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126 lines
4.3 KiB
C++
126 lines
4.3 KiB
C++
#ifndef GODOT_CPP_POLYGON2D_HPP
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#define GODOT_CPP_POLYGON2D_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "Node2D.hpp"
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namespace godot {
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class Texture;
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class Polygon2D : public Node2D {
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struct ___method_bindings {
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godot_method_bind *mb__get_bones;
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godot_method_bind *mb__set_bones;
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godot_method_bind *mb__skeleton_bone_setup_changed;
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godot_method_bind *mb_add_bone;
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godot_method_bind *mb_clear_bones;
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godot_method_bind *mb_erase_bone;
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godot_method_bind *mb_get_antialiased;
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godot_method_bind *mb_get_bone_count;
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godot_method_bind *mb_get_bone_path;
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godot_method_bind *mb_get_bone_weights;
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godot_method_bind *mb_get_color;
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godot_method_bind *mb_get_internal_vertex_count;
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godot_method_bind *mb_get_invert;
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godot_method_bind *mb_get_invert_border;
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godot_method_bind *mb_get_offset;
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godot_method_bind *mb_get_polygon;
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godot_method_bind *mb_get_polygons;
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godot_method_bind *mb_get_skeleton;
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godot_method_bind *mb_get_texture;
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godot_method_bind *mb_get_texture_offset;
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godot_method_bind *mb_get_texture_rotation;
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godot_method_bind *mb_get_texture_rotation_degrees;
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godot_method_bind *mb_get_texture_scale;
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godot_method_bind *mb_get_uv;
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godot_method_bind *mb_get_vertex_colors;
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godot_method_bind *mb_set_antialiased;
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godot_method_bind *mb_set_bone_path;
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godot_method_bind *mb_set_bone_weights;
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godot_method_bind *mb_set_color;
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godot_method_bind *mb_set_internal_vertex_count;
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godot_method_bind *mb_set_invert;
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godot_method_bind *mb_set_invert_border;
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godot_method_bind *mb_set_offset;
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godot_method_bind *mb_set_polygon;
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godot_method_bind *mb_set_polygons;
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godot_method_bind *mb_set_skeleton;
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godot_method_bind *mb_set_texture;
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godot_method_bind *mb_set_texture_offset;
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godot_method_bind *mb_set_texture_rotation;
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godot_method_bind *mb_set_texture_rotation_degrees;
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godot_method_bind *mb_set_texture_scale;
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godot_method_bind *mb_set_uv;
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godot_method_bind *mb_set_vertex_colors;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "Polygon2D"; }
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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; }
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// enums
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// constants
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static Polygon2D *_new();
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// methods
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Array _get_bones() const;
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void _set_bones(const Array bones);
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void _skeleton_bone_setup_changed();
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void add_bone(const NodePath path, const PoolRealArray weights);
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void clear_bones();
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void erase_bone(const int64_t index);
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bool get_antialiased() const;
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int64_t get_bone_count() const;
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NodePath get_bone_path(const int64_t index) const;
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PoolRealArray get_bone_weights(const int64_t index) const;
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Color get_color() const;
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int64_t get_internal_vertex_count() const;
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bool get_invert() const;
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real_t get_invert_border() const;
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Vector2 get_offset() const;
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PoolVector2Array get_polygon() const;
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Array get_polygons() const;
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NodePath get_skeleton() const;
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Ref<Texture> get_texture() const;
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Vector2 get_texture_offset() const;
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real_t get_texture_rotation() const;
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real_t get_texture_rotation_degrees() const;
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Vector2 get_texture_scale() const;
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PoolVector2Array get_uv() const;
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PoolColorArray get_vertex_colors() const;
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void set_antialiased(const bool antialiased);
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void set_bone_path(const int64_t index, const NodePath path);
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void set_bone_weights(const int64_t index, const PoolRealArray weights);
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void set_color(const Color color);
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void set_internal_vertex_count(const int64_t internal_vertex_count);
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void set_invert(const bool invert);
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void set_invert_border(const real_t invert_border);
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void set_offset(const Vector2 offset);
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void set_polygon(const PoolVector2Array polygon);
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void set_polygons(const Array polygons);
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void set_skeleton(const NodePath skeleton);
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void set_texture(const Ref<Texture> texture);
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void set_texture_offset(const Vector2 texture_offset);
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void set_texture_rotation(const real_t texture_rotation);
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void set_texture_rotation_degrees(const real_t texture_rotation);
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void set_texture_scale(const Vector2 texture_scale);
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void set_uv(const PoolVector2Array uv);
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void set_vertex_colors(const PoolColorArray vertex_colors);
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};
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}
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#endif |