#ifndef GODOT_CPP_AREA_HPP #define GODOT_CPP_AREA_HPP #include #include #include #include #include "Area.hpp" #include "CollisionObject.hpp" namespace godot { class Node; class Area : public CollisionObject { struct ___method_bindings { godot_method_bind *mb__area_enter_tree; godot_method_bind *mb__area_exit_tree; godot_method_bind *mb__area_inout; godot_method_bind *mb__body_enter_tree; godot_method_bind *mb__body_exit_tree; godot_method_bind *mb__body_inout; godot_method_bind *mb_get_angular_damp; godot_method_bind *mb_get_audio_bus; godot_method_bind *mb_get_collision_layer; godot_method_bind *mb_get_collision_layer_bit; godot_method_bind *mb_get_collision_mask; godot_method_bind *mb_get_collision_mask_bit; godot_method_bind *mb_get_gravity; godot_method_bind *mb_get_gravity_distance_scale; godot_method_bind *mb_get_gravity_vector; godot_method_bind *mb_get_linear_damp; godot_method_bind *mb_get_overlapping_areas; godot_method_bind *mb_get_overlapping_bodies; godot_method_bind *mb_get_priority; godot_method_bind *mb_get_reverb_amount; godot_method_bind *mb_get_reverb_bus; godot_method_bind *mb_get_reverb_uniformity; godot_method_bind *mb_get_space_override_mode; godot_method_bind *mb_is_gravity_a_point; godot_method_bind *mb_is_monitorable; godot_method_bind *mb_is_monitoring; godot_method_bind *mb_is_overriding_audio_bus; godot_method_bind *mb_is_using_reverb_bus; godot_method_bind *mb_overlaps_area; godot_method_bind *mb_overlaps_body; godot_method_bind *mb_set_angular_damp; godot_method_bind *mb_set_audio_bus; godot_method_bind *mb_set_audio_bus_override; godot_method_bind *mb_set_collision_layer; godot_method_bind *mb_set_collision_layer_bit; godot_method_bind *mb_set_collision_mask; godot_method_bind *mb_set_collision_mask_bit; godot_method_bind *mb_set_gravity; godot_method_bind *mb_set_gravity_distance_scale; godot_method_bind *mb_set_gravity_is_point; godot_method_bind *mb_set_gravity_vector; godot_method_bind *mb_set_linear_damp; godot_method_bind *mb_set_monitorable; godot_method_bind *mb_set_monitoring; godot_method_bind *mb_set_priority; godot_method_bind *mb_set_reverb_amount; godot_method_bind *mb_set_reverb_bus; godot_method_bind *mb_set_reverb_uniformity; godot_method_bind *mb_set_space_override_mode; godot_method_bind *mb_set_use_reverb_bus; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Area"; } 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; } // enums enum SpaceOverride { SPACE_OVERRIDE_DISABLED = 0, SPACE_OVERRIDE_COMBINE = 1, SPACE_OVERRIDE_COMBINE_REPLACE = 2, SPACE_OVERRIDE_REPLACE = 3, SPACE_OVERRIDE_REPLACE_COMBINE = 4, }; // constants static Area *_new(); // methods void _area_enter_tree(const int64_t id); void _area_exit_tree(const int64_t id); void _area_inout(const int64_t arg0, const RID arg1, const int64_t arg2, const int64_t arg3, const int64_t arg4); void _body_enter_tree(const int64_t id); void _body_exit_tree(const int64_t id); void _body_inout(const int64_t arg0, const RID arg1, const int64_t arg2, const int64_t arg3, const int64_t arg4); real_t get_angular_damp() const; String get_audio_bus() const; int64_t get_collision_layer() const; bool get_collision_layer_bit(const int64_t bit) const; int64_t get_collision_mask() const; bool get_collision_mask_bit(const int64_t bit) const; real_t get_gravity() const; real_t get_gravity_distance_scale() const; Vector3 get_gravity_vector() const; real_t get_linear_damp() const; Array get_overlapping_areas() const; Array get_overlapping_bodies() const; real_t get_priority() const; real_t get_reverb_amount() const; String get_reverb_bus() const; real_t get_reverb_uniformity() const; Area::SpaceOverride get_space_override_mode() const; bool is_gravity_a_point() const; bool is_monitorable() const; bool is_monitoring() const; bool is_overriding_audio_bus() const; bool is_using_reverb_bus() const; bool overlaps_area(const Node *area) const; bool overlaps_body(const Node *body) const; void set_angular_damp(const real_t angular_damp); void set_audio_bus(const String name); void set_audio_bus_override(const bool enable); void set_collision_layer(const int64_t collision_layer); void set_collision_layer_bit(const int64_t bit, const bool value); void set_collision_mask(const int64_t collision_mask); void set_collision_mask_bit(const int64_t bit, const bool value); void set_gravity(const real_t gravity); void set_gravity_distance_scale(const real_t distance_scale); void set_gravity_is_point(const bool enable); void set_gravity_vector(const Vector3 vector); void set_linear_damp(const real_t linear_damp); void set_monitorable(const bool enable); void set_monitoring(const bool enable); void set_priority(const real_t priority); void set_reverb_amount(const real_t amount); void set_reverb_bus(const String name); void set_reverb_uniformity(const real_t amount); void set_space_override_mode(const int64_t enable); void set_use_reverb_bus(const bool enable); }; } #endif