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

58 lines
1.4 KiB
C++

#ifndef GODOT_CPP_SHADER_HPP
#define GODOT_CPP_SHADER_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Shader.hpp"
#include "Resource.hpp"
namespace godot {
class Texture;
class Shader : public Resource {
struct ___method_bindings {
godot_method_bind *mb_get_code;
godot_method_bind *mb_get_default_texture_param;
godot_method_bind *mb_get_mode;
godot_method_bind *mb_has_param;
godot_method_bind *mb_set_code;
godot_method_bind *mb_set_default_texture_param;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "Shader"; }
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 Mode {
MODE_SPATIAL = 0,
MODE_CANVAS_ITEM = 1,
MODE_PARTICLES = 2,
};
// constants
static Shader *_new();
// methods
String get_code() const;
Ref<Texture> get_default_texture_param(const String param) const;
Shader::Mode get_mode() const;
bool has_param(const String name) const;
void set_code(const String code);
void set_default_texture_param(const String param, const Ref<Texture> texture);
};
}
#endif