dungeonanddeamon/GodoBinding/include/gen/DynamicFontData.hpp
2020-03-25 11:29:52 +01:00

57 lines
1.4 KiB
C++

#ifndef GODOT_CPP_DYNAMICFONTDATA_HPP
#define GODOT_CPP_DYNAMICFONTDATA_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "DynamicFontData.hpp"
#include "Resource.hpp"
namespace godot {
class DynamicFontData : public Resource {
struct ___method_bindings {
godot_method_bind *mb_get_font_path;
godot_method_bind *mb_get_hinting;
godot_method_bind *mb_is_antialiased;
godot_method_bind *mb_set_antialiased;
godot_method_bind *mb_set_font_path;
godot_method_bind *mb_set_hinting;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "DynamicFontData"; }
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 Hinting {
HINTING_NONE = 0,
HINTING_LIGHT = 1,
HINTING_NORMAL = 2,
};
// constants
static DynamicFontData *_new();
// methods
String get_font_path() const;
DynamicFontData::Hinting get_hinting() const;
bool is_antialiased() const;
void set_antialiased(const bool antialiased);
void set_font_path(const String path);
void set_hinting(const int64_t mode);
};
}
#endif