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lib + include + Godot dossier
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78
GodoBinding/include/gen/CameraFeed.hpp
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78
GodoBinding/include/gen/CameraFeed.hpp
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#ifndef GODOT_CPP_CAMERAFEED_HPP
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#define GODOT_CPP_CAMERAFEED_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "CameraFeed.hpp"
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#include "Reference.hpp"
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namespace godot {
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class Image;
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class CameraFeed : public Reference {
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struct ___method_bindings {
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godot_method_bind *mb__allocate_texture;
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godot_method_bind *mb__set_RGB_img;
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godot_method_bind *mb__set_YCbCr_img;
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godot_method_bind *mb__set_YCbCr_imgs;
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godot_method_bind *mb__set_name;
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godot_method_bind *mb__set_position;
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godot_method_bind *mb_get_id;
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godot_method_bind *mb_get_name;
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godot_method_bind *mb_get_position;
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godot_method_bind *mb_get_transform;
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godot_method_bind *mb_is_active;
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godot_method_bind *mb_set_active;
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godot_method_bind *mb_set_transform;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "CameraFeed"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
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// enums
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enum FeedDataType {
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FEED_NOIMAGE = 0,
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FEED_RGB = 1,
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FEED_YCBCR = 2,
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FEED_YCBCR_SEP = 3,
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};
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enum FeedPosition {
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FEED_UNSPECIFIED = 0,
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FEED_FRONT = 1,
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FEED_BACK = 2,
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};
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// constants
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static CameraFeed *_new();
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// methods
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void _allocate_texture(const int64_t width, const int64_t height, const int64_t format, const int64_t texture_type, const int64_t data_type);
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void _set_RGB_img(const Ref<Image> rgb_img);
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void _set_YCbCr_img(const Ref<Image> ycbcr_img);
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void _set_YCbCr_imgs(const Ref<Image> y_img, const Ref<Image> cbcr_img);
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void _set_name(const String name);
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void _set_position(const int64_t position);
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int64_t get_id() const;
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String get_name() const;
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CameraFeed::FeedPosition get_position() const;
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Transform2D get_transform() const;
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bool is_active() const;
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void set_active(const bool active);
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void set_transform(const Transform2D transform);
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};
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}
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#endif
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