#ifndef GODOT_CPP_POLYGON2D_HPP #define GODOT_CPP_POLYGON2D_HPP #include #include #include #include #include "Node2D.hpp" namespace godot { class Texture; class Polygon2D : public Node2D { struct ___method_bindings { godot_method_bind *mb__get_bones; godot_method_bind *mb__set_bones; godot_method_bind *mb__skeleton_bone_setup_changed; godot_method_bind *mb_add_bone; godot_method_bind *mb_clear_bones; godot_method_bind *mb_erase_bone; godot_method_bind *mb_get_antialiased; godot_method_bind *mb_get_bone_count; godot_method_bind *mb_get_bone_path; godot_method_bind *mb_get_bone_weights; godot_method_bind *mb_get_color; godot_method_bind *mb_get_internal_vertex_count; godot_method_bind *mb_get_invert; godot_method_bind *mb_get_invert_border; godot_method_bind *mb_get_offset; godot_method_bind *mb_get_polygon; godot_method_bind *mb_get_polygons; godot_method_bind *mb_get_skeleton; godot_method_bind *mb_get_texture; godot_method_bind *mb_get_texture_offset; godot_method_bind *mb_get_texture_rotation; godot_method_bind *mb_get_texture_rotation_degrees; godot_method_bind *mb_get_texture_scale; godot_method_bind *mb_get_uv; godot_method_bind *mb_get_vertex_colors; godot_method_bind *mb_set_antialiased; godot_method_bind *mb_set_bone_path; godot_method_bind *mb_set_bone_weights; godot_method_bind *mb_set_color; godot_method_bind *mb_set_internal_vertex_count; godot_method_bind *mb_set_invert; godot_method_bind *mb_set_invert_border; godot_method_bind *mb_set_offset; godot_method_bind *mb_set_polygon; godot_method_bind *mb_set_polygons; godot_method_bind *mb_set_skeleton; godot_method_bind *mb_set_texture; godot_method_bind *mb_set_texture_offset; godot_method_bind *mb_set_texture_rotation; godot_method_bind *mb_set_texture_rotation_degrees; godot_method_bind *mb_set_texture_scale; godot_method_bind *mb_set_uv; godot_method_bind *mb_set_vertex_colors; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Polygon2D"; } 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 // constants static Polygon2D *_new(); // methods Array _get_bones() const; void _set_bones(const Array bones); void _skeleton_bone_setup_changed(); void add_bone(const NodePath path, const PoolRealArray weights); void clear_bones(); void erase_bone(const int64_t index); bool get_antialiased() const; int64_t get_bone_count() const; NodePath get_bone_path(const int64_t index) const; PoolRealArray get_bone_weights(const int64_t index) const; Color get_color() const; int64_t get_internal_vertex_count() const; bool get_invert() const; real_t get_invert_border() const; Vector2 get_offset() const; PoolVector2Array get_polygon() const; Array get_polygons() const; NodePath get_skeleton() const; Ref get_texture() const; Vector2 get_texture_offset() const; real_t get_texture_rotation() const; real_t get_texture_rotation_degrees() const; Vector2 get_texture_scale() const; PoolVector2Array get_uv() const; PoolColorArray get_vertex_colors() const; void set_antialiased(const bool antialiased); void set_bone_path(const int64_t index, const NodePath path); void set_bone_weights(const int64_t index, const PoolRealArray weights); void set_color(const Color color); void set_internal_vertex_count(const int64_t internal_vertex_count); void set_invert(const bool invert); void set_invert_border(const real_t invert_border); void set_offset(const Vector2 offset); void set_polygon(const PoolVector2Array polygon); void set_polygons(const Array polygons); void set_skeleton(const NodePath skeleton); void set_texture(const Ref texture); void set_texture_offset(const Vector2 texture_offset); void set_texture_rotation(const real_t texture_rotation); void set_texture_rotation_degrees(const real_t texture_rotation); void set_texture_scale(const Vector2 texture_scale); void set_uv(const PoolVector2Array uv); void set_vertex_colors(const PoolColorArray vertex_colors); }; } #endif