/**************************************************************************/ /* light2d.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include namespace godot { class Light2D : public Node2D { GDEXTENSION_CLASS(Light2D, Node2D) public: enum ShadowFilter { SHADOW_FILTER_NONE = 0, SHADOW_FILTER_PCF5 = 1, SHADOW_FILTER_PCF13 = 2, }; enum BlendMode { BLEND_MODE_ADD = 0, BLEND_MODE_SUB = 1, BLEND_MODE_MIX = 2, }; void set_enabled(bool p_enabled); bool is_enabled() const; void set_editor_only(bool p_editor_only); bool is_editor_only() const; void set_color(const Color &p_color); Color get_color() const; void set_energy(float p_energy); float get_energy() const; void set_z_range_min(int32_t p_z); int32_t get_z_range_min() const; void set_z_range_max(int32_t p_z); int32_t get_z_range_max() const; void set_layer_range_min(int32_t p_layer); int32_t get_layer_range_min() const; void set_layer_range_max(int32_t p_layer); int32_t get_layer_range_max() const; void set_item_cull_mask(int32_t p_item_cull_mask); int32_t get_item_cull_mask() const; void set_item_shadow_cull_mask(int32_t p_item_shadow_cull_mask); int32_t get_item_shadow_cull_mask() const; void set_shadow_enabled(bool p_enabled); bool is_shadow_enabled() const; void set_shadow_smooth(float p_smooth); float get_shadow_smooth() const; void set_shadow_filter(Light2D::ShadowFilter p_filter); Light2D::ShadowFilter get_shadow_filter() const; void set_shadow_color(const Color &p_shadow_color); Color get_shadow_color() const; void set_blend_mode(Light2D::BlendMode p_mode); Light2D::BlendMode get_blend_mode() const; void set_height(float p_height); float get_height() const; protected: template static void register_virtuals() { Node2D::register_virtuals(); } public: }; } // namespace godot VARIANT_ENUM_CAST(Light2D::ShadowFilter); VARIANT_ENUM_CAST(Light2D::BlendMode);