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

50 lines
1.2 KiB
C++

#ifndef GODOT_CPP_VISUALSHADERNODETRANSFORMMULT_HPP
#define GODOT_CPP_VISUALSHADERNODETRANSFORMMULT_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "VisualShaderNodeTransformMult.hpp"
#include "VisualShaderNode.hpp"
namespace godot {
class VisualShaderNodeTransformMult : public VisualShaderNode {
struct ___method_bindings {
godot_method_bind *mb_get_operator;
godot_method_bind *mb_set_operator;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "VisualShaderNodeTransformMult"; }
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 Operator {
OP_AxB = 0,
OP_BxA = 1,
OP_AxB_COMP = 2,
OP_BxA_COMP = 3,
};
// constants
static VisualShaderNodeTransformMult *_new();
// methods
VisualShaderNodeTransformMult::Operator get_operator() const;
void set_operator(const int64_t op);
};
}
#endif