#ifndef GODOT_CPP_LIGHT2D_HPP #define GODOT_CPP_LIGHT2D_HPP #include #include #include #include #include #include namespace godot { class Texture; class Light2D : public Node2D { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "Light2D"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); } // enums enum ShadowFilter { SHADOW_FILTER_PCF3 = 1, SHADOW_FILTER_PCF13 = 5, SHADOW_FILTER_PCF7 = 3, SHADOW_FILTER_PCF5 = 2, SHADOW_FILTER_PCF9 = 4, SHADOW_FILTER_NONE = 0, }; enum Mode { MODE_SUB = 1, MODE_ADD = 0, MODE_MIX = 2, MODE_MASK = 3, }; // constants static Light2D *_new(); // methods void set_enabled(const bool enabled); bool is_enabled() const; void set_editor_only(const bool editor_only); bool is_editor_only() const; void set_texture(const Ref texture); Ref get_texture() const; void set_texture_offset(const Vector2 texture_offset); Vector2 get_texture_offset() const; void set_color(const Color color); Color get_color() const; void set_height(const double height); double get_height() const; void set_energy(const double energy); double get_energy() const; void set_texture_scale(const double texture_scale); double get_texture_scale() const; void set_z_range_min(const int64_t z); int64_t get_z_range_min() const; void set_z_range_max(const int64_t z); int64_t get_z_range_max() const; void set_layer_range_min(const int64_t layer); int64_t get_layer_range_min() const; void set_layer_range_max(const int64_t layer); int64_t get_layer_range_max() const; void set_item_cull_mask(const int64_t item_cull_mask); int64_t get_item_cull_mask() const; void set_item_shadow_cull_mask(const int64_t item_shadow_cull_mask); int64_t get_item_shadow_cull_mask() const; void set_mode(const int64_t mode); Light2D::Mode get_mode() const; void set_shadow_enabled(const bool enabled); bool is_shadow_enabled() const; void set_shadow_buffer_size(const int64_t size); int64_t get_shadow_buffer_size() const; void set_shadow_smooth(const double smooth); double get_shadow_smooth() const; void set_shadow_gradient_length(const double multiplier); double get_shadow_gradient_length() const; void set_shadow_filter(const int64_t filter); Light2D::ShadowFilter get_shadow_filter() const; void set_shadow_color(const Color shadow_color); Color get_shadow_color() const; }; } #endif