dungeonanddeamon/GodoBinding/include/gen/LightOccluder2D.hpp
2020-03-25 11:29:52 +01:00

50 lines
1.3 KiB
C++

#ifndef GODOT_CPP_LIGHTOCCLUDER2D_HPP
#define GODOT_CPP_LIGHTOCCLUDER2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Node2D.hpp"
namespace godot {
class OccluderPolygon2D;
class LightOccluder2D : public Node2D {
struct ___method_bindings {
godot_method_bind *mb__poly_changed;
godot_method_bind *mb_get_occluder_light_mask;
godot_method_bind *mb_get_occluder_polygon;
godot_method_bind *mb_set_occluder_light_mask;
godot_method_bind *mb_set_occluder_polygon;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "LightOccluder2D"; }
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 LightOccluder2D *_new();
// methods
void _poly_changed();
int64_t get_occluder_light_mask() const;
Ref<OccluderPolygon2D> get_occluder_polygon() const;
void set_occluder_light_mask(const int64_t mask);
void set_occluder_polygon(const Ref<OccluderPolygon2D> polygon);
};
}
#endif