#ifndef GODOT_CPP_VISUALSHADERNODE_HPP #define GODOT_CPP_VISUALSHADERNODE_HPP #include #include #include #include #include "Resource.hpp" namespace godot { class VisualShaderNode : public Resource { struct ___method_bindings { godot_method_bind *mb_get_default_input_values; godot_method_bind *mb_get_input_port_default_value; godot_method_bind *mb_get_output_port_for_preview; godot_method_bind *mb_set_default_input_values; godot_method_bind *mb_set_input_port_default_value; godot_method_bind *mb_set_output_port_for_preview; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "VisualShaderNode"; } 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 PortType { PORT_TYPE_SCALAR = 0, PORT_TYPE_VECTOR = 1, PORT_TYPE_BOOLEAN = 2, PORT_TYPE_TRANSFORM = 3, PORT_TYPE_SAMPLER = 4, PORT_TYPE_MAX = 5, }; // constants // methods Array get_default_input_values() const; Variant get_input_port_default_value(const int64_t port) const; int64_t get_output_port_for_preview() const; void set_default_input_values(const Array values); void set_input_port_default_value(const int64_t port, const Variant value); void set_output_port_for_preview(const int64_t port); }; } #endif