aboutsummaryrefslogtreecommitdiff
path: root/servers/visual/visual_server_wrap_mt.h
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--servers/visual/visual_server_wrap_mt.h813
1 files changed, 390 insertions, 423 deletions
diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h
index e30f5aa12..965f7e670 100644
--- a/servers/visual/visual_server_wrap_mt.h
+++ b/servers/visual/visual_server_wrap_mt.h
@@ -29,10 +29,9 @@
#ifndef VISUAL_SERVER_WRAP_MT_H
#define VISUAL_SERVER_WRAP_MT_H
-
-#include "servers/visual_server.h"
#include "command_queue_mt.h"
#include "os/thread.h"
+#include "servers/visual_server.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
@@ -60,8 +59,7 @@ class VisualServerWrapMT : public VisualServer {
void thread_exit();
- Mutex*alloc_mutex;
-
+ Mutex *alloc_mutex;
int texture_pool_max_size;
List<RID> texture_id_pool;
@@ -72,13 +70,12 @@ class VisualServerWrapMT : public VisualServer {
//#define DEBUG_SYNC
#ifdef DEBUG_SYNC
-#define SYNC_DEBUG print_line("sync on: "+String(__FUNCTION__));
+#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
#else
#define SYNC_DEBUG
#endif
public:
-
#define ServerName VisualServer
#define ServerNameWrapMT VisualServerWrapMT
#define server_name visual_server
@@ -86,43 +83,41 @@ public:
//FUNC0R(RID,texture_create);
FUNCRID(texture);
- FUNC5(texture_allocate,RID,int,int,Image::Format,uint32_t);
- FUNC3(texture_set_data,RID,const Image&,CubeMapSide);
- FUNC2RC(Image,texture_get_data,RID,CubeMapSide);
- FUNC2(texture_set_flags,RID,uint32_t);
- FUNC1RC(Image::Format,texture_get_format,RID);
- FUNC1RC(uint32_t,texture_get_flags,RID);
- FUNC1RC(uint32_t,texture_get_width,RID);
- FUNC1RC(uint32_t,texture_get_height,RID);
- FUNC3(texture_set_size_override,RID,int,int);
- FUNC1RC(bool,texture_can_stream,RID);
- FUNC3C(texture_set_reload_hook,RID,ObjectID,const StringName&);
+ FUNC5(texture_allocate, RID, int, int, Image::Format, uint32_t);
+ FUNC3(texture_set_data, RID, const Image &, CubeMapSide);
+ FUNC2RC(Image, texture_get_data, RID, CubeMapSide);
+ FUNC2(texture_set_flags, RID, uint32_t);
+ FUNC1RC(Image::Format, texture_get_format, RID);
+ FUNC1RC(uint32_t, texture_get_flags, RID);
+ FUNC1RC(uint32_t, texture_get_width, RID);
+ FUNC1RC(uint32_t, texture_get_height, RID);
+ FUNC3(texture_set_size_override, RID, int, int);
+ FUNC1RC(bool, texture_can_stream, RID);
+ FUNC3C(texture_set_reload_hook, RID, ObjectID, const StringName &);
- FUNC2(texture_set_path,RID,const String&);
- FUNC1RC(String,texture_get_path,RID);
+ FUNC2(texture_set_path, RID, const String &);
+ FUNC1RC(String, texture_get_path, RID);
- FUNC1(texture_set_shrink_all_x2_on_set_data,bool);
+ FUNC1(texture_set_shrink_all_x2_on_set_data, bool);
virtual void texture_debug_usage(List<TextureInfo> *r_info) {
//pass directly, should lock the server anyway
visual_server->texture_debug_usage(r_info);
}
-
/* SHADER API */
- FUNC1R(RID,shader_create,ShaderMode);
- FUNC2(shader_set_mode,RID,ShaderMode);
- FUNC1RC(ShaderMode,shader_get_mode,RID);
- FUNC7(shader_set_code,RID,const String&,const String&,const String&,int,int,int);
