dungeonanddeamon/GodoBinding/include/gen/Polygon2D.hpp
2020-03-25 11:29:52 +01:00

126 lines
4.3 KiB
C++

#ifndef GODOT_CPP_POLYGON2D_HPP
#define GODOT_CPP_POLYGON2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Node2D.hpp"
namespace godot {
class Texture;
class Polygon2D : public Node2D {
struct ___method_bindings {
godot_method_bind *mb__get_bones;
godot_method_bind *mb__set_bones;
godot_method_bind *mb__skeleton_bone_setup_changed;
godot_method_bind *mb_add_bone;
godot_method_bind *mb_clear_bones;
godot_method_bind *mb_erase_bone;
godot_method_bind *mb_get_antialiased;
godot_method_bind *mb_get_bone_count;
godot_method_bind *mb_get_bone_path;
godot_method_bind *mb_get_bone_weights;
godot_method_bind *mb_get_color;
godot_method_bind *mb_get_internal_vertex_count;
godot_method_bind *mb_get_invert;
godot_method_bind *mb_get_invert_border;
godot_method_bind *mb_get_offset;
godot_method_bind *mb_get_polygon;
godot_method_bind *mb_get_polygons;
godot_method_bind *mb_get_skeleton;
godot_method_bind *mb_get_texture;
godot_method_bind *mb_get_texture_offset;
godot_method_bind *mb_get_texture_rotation;
godot_method_bind *mb_get_texture_rotation_degrees;
godot_method_bind *mb_get_texture_scale;
godot_method_bind *mb_get_uv;
godot_method_bind *mb_get_vertex_colors;
godot_method_bind *mb_set_antialiased;
godot_method_bind *mb_set_bone_path;
godot_method_bind *mb_set_bone_weights;
godot_method_bind *mb_set_color;
godot_method_bind *mb_set_internal_vertex_count;
godot_method_bind *mb_set_invert;
godot_method_bind *mb_set_invert_border;
godot_method_bind *mb_set_offset;
godot_method_bind *mb_set_polygon;
godot_method_bind *mb_set_polygons;
godot_method_bind *mb_set_skeleton;
godot_method_bind *mb_set_texture;
godot_method_bind *mb_set_texture_offset;
godot_method_bind *mb_set_texture_rotation;
godot_method_bind *mb_set_texture_rotation_degrees;
godot_method_bind *mb_set_texture_scale;
godot_method_bind *mb_set_uv;
godot_method_bind *mb_set_vertex_colors;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "Polygon2D"; }
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 Polygon2D *_new();
// methods
Array _get_bones() const;
void _set_bones(const Array bones);
void _skeleton_bone_setup_changed();
void add_bone(const NodePath path, const PoolRealArray weights);
void clear_bones();
void erase_bone(const int64_t index);
bool get_antialiased() const;
int64_t get_bone_count() const;
NodePath get_bone_path(const int64_t index) const;
PoolRealArray get_bone_weights(const int64_t index) const;
Color get_color() const;
int64_t get_internal_vertex_count() const;
bool get_invert() const;
real_t get_invert_border() const;
Vector2 get_offset() const;
PoolVector2Array get_polygon() const;
Array get_polygons() const;
NodePath get_skeleton() const;
Ref<Texture> get_texture() const;
Vector2 get_texture_offset() const;
real_t get_texture_rotation() const;
real_t get_texture_rotation_degrees() const;
Vector2 get_texture_scale() const;
PoolVector2Array get_uv() const;
PoolColorArray get_vertex_colors() const;
void set_antialiased(const bool antialiased);
void set_bone_path(const int64_t index, const NodePath path);
void set_bone_weights(const int64_t index, const PoolRealArray weights);
void set_color(const Color color);
void set_internal_vertex_count(const int64_t internal_vertex_count);
void set_invert(const bool invert);
void set_invert_border(const real_t invert_border);
void set_offset(const Vector2 offset);
void set_polygon(const PoolVector2Array polygon);
void set_polygons(const Array polygons);
void set_skeleton(const NodePath skeleton);
void set_texture(const Ref<Texture> texture);
void set_texture_offset(const Vector2 texture_offset);
void set_texture_rotation(const real_t texture_rotation);
void set_texture_rotation_degrees(const real_t texture_rotation);
void set_texture_scale(const Vector2 texture_scale);
void set_uv(const PoolVector2Array uv);
void set_vertex_colors(const PoolColorArray vertex_colors);
};
}
#endif