#ifndef GODOT_CPP_VISUALSHADER_HPP #define GODOT_CPP_VISUALSHADER_HPP #include #include #include #include #include "Shader.hpp" namespace godot { class VisualShaderNode; class VisualShader : public Shader { struct ___method_bindings { godot_method_bind *mb__input_type_changed; godot_method_bind *mb__queue_update; godot_method_bind *mb__update_shader; godot_method_bind *mb_add_node; godot_method_bind *mb_can_connect_nodes; godot_method_bind *mb_connect_nodes; godot_method_bind *mb_connect_nodes_forced; godot_method_bind *mb_disconnect_nodes; godot_method_bind *mb_get_graph_offset; godot_method_bind *mb_get_node; godot_method_bind *mb_get_node_connections; godot_method_bind *mb_get_node_list; godot_method_bind *mb_get_node_position; godot_method_bind *mb_get_valid_node_id; godot_method_bind *mb_is_node_connection; godot_method_bind *mb_remove_node; godot_method_bind *mb_set_graph_offset; godot_method_bind *mb_set_mode; godot_method_bind *mb_set_node_position; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "VisualShader"; } 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 Type { TYPE_VERTEX = 0, TYPE_FRAGMENT = 1, TYPE_LIGHT = 2, TYPE_MAX = 3, }; // constants const static int NODE_ID_INVALID = -1; const static int NODE_ID_OUTPUT = 0; static VisualShader *_new(); // methods void _input_type_changed(const int64_t arg0, const int64_t arg1); void _queue_update(); void _update_shader() const; void add_node(const int64_t type, const Ref node, const Vector2 position, const int64_t id); bool can_connect_nodes(const int64_t type, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port) const; Error connect_nodes(const int64_t type, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port); void connect_nodes_forced(const int64_t type, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port); void disconnect_nodes(const int64_t type, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port); Vector2 get_graph_offset() const; Ref get_node(const int64_t type, const int64_t id) const; Array get_node_connections(const int64_t type) const; PoolIntArray get_node_list(const int64_t type) const; Vector2 get_node_position(const int64_t type, const int64_t id) const; int64_t get_valid_node_id(const int64_t type) const; bool is_node_connection(const int64_t type, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port) const; void remove_node(const int64_t type, const int64_t id); void set_graph_offset(const Vector2 offset); void set_mode(const int64_t mode); void set_node_position(const int64_t type, const int64_t id, const Vector2 position); }; } #endif