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

66 lines
1.6 KiB
C++

#ifndef GODOT_CPP_VISUALSHADERNODETEXTURE_HPP
#define GODOT_CPP_VISUALSHADERNODETEXTURE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "VisualShaderNodeTexture.hpp"
#include "VisualShaderNode.hpp"
namespace godot {
class Texture;
class VisualShaderNodeTexture : public VisualShaderNode {
struct ___method_bindings {
godot_method_bind *mb_get_source;
godot_method_bind *mb_get_texture;
godot_method_bind *mb_get_texture_type;
godot_method_bind *mb_set_source;
godot_method_bind *mb_set_texture;
godot_method_bind *mb_set_texture_type;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "VisualShaderNodeTexture"; }
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 TextureType {
TYPE_DATA = 0,
TYPE_COLOR = 1,
TYPE_NORMALMAP = 2,
};
enum Source {
SOURCE_TEXTURE = 0,
SOURCE_SCREEN = 1,
SOURCE_2D_TEXTURE = 2,
SOURCE_2D_NORMAL = 3,
SOURCE_DEPTH = 4,
SOURCE_PORT = 5,
};
// constants
static VisualShaderNodeTexture *_new();
// methods
VisualShaderNodeTexture::Source get_source() const;
Ref<Texture> get_texture() const;
VisualShaderNodeTexture::TextureType get_texture_type() const;
void set_source(const int64_t value);
void set_texture(const Ref<Texture> value);
void set_texture_type(const int64_t value);
};
}
#endif