#ifndef GODOT_CPP_OMNILIGHT_HPP #define GODOT_CPP_OMNILIGHT_HPP #include #include #include #include #include "OmniLight.hpp" #include "Light.hpp" namespace godot { class OmniLight : public Light { struct ___method_bindings { godot_method_bind *mb_get_shadow_detail; godot_method_bind *mb_get_shadow_mode; godot_method_bind *mb_set_shadow_detail; godot_method_bind *mb_set_shadow_mode; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "OmniLight"; } 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 ShadowMode { SHADOW_DUAL_PARABOLOID = 0, SHADOW_CUBE = 1, }; enum ShadowDetail { SHADOW_DETAIL_VERTICAL = 0, SHADOW_DETAIL_HORIZONTAL = 1, }; // constants static OmniLight *_new(); // methods OmniLight::ShadowDetail get_shadow_detail() const; OmniLight::ShadowMode get_shadow_mode() const; void set_shadow_detail(const int64_t detail); void set_shadow_mode(const int64_t mode); }; } #endif