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

148 lines
5.4 KiB
C++

#ifndef GODOT_CPP_AREA_HPP
#define GODOT_CPP_AREA_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Area.hpp"
#include "CollisionObject.hpp"
namespace godot {
class Node;
class Area : public CollisionObject {
struct ___method_bindings {
godot_method_bind *mb__area_enter_tree;
godot_method_bind *mb__area_exit_tree;
godot_method_bind *mb__area_inout;
godot_method_bind *mb__body_enter_tree;
godot_method_bind *mb__body_exit_tree;
godot_method_bind *mb__body_inout;
godot_method_bind *mb_get_angular_damp;
godot_method_bind *mb_get_audio_bus;
godot_method_bind *mb_get_collision_layer;
godot_method_bind *mb_get_collision_layer_bit;
godot_method_bind *mb_get_collision_mask;
godot_method_bind *mb_get_collision_mask_bit;
godot_method_bind *mb_get_gravity;
godot_method_bind *mb_get_gravity_distance_scale;
godot_method_bind *mb_get_gravity_vector;
godot_method_bind *mb_get_linear_damp;
godot_method_bind *mb_get_overlapping_areas;
godot_method_bind *mb_get_overlapping_bodies;
godot_method_bind *mb_get_priority;
godot_method_bind *mb_get_reverb_amount;
godot_method_bind *mb_get_reverb_bus;
godot_method_bind *mb_get_reverb_uniformity;
godot_method_bind *mb_get_space_override_mode;
godot_method_bind *mb_is_gravity_a_point;
godot_method_bind *mb_is_monitorable;
godot_method_bind *mb_is_monitoring;
godot_method_bind *mb_is_overriding_audio_bus;
godot_method_bind *mb_is_using_reverb_bus;
godot_method_bind *mb_overlaps_area;
godot_method_bind *mb_overlaps_body;
godot_method_bind *mb_set_angular_damp;
godot_method_bind *mb_set_audio_bus;
godot_method_bind *mb_set_audio_bus_override;
godot_method_bind *mb_set_collision_layer;
godot_method_bind *mb_set_collision_layer_bit;
godot_method_bind *mb_set_collision_mask;
godot_method_bind *mb_set_collision_mask_bit;
godot_method_bind *mb_set_gravity;
godot_method_bind *mb_set_gravity_distance_scale;
godot_method_bind *mb_set_gravity_is_point;
godot_method_bind *mb_set_gravity_vector;
godot_method_bind *mb_set_linear_damp;
godot_method_bind *mb_set_monitorable;
godot_method_bind *mb_set_monitoring;
godot_method_bind *mb_set_priority;
godot_method_bind *mb_set_reverb_amount;
godot_method_bind *mb_set_reverb_bus;
godot_method_bind *mb_set_reverb_uniformity;
godot_method_bind *mb_set_space_override_mode;
godot_method_bind *mb_set_use_reverb_bus;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "Area"; }
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 SpaceOverride {
SPACE_OVERRIDE_DISABLED = 0,
SPACE_OVERRIDE_COMBINE = 1,
SPACE_OVERRIDE_COMBINE_REPLACE = 2,
SPACE_OVERRIDE_REPLACE = 3,
SPACE_OVERRIDE_REPLACE_COMBINE = 4,
};
// constants
static Area *_new();
// methods
void _area_enter_tree(const int64_t id);
void _area_exit_tree(const int64_t id);
void _area_inout(const int64_t arg0, const RID arg1, const int64_t arg2, const int64_t arg3, const int64_t arg4);
void _body_enter_tree(const int64_t id);
void _body_exit_tree(const int64_t id);
void _body_inout(const int64_t arg0, const RID arg1, const int64_t arg2, const int64_t arg3, const int64_t arg4);
real_t get_angular_damp() const;
String get_audio_bus() const;
int64_t get_collision_layer() const;
bool get_collision_layer_bit(const int64_t bit) const;
int64_t get_collision_mask() const;
bool get_collision_mask_bit(const int64_t bit) const;
real_t get_gravity() const;
real_t get_gravity_distance_scale() const;
Vector3 get_gravity_vector() const;
real_t get_linear_damp() const;
Array get_overlapping_areas() const;
Array get_overlapping_bodies() const;
real_t get_priority() const;
real_t get_reverb_amount() const;
String get_reverb_bus() const;
real_t get_reverb_uniformity() const;
Area::SpaceOverride get_space_override_mode() const;
bool is_gravity_a_point() const;
bool is_monitorable() const;
bool is_monitoring() const;
bool is_overriding_audio_bus() const;
bool is_using_reverb_bus() const;
bool overlaps_area(const Node *area) const;
bool overlaps_body(const Node *body) const;
void set_angular_damp(const real_t angular_damp);
void set_audio_bus(const String name);
void set_audio_bus_override(const bool enable);
void set_collision_layer(const int64_t collision_layer);
void set_collision_layer_bit(const int64_t bit, const bool value);
void set_collision_mask(const int64_t collision_mask);
void set_collision_mask_bit(const int64_t bit, const bool value);
void set_gravity(const real_t gravity);
void set_gravity_distance_scale(const real_t distance_scale);
void set_gravity_is_point(const bool enable);
void set_gravity_vector(const Vector3 vector);
void set_linear_damp(const real_t linear_damp);
void set_monitorable(const bool enable);
void set_monitoring(const bool enable);
void set_priority(const real_t priority);
void set_reverb_amount(const real_t amount);
void set_reverb_bus(const String name);
void set_reverb_uniformity(const real_t amount);
void set_space_override_mode(const int64_t enable);
void set_use_reverb_bus(const bool enable);
};
}
#endif