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

86 lines
3.2 KiB
C++

#ifndef GODOT_CPP_VISUALSHADER_HPP
#define GODOT_CPP_VISUALSHADER_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#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<VisualShaderNode> 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<VisualShaderNode> 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