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

54 lines
1.4 KiB
C++

#ifndef GODOT_CPP_SHADERMATERIAL_HPP
#define GODOT_CPP_SHADERMATERIAL_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Material.hpp"
namespace godot {
class Shader;
class ShaderMaterial : public Material {
struct ___method_bindings {
godot_method_bind *mb__shader_changed;
godot_method_bind *mb_get_shader;
godot_method_bind *mb_get_shader_param;
godot_method_bind *mb_property_can_revert;
godot_method_bind *mb_property_get_revert;
godot_method_bind *mb_set_shader;
godot_method_bind *mb_set_shader_param;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "ShaderMaterial"; }
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
// constants
static ShaderMaterial *_new();
// methods
void _shader_changed();
Ref<Shader> get_shader() const;
Variant get_shader_param(const String param) const;
bool property_can_revert(const String name);
Variant property_get_revert(const String name);
void set_shader(const Ref<Shader> shader);
void set_shader_param(const String param, const Variant value);
};
}
#endif