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

65 lines
2.0 KiB
C++

#ifndef GODOT_CPP_VISUALSHADERNODECUSTOM_HPP
#define GODOT_CPP_VISUALSHADERNODECUSTOM_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "VisualShaderNode.hpp"
namespace godot {
class VisualShaderNodeCustom : public VisualShaderNode {
struct ___method_bindings {
godot_method_bind *mb__get_category;
godot_method_bind *mb__get_code;
godot_method_bind *mb__get_description;
godot_method_bind *mb__get_global_code;
godot_method_bind *mb__get_input_port_count;
godot_method_bind *mb__get_input_port_name;
godot_method_bind *mb__get_input_port_type;
godot_method_bind *mb__get_name;
godot_method_bind *mb__get_output_port_count;
godot_method_bind *mb__get_output_port_name;
godot_method_bind *mb__get_output_port_type;
godot_method_bind *mb__get_return_icon_type;
godot_method_bind *mb__get_subcategory;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "VisualShaderNodeCustom"; }
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 VisualShaderNodeCustom *_new();
// methods
String _get_category();
String _get_code(const Array input_vars, const Array output_vars, const int64_t mode, const int64_t type);
String _get_description();
String _get_global_code(const int64_t mode);
int64_t _get_input_port_count();
String _get_input_port_name(const int64_t port);
int64_t _get_input_port_type(const int64_t port);
String _get_name();
int64_t _get_output_port_count();
String _get_output_port_name(const int64_t port);
int64_t _get_output_port_type(const int64_t port);
int64_t _get_return_icon_type();
String _get_subcategory();
};
}
#endif