godot-cpp/include/gen/Particles2D.hpp

81 lines
2.3 KiB
C++

#ifndef GODOT_CPP_PARTICLES2D_HPP
#define GODOT_CPP_PARTICLES2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Particles2D.hpp"
#include "Node2D.hpp"
namespace godot {
class Material;
class Texture;
class Particles2D : public Node2D {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "Particles2D"; }
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 DrawOrder {
DRAW_ORDER_LIFETIME = 1,
DRAW_ORDER_INDEX = 0,
};
// constants
static Particles2D *_new();
// methods
void set_emitting(const bool emitting);
void set_amount(const int64_t amount);
void set_lifetime(const double secs);
void set_one_shot(const bool secs);
void set_pre_process_time(const double secs);
void set_explosiveness_ratio(const double ratio);
void set_randomness_ratio(const double ratio);
void set_visibility_rect(const Rect2 aabb);
void set_use_local_coordinates(const bool enable);
void set_fixed_fps(const int64_t fps);
void set_fractional_delta(const bool enable);
void set_process_material(const Ref<Material> material);
void set_speed_scale(const double scale);
bool is_emitting() const;
int64_t get_amount() const;
double get_lifetime() const;
bool get_one_shot() const;
double get_pre_process_time() const;
double get_explosiveness_ratio() const;
double get_randomness_ratio() const;
Rect2 get_visibility_rect() const;
bool get_use_local_coordinates() const;
int64_t get_fixed_fps() const;
bool get_fractional_delta() const;
Ref<Material> get_process_material() const;
double get_speed_scale() const;
void set_draw_order(const int64_t order);
Particles2D::DrawOrder get_draw_order() const;
void set_texture(const Ref<Texture> texture);
Ref<Texture> get_texture() const;
void set_normal_map(const Ref<Texture> texture);
Ref<Texture> get_normal_map() const;
Rect2 capture_rect() const;
void set_v_frames(const int64_t frames);
int64_t get_v_frames() const;
void set_h_frames(const int64_t frames);
int64_t get_h_frames() const;
void restart();
};
}
#endif