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

99 lines
3.1 KiB
C++

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