#ifndef GODOT_CPP_CAMERA2D_HPP #define GODOT_CPP_CAMERA2D_HPP #include #include #include #include #include "Camera2D.hpp" #include "Node2D.hpp" namespace godot { class Object; class Node; class Camera2D : public Node2D { struct ___method_bindings { godot_method_bind *mb__make_current; godot_method_bind *mb__set_current; godot_method_bind *mb__set_old_smoothing; godot_method_bind *mb__update_scroll; godot_method_bind *mb_align; godot_method_bind *mb_clear_current; godot_method_bind *mb_force_update_scroll; godot_method_bind *mb_get_anchor_mode; godot_method_bind *mb_get_camera_position; godot_method_bind *mb_get_camera_screen_center; godot_method_bind *mb_get_custom_viewport; godot_method_bind *mb_get_drag_margin; godot_method_bind *mb_get_follow_smoothing; godot_method_bind *mb_get_h_offset; godot_method_bind *mb_get_limit; godot_method_bind *mb_get_offset; godot_method_bind *mb_get_process_mode; godot_method_bind *mb_get_v_offset; godot_method_bind *mb_get_zoom; godot_method_bind *mb_is_current; godot_method_bind *mb_is_follow_smoothing_enabled; godot_method_bind *mb_is_h_drag_enabled; godot_method_bind *mb_is_limit_drawing_enabled; godot_method_bind *mb_is_limit_smoothing_enabled; godot_method_bind *mb_is_margin_drawing_enabled; godot_method_bind *mb_is_rotating; godot_method_bind *mb_is_screen_drawing_enabled; godot_method_bind *mb_is_v_drag_enabled; godot_method_bind *mb_make_current; godot_method_bind *mb_reset_smoothing; godot_method_bind *mb_set_anchor_mode; godot_method_bind *mb_set_custom_viewport; godot_method_bind *mb_set_drag_margin; godot_method_bind *mb_set_enable_follow_smoothing; godot_method_bind *mb_set_follow_smoothing; godot_method_bind *mb_set_h_drag_enabled; godot_method_bind *mb_set_h_offset; godot_method_bind *mb_set_limit; godot_method_bind *mb_set_limit_drawing_enabled; godot_method_bind *mb_set_limit_smoothing_enabled; godot_method_bind *mb_set_margin_drawing_enabled; godot_method_bind *mb_set_offset; godot_method_bind *mb_set_process_mode; godot_method_bind *mb_set_rotating; godot_method_bind *mb_set_screen_drawing_enabled; godot_method_bind *mb_set_v_drag_enabled; godot_method_bind *mb_set_v_offset; godot_method_bind *mb_set_zoom; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Camera2D"; } 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 Camera2DProcessMode { CAMERA2D_PROCESS_PHYSICS = 0, CAMERA2D_PROCESS_IDLE = 1, }; enum AnchorMode { ANCHOR_MODE_FIXED_TOP_LEFT = 0, ANCHOR_MODE_DRAG_CENTER = 1, }; // constants static Camera2D *_new(); // methods void _make_current(const Object *arg0); void _set_current(const bool current); void _set_old_smoothing(const real_t follow_smoothing); void _update_scroll(); void align(); void clear_current(); void force_update_scroll(); Camera2D::AnchorMode get_anchor_mode() const; Vector2 get_camera_position() const; Vector2 get_camera_screen_center() const; Node *get_custom_viewport() const; real_t get_drag_margin(const int64_t margin) const; real_t get_follow_smoothing() const; real_t get_h_offset() const; int64_t get_limit(const int64_t margin) const; Vector2 get_offset() const; Camera2D::Camera2DProcessMode get_process_mode() const; real_t get_v_offset() const; Vector2 get_zoom() const; bool is_current() const; bool is_follow_smoothing_enabled() const; bool is_h_drag_enabled() const; bool is_limit_drawing_enabled() const; bool is_limit_smoothing_enabled() const; bool is_margin_drawing_enabled() const; bool is_rotating() const; bool is_screen_drawing_enabled() const; bool is_v_drag_enabled() const; void make_current(); void reset_smoothing(); void set_anchor_mode(const int64_t anchor_mode); void set_custom_viewport(const Node *viewport); void set_drag_margin(const int64_t margin, const real_t drag_margin); void set_enable_follow_smoothing(const bool follow_smoothing); void set_follow_smoothing(const real_t follow_smoothing); void set_h_drag_enabled(const bool enabled); void set_h_offset(const real_t ofs); void set_limit(const int64_t margin, const int64_t limit); void set_limit_drawing_enabled(const bool limit_drawing_enabled); void set_limit_smoothing_enabled(const bool limit_smoothing_enabled); void set_margin_drawing_enabled(const bool margin_drawing_enabled); void set_offset(const Vector2 offset); void set_process_mode(const int64_t mode); void set_rotating(const bool rotating); void set_screen_drawing_enabled(const bool screen_drawing_enabled); void set_v_drag_enabled(const bool enabled); void set_v_offset(const real_t ofs); void set_zoom(const Vector2 zoom); }; } #endif