- FUNC1RC(String,shader_get_vertex_code,RID);
- FUNC1RC(String,shader_get_fragment_code,RID);
- FUNC1RC(String,shader_get_light_code,RID);
- FUNC2SC(shader_get_param_list,RID,List<PropertyInfo>*);
-
- FUNC3(shader_set_default_texture_param,RID,const StringName&,RID);
- FUNC2RC(RID,shader_get_default_texture_param,RID,const StringName&);
+ FUNC1R(RID, shader_create, ShaderMode);
+ FUNC2(shader_set_mode, RID, ShaderMode);
+ FUNC1RC(ShaderMode, shader_get_mode, RID);
+ FUNC7(shader_set_code, RID, const String &, const String &, const String &, int, int, int);
+ FUNC1RC(String, shader_get_vertex_code, RID);
+ FUNC1RC(String, shader_get_fragment_code, RID);
+ FUNC1RC(String, shader_get_light_code, RID);
+ FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *);
+ FUNC3(shader_set_default_texture_param, RID, const StringName &, RID);
+ FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &);
/*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) {
if (Thread::get_caller_ID()!=server_thread) {
@@ -132,604 +127,576 @@ public:
}
}*/
-// virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list);
-
+ // virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list);
/* COMMON MATERIAL API */
- FUNC0R(RID,material_create);
- FUNC2(material_set_shader,RID,RID);
- FUNC1RC(RID,material_get_shader,RID);
+ FUNC0R(RID, material_create);
+ FUNC2(material_set_shader, RID, RID);
+ FUNC1RC(RID, material_get_shader, RID);
- FUNC3(material_set_param,RID,const StringName&,const Variant&);
- FUNC2RC(Variant,material_get_param,RID,const StringName&);
+ FUNC3(material_set_param, RID, const StringName &, const Variant &);
+ FUNC2RC(Variant, material_get_param, RID, const StringName &);
- FUNC3(material_set_flag,RID,MaterialFlag,bool);
- FUNC2RC(bool,material_get_flag,RID,MaterialFlag);
+ FUNC3(material_set_flag, RID, MaterialFlag, bool);
+ FUNC2RC(bool, material_get_flag, RID, MaterialFlag);
- FUNC2(material_set_depth_draw_mode,RID,MaterialDepthDrawMode);
- FUNC1RC(MaterialDepthDrawMode,material_get_depth_draw_mode,RID);
+ FUNC2(material_set_depth_draw_mode, RID, MaterialDepthDrawMode);
+ FUNC1RC(MaterialDepthDrawMode, material_get_depth_draw_mode, RID);
- FUNC2(material_set_blend_mode,RID,MaterialBlendMode);
- FUNC1RC(MaterialBlendMode,material_get_blend_mode,RID);
+ FUNC2(material_set_blend_mode, RID, MaterialBlendMode);
+ FUNC1RC(MaterialBlendMode, material_get_blend_mode, RID);
- FUNC2(material_set_line_width,RID,float);
- FUNC1RC(float,material_get_line_width,RID);
+ FUNC2(material_set_line_width, RID, float);
+ FUNC1RC(float, material_get_line_width, RID);
/* FIXED MATERIAL */
+ FUNC0R(RID, fixed_material_create);
- FUNC0R(RID,fixed_material_create);
-
- FUNC3(fixed_material_set_flag,RID, FixedMaterialFlags , bool );
- FUNC2RC(bool, fixed_material_get_flag,RID, FixedMaterialFlags);
+ FUNC3(fixed_material_set_flag, RID, FixedMaterialFlags, bool);
+ FUNC2RC(bool, fixed_material_get_flag, RID, FixedMaterialFlags);
- FUNC3(fixed_material_set_param,RID, FixedMaterialParam, const Variant& );
- FUNC2RC(Variant, fixed_material_get_param,RID ,FixedMaterialParam);
