godot-cpp/include/gen/TileSet.hpp

97 lines
3.9 KiB
C++

#ifndef GODOT_CPP_TILESET_HPP
#define GODOT_CPP_TILESET_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <TileSet.hpp>
#include <Resource.hpp>
namespace godot {
class Object;
class Texture;
class ShaderMaterial;
class Shape2D;
class NavigationPolygon;
class OccluderPolygon2D;
class TileSet : public Resource {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "TileSet"; }
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 AutotileBindings {
BIND_TOPRIGHT = 4,
BIND_TOPLEFT = 1,
BIND_RIGHT = 32,
BIND_TOP = 2,
BIND_LEFT = 8,
BIND_BOTTOM = 128,
BIND_BOTTOMRIGHT = 256,
BIND_BOTTOMLEFT = 64,
};
enum BitmaskMode {
BITMASK_3X3 = 1,
BITMASK_2X2 = 0,
};
// constants
static TileSet *_new();
// methods
bool _is_tile_bound(const int64_t drawn_id, const int64_t neighbor_id);
Vector2 _forward_subtile_selection(const int64_t autotile_id, const int64_t bitmask, const Object *tilemap, const Vector2 tile_location);
void create_tile(const int64_t id);
void autotile_set_bitmask_mode(const int64_t id, const int64_t mode);
TileSet::BitmaskMode autotile_get_bitmask_mode(const int64_t id) const;
void tile_set_name(const int64_t id, const String name);
String tile_get_name(const int64_t id) const;
void tile_set_texture(const int64_t id, const Ref<Texture> texture);
Ref<Texture> tile_get_texture(const int64_t id) const;
void tile_set_normal_map(const int64_t id, const Ref<Texture> normal_map);
Ref<Texture> tile_get_normal_map(const int64_t id) const;
void tile_set_material(const int64_t id, const Ref<ShaderMaterial> material);
Ref<ShaderMaterial> tile_get_material(const int64_t id) const;
void tile_set_texture_offset(const int64_t id, const Vector2 texture_offset);
Vector2 tile_get_texture_offset(const int64_t id) const;
void tile_set_region(const int64_t id, const Rect2 region);
Rect2 tile_get_region(const int64_t id) const;
void tile_set_shape(const int64_t id, const int64_t shape_id, const Ref<Shape2D> shape);
Ref<Shape2D> tile_get_shape(const int64_t id, const int64_t shape_id) const;
void tile_set_shape_transform(const int64_t id, const int64_t shape_id, const Transform2D shape_transform);
Transform2D tile_get_shape_transform(const int64_t id, const int64_t shape_id) const;
void tile_set_shape_one_way(const int64_t id, const int64_t shape_id, const bool one_way);
bool tile_get_shape_one_way(const int64_t id, const int64_t shape_id) const;
void tile_add_shape(const int64_t id, const Ref<Shape2D> shape, const Transform2D shape_transform, const bool one_way = false, const Vector2 autotile_coord = Vector2(0, 0));
int64_t tile_get_shape_count(const int64_t id) const;
void tile_set_shapes(const int64_t id, const Array shapes);
Array tile_get_shapes(const int64_t id) const;
void tile_set_navigation_polygon(const int64_t id, const Ref<NavigationPolygon> navigation_polygon);
Ref<NavigationPolygon> tile_get_navigation_polygon(const int64_t id) const;
void tile_set_navigation_polygon_offset(const int64_t id, const Vector2 navigation_polygon_offset);
Vector2 tile_get_navigation_polygon_offset(const int64_t id) const;
void tile_set_light_occluder(const int64_t id, const Ref<OccluderPolygon2D> light_occluder);
Ref<OccluderPolygon2D> tile_get_light_occluder(const int64_t id) const;
void tile_set_occluder_offset(const int64_t id, const Vector2 occluder_offset);
Vector2 tile_get_occluder_offset(const int64_t id) const;
void remove_tile(const int64_t id);
void clear();
int64_t get_last_unused_tile_id() const;
int64_t find_tile_by_name(const String name) const;
Array get_tiles_ids() const;
};
}
#endif