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99 lines
3.1 KiB
C++
99 lines
3.1 KiB
C++
#ifndef GODOT_CPP_TEXTUREPROGRESS_HPP
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#define GODOT_CPP_TEXTUREPROGRESS_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 "Range.hpp"
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namespace godot {
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class Texture;
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class TextureProgress : public Range {
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struct ___method_bindings {
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godot_method_bind *mb_get_fill_degrees;
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godot_method_bind *mb_get_fill_mode;
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godot_method_bind *mb_get_nine_patch_stretch;
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godot_method_bind *mb_get_over_texture;
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godot_method_bind *mb_get_progress_texture;
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godot_method_bind *mb_get_radial_center_offset;
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godot_method_bind *mb_get_radial_initial_angle;
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godot_method_bind *mb_get_stretch_margin;
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godot_method_bind *mb_get_tint_over;
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godot_method_bind *mb_get_tint_progress;
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godot_method_bind *mb_get_tint_under;
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godot_method_bind *mb_get_under_texture;
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godot_method_bind *mb_set_fill_degrees;
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godot_method_bind *mb_set_fill_mode;
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godot_method_bind *mb_set_nine_patch_stretch;
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godot_method_bind *mb_set_over_texture;
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godot_method_bind *mb_set_progress_texture;
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godot_method_bind *mb_set_radial_center_offset;
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godot_method_bind *mb_set_radial_initial_angle;
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godot_method_bind *mb_set_stretch_margin;
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godot_method_bind *mb_set_tint_over;
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godot_method_bind *mb_set_tint_progress;
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godot_method_bind *mb_set_tint_under;
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godot_method_bind *mb_set_under_texture;
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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 *) "TextureProgress"; }
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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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enum FillMode {
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FILL_LEFT_TO_RIGHT = 0,
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FILL_RIGHT_TO_LEFT = 1,
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FILL_TOP_TO_BOTTOM = 2,
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FILL_BOTTOM_TO_TOP = 3,
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FILL_CLOCKWISE = 4,
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FILL_COUNTER_CLOCKWISE = 5,
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FILL_BILINEAR_LEFT_AND_RIGHT = 6,
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FILL_BILINEAR_TOP_AND_BOTTOM = 7,
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FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE = 8,
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};
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// constants
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static TextureProgress *_new();
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// methods
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real_t get_fill_degrees();
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int64_t get_fill_mode();
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bool get_nine_patch_stretch() const;
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Ref<Texture> get_over_texture() const;
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Ref<Texture> get_progress_texture() const;
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Vector2 get_radial_center_offset();
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real_t get_radial_initial_angle();
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int64_t get_stretch_margin(const int64_t margin) const;
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Color get_tint_over() const;
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Color get_tint_progress() const;
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Color get_tint_under() const;
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Ref<Texture> get_under_texture() const;
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void set_fill_degrees(const real_t mode);
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void set_fill_mode(const int64_t mode);
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void set_nine_patch_stretch(const bool stretch);
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void set_over_texture(const Ref<Texture> tex);
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void set_progress_texture(const Ref<Texture> tex);
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void set_radial_center_offset(const Vector2 mode);
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void set_radial_initial_angle(const real_t mode);
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void set_stretch_margin(const int64_t margin, const int64_t value);
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void set_tint_over(const Color tint);
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void set_tint_progress(const Color tint);
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void set_tint_under(const Color tint);
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void set_under_texture(const Ref<Texture> tex);
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};
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}
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#endif |