher #include #endif HX_DECLARE_CLASS2(openfl,events,EventDispatcher) HX_DECLARE_CLASS2(openfl,events,IEventDispatcher) HX_DECLARE_CLASS2(openfl,ui,GameInputControl) HX_DECLARE_CLASS2(openfl,ui,GameInputDevice) namespace openfl{ namespace ui{ class HXCPP_CLASS_ATTRIBUTES GameInputControl_obj : public ::openfl::events::EventDispatcher_obj { public: typedef ::openfl::events::EventDispatcher_obj super; typedef GameInputControl_obj OBJ_; GameInputControl_obj(); public: enum { _hx_ClassId = 0x0323f26d }; void __construct( ::openfl::ui::GameInputDevice device,::String id,Float minValue,Float maxValue,hx::Null< Float > __o_value); inline void *operator new(size_t inSize, bool inContainer=true,const char *inName="openfl.ui.GameInputControl") { return hx::Object::operator new(inSize,inContainer,inName); } inline void *operator new(size_t inSize, int extra) { return hx::Object::operator new(inSize+extra,true,"openfl.ui.GameInputControl"); } static hx::ObjectPtr< GameInputControl_obj > __new( ::openfl::ui::GameInputDevice device,::String id,Float minValue,Float maxValue,hx::Null< Float > __o_value); static hx::ObjectPtr< GameInputControl_obj > __alloc(hx::Ctx *_hx_ctx, ::openfl::ui::GameInputDevice device,::String id,Float minValue,Float maxValue,hx::Null< Float > __o_value); static void * _hx_vtable; static Dynamic __CreateEmpty(); static Dynamic __Create(hx::DynamicArray inArgs); //~GameInputControl_obj(); HX_DO_RTTI_ALL; hx::Val __Field(const ::String &inString, hx::PropertyAccess inCallProp); hx::Val __SetField(const ::String &inString,const hx::Val &inValue, hx::PropertyAccess inCallProp); void __GetFields(Array< ::String> &outFields); static void __register(); void __Mark(HX_MARK_PARAMS); void __Visit(HX_VISIT_PARAMS); bool _hx_isInstanceOf(int inClassId); ::String __ToString() const { return HX_("GameInputControl",a5,03,31,94); } ::openfl::ui::GameInputDevice device; ::String id; Float maxValue; Float minValue; Float value; }; } // end namespace openfl } // end namespace ui #endif /* INCLUDED_openfl_ui_GameInputControl */