#ifndef GODOT_CPP_LIGHT2D_HPP #define GODOT_CPP_LIGHT2D_HPP #include #include #include #include #include "Light2D.hpp" #include "Node2D.hpp" namespace godot { class Texture; class Light2D : public Node2D { struct ___method_bindings { godot_method_bind *mb_get_color; godot_method_bind *mb_get_energy; godot_method_bind *mb_get_height; godot_method_bind *mb_get_item_cull_mask; godot_method_bind *mb_get_item_shadow_cull_mask; godot_method_bind *mb_get_layer_range_max; godot_method_bind *mb_get_layer_range_min; godot_method_bind *mb_get_mode; godot_method_bind *mb_get_shadow_buffer_size; godot_method_bind *mb_get_shadow_color; godot_method_bind *mb_get_shadow_filter; godot_method_bind *mb_get_shadow_gradient_length; godot_method_bind *mb_get_shadow_smooth; godot_method_bind *mb_get_texture; godot_method_bind *mb_get_texture_offset; godot_method_bind *mb_get_texture_scale; godot_method_bind *mb_get_z_range_max; godot_method_bind *mb_get_z_range_min; godot_method_bind *mb_is_editor_only; godot_method_bind *mb_is_enabled; godot_method_bind *mb_is_shadow_enabled; godot_method_bind *mb_set_color; godot_method_bind *mb_set_editor_only; godot_method_bind *mb_set_enabled; godot_method_bind *mb_set_energy; godot_method_bind *mb_set_height; godot_method_bind *mb_set_item_cull_mask; godot_method_bind *mb_set_item_shadow_cull_mask; godot_method_bind *mb_set_layer_range_max; godot_method_bind *mb_set_layer_range_min; godot_method_bind *mb_set_mode; godot_method_bind *mb_set_shadow_buffer_size; godot_method_bind *mb_set_shadow_color; godot_method_bind *mb_set_shadow_enabled; godot_method_bind *mb_set_shadow_filter; godot_method_bind *mb_set_shadow_gradient_length; godot_method_bind *mb_set_shadow_smooth; godot_method_bind *mb_set_texture; godot_method_bind *mb_set_texture_offset; godot_method_bind *mb_set_texture_scale; godot_method_bind *mb_set_z_range_max; godot_method_bind *mb_set_z_range_min; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Light2D"; } 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 ShadowFilter { SHADOW_FILTER_NONE = 0, SHADOW_FILTER_PCF3 = 1, SHADOW_FILTER_PCF5 = 2, SHADOW_FILTER_PCF7 = 3, SHADOW_FILTER_PCF9 = 4, SHADOW_FILTER_PCF13 = 5, }; enum Mode { MODE_ADD = 0, MODE_SUB = 1, MODE_MIX = 2, MODE_MASK = 3, }; // constants static Light2D *_new(); // methods Color get_color() const; real_t get_energy() const; real_t get_height() const; int64_t get_item_cull_mask() const; int64_t get_item_shadow_cull_mask() const; int64_t get_layer_range_max() const; int64_t get_layer_range_min() const; Light2D::Mode get_mode() const; int64_t get_shadow_buffer_size() const; Color get_shadow_color() const; Light2D::ShadowFilter get_shadow_filter() const; real_t get_shadow_gradient_length() const; real_t get_shadow_smooth() const; Ref get_texture() const; Vector2 get_texture_offset() const; real_t get_texture_scale() const; int64_t get_z_range_max() const; int64_t get_z_range_min() const; bool is_editor_only() const; bool is_enabled() const; bool is_shadow_enabled() const; void set_color(const Color color); void set_editor_only(const bool editor_only); void set_enabled(const bool enabled); void set_energy(const real_t energy); void set_height(const real_t height); void set_item_cull_mask(const int64_t item_cull_mask); void set_item_shadow_cull_mask(const int64_t item_shadow_cull_mask); void set_layer_range_max(const int64_t layer); void set_layer_range_min(const int64_t layer); void set_mode(const int64_t mode); void set_shadow_buffer_size(const int64_t size); void set_shadow_color(const Color shadow_color); void set_shadow_enabled(const bool enabled); void set_shadow_filter(const int64_t filter); void set_shadow_gradient_length(const real_t multiplier); void set_shadow_smooth(const real_t smooth); void set_texture(const Ref texture); void set_texture_offset(const Vector2 texture_offset); void set_texture_scale(const real_t texture_scale); void set_z_range_max(const int64_t z); void set_z_range_min(const int64_t z); }; } #endif