#ifndef GODOT_CPP_LIGHTOCCLUDER2D_HPP #define GODOT_CPP_LIGHTOCCLUDER2D_HPP #include #include #include #include #include "Node2D.hpp" namespace godot { class OccluderPolygon2D; class LightOccluder2D : public Node2D { struct ___method_bindings { godot_method_bind *mb__poly_changed; godot_method_bind *mb_get_occluder_light_mask; godot_method_bind *mb_get_occluder_polygon; godot_method_bind *mb_set_occluder_light_mask; godot_method_bind *mb_set_occluder_polygon; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "LightOccluder2D"; } 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 LightOccluder2D *_new(); // methods void _poly_changed(); int64_t get_occluder_light_mask() const; Ref get_occluder_polygon() const; void set_occluder_light_mask(const int64_t mask); void set_occluder_polygon(const Ref polygon); }; } #endif