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54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
#ifndef GODOT_CPP_SHADERMATERIAL_HPP
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#define GODOT_CPP_SHADERMATERIAL_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "Material.hpp"
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namespace godot {
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class Shader;
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class ShaderMaterial : public Material {
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struct ___method_bindings {
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godot_method_bind *mb__shader_changed;
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godot_method_bind *mb_get_shader;
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godot_method_bind *mb_get_shader_param;
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godot_method_bind *mb_property_can_revert;
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godot_method_bind *mb_property_get_revert;
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godot_method_bind *mb_set_shader;
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godot_method_bind *mb_set_shader_param;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "ShaderMaterial"; }
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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; }
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// enums
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// constants
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static ShaderMaterial *_new();
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// methods
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void _shader_changed();
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Ref<Shader> get_shader() const;
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Variant get_shader_param(const String param) const;
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bool property_can_revert(const String name);
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Variant property_get_revert(const String name);
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void set_shader(const Ref<Shader> shader);
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void set_shader_param(const String param, const Variant value);
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};
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}
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#endif |