#ifndef GODOT_CPP_PARTICLES2D_HPP #define GODOT_CPP_PARTICLES2D_HPP #include #include #include #include #include "Particles2D.hpp" #include "Node2D.hpp" namespace godot { class Texture; class Material; class Particles2D : public Node2D { struct ___method_bindings { godot_method_bind *mb_capture_rect; godot_method_bind *mb_get_amount; godot_method_bind *mb_get_draw_order; godot_method_bind *mb_get_explosiveness_ratio; godot_method_bind *mb_get_fixed_fps; godot_method_bind *mb_get_fractional_delta; godot_method_bind *mb_get_lifetime; godot_method_bind *mb_get_normal_map; godot_method_bind *mb_get_one_shot; godot_method_bind *mb_get_pre_process_time; godot_method_bind *mb_get_process_material; godot_method_bind *mb_get_randomness_ratio; godot_method_bind *mb_get_speed_scale; godot_method_bind *mb_get_texture; godot_method_bind *mb_get_use_local_coordinates; godot_method_bind *mb_get_visibility_rect; godot_method_bind *mb_is_emitting; godot_method_bind *mb_restart; godot_method_bind *mb_set_amount; godot_method_bind *mb_set_draw_order; godot_method_bind *mb_set_emitting; godot_method_bind *mb_set_explosiveness_ratio; godot_method_bind *mb_set_fixed_fps; godot_method_bind *mb_set_fractional_delta; godot_method_bind *mb_set_lifetime; godot_method_bind *mb_set_normal_map; godot_method_bind *mb_set_one_shot; godot_method_bind *mb_set_pre_process_time; godot_method_bind *mb_set_process_material; godot_method_bind *mb_set_randomness_ratio; godot_method_bind *mb_set_speed_scale; godot_method_bind *mb_set_texture; godot_method_bind *mb_set_use_local_coordinates; godot_method_bind *mb_set_visibility_rect; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Particles2D"; } 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 DrawOrder { DRAW_ORDER_INDEX = 0, DRAW_ORDER_LIFETIME = 1, }; // constants static Particles2D *_new(); // methods Rect2 capture_rect() const; int64_t get_amount() const; Particles2D::DrawOrder get_draw_order() const; real_t get_explosiveness_ratio() const; int64_t get_fixed_fps() const; bool get_fractional_delta() const; real_t get_lifetime() const; Ref get_normal_map() const; bool get_one_shot() const; real_t get_pre_process_time() const; Ref get_process_material() const; real_t get_randomness_ratio() const; real_t get_speed_scale() const; Ref get_texture() const; bool get_use_local_coordinates() const; Rect2 get_visibility_rect() const; bool is_emitting() const; void restart(); void set_amount(const int64_t amount); void set_draw_order(const int64_t order); void set_emitting(const bool emitting); void set_explosiveness_ratio(const real_t ratio); void set_fixed_fps(const int64_t fps); void set_fractional_delta(const bool enable); void set_lifetime(const real_t secs); void set_normal_map(const Ref texture); void set_one_shot(const bool secs); void set_pre_process_time(const real_t secs); void set_process_material(const Ref material); void set_randomness_ratio(const real_t ratio); void set_speed_scale(const real_t scale); void set_texture(const Ref texture); void set_use_local_coordinates(const bool enable); void set_visibility_rect(const Rect2 visibility_rect); }; } #endif