+ FUNC3(fixed_material_set_param, RID, FixedMaterialParam, const Variant &);
+ FUNC2RC(Variant, fixed_material_get_param, RID, FixedMaterialParam);
- FUNC3(fixed_material_set_texture,RID ,FixedMaterialParam, RID );
- FUNC2RC(RID, fixed_material_get_texture,RID,FixedMaterialParam);
+ FUNC3(fixed_material_set_texture, RID, FixedMaterialParam, RID);
+ FUNC2RC(RID, fixed_material_get_texture, RID, FixedMaterialParam);
+ FUNC3(fixed_material_set_texcoord_mode, RID, FixedMaterialParam, FixedMaterialTexCoordMode);
+ FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode, RID, FixedMaterialParam);
+ FUNC2(fixed_material_set_light_shader, RID, FixedMaterialLightShader);
+ FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader, RID);
- FUNC3(fixed_material_set_texcoord_mode,RID,FixedMaterialParam, FixedMaterialTexCoordMode );
- FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode,RID,FixedMaterialParam);
+ FUNC2(fixed_material_set_uv_transform, RID, const Transform &);
+ FUNC1RC(Transform, fixed_material_get_uv_transform, RID);
- FUNC2(fixed_material_set_light_shader,RID,FixedMaterialLightShader);
- FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader,RID);
-
- FUNC2(fixed_material_set_uv_transform,RID,const Transform&);
- FUNC1RC(Transform, fixed_material_get_uv_transform,RID);
-
- FUNC2(fixed_material_set_point_size,RID ,float);
- FUNC1RC(float,fixed_material_get_point_size,RID);
+ FUNC2(fixed_material_set_point_size, RID, float);
+ FUNC1RC(float, fixed_material_get_point_size, RID);
/* SURFACE API */
FUNCRID(mesh);
- FUNC2(mesh_set_morph_target_count,RID,int);
- FUNC1RC(int,mesh_get_morph_target_count,RID);
-
-
- FUNC2(mesh_set_morph_target_mode,RID,MorphTargetMode);
- FUNC1RC(MorphTargetMode,mesh_get_morph_target_mode,RID);
-
- FUNC2(mesh_add_custom_surface,RID,const Variant&); //this is used by each platform in a different way
+ FUNC2(mesh_set_morph_target_count, RID, int);
+ FUNC1RC(int, mesh_get_morph_target_count, RID);
- FUNC5(mesh_add_surface,RID,PrimitiveType,const Array&,const Array&,bool);
- FUNC2RC(Array,mesh_get_surface_arrays,RID,int);
- FUNC2RC(Array,mesh_get_surface_morph_arrays,RID,int);
+ FUNC2(mesh_set_morph_target_mode, RID, MorphTargetMode);
+ FUNC1RC(MorphTargetMode, mesh_get_morph_target_mode, RID);
- FUNC4(mesh_surface_set_material,RID, int, RID,bool);
- FUNC2RC(RID,mesh_surface_get_material,RID, int);
+ FUNC2(mesh_add_custom_surface, RID, const Variant &); //this is used by each platform in a different way
- FUNC2RC(int,mesh_surface_get_array_len,RID, int);
- FUNC2RC(int,mesh_surface_get_array_index_len,RID, int);
- FUNC2RC(uint32_t,mesh_surface_get_format,RID, int);
- FUNC2RC(PrimitiveType,mesh_surface_get_primitive_type,RID, int);
+ FUNC5(mesh_add_surface, RID, PrimitiveType, const Array &, const Array &, bool);
+ FUNC2RC(Array, mesh_get_surface_arrays, RID, int);
+ FUNC2RC(Array, mesh_get_surface_morph_arrays, RID, int);
- FUNC2(mesh_remove_surface,RID,int);
- FUNC1RC(int,mesh_get_surface_count,RID);
- FUNC1(mesh_clear,RID);
+ FUNC4(mesh_surface_set_material, RID, int, RID, bool);
+ FUNC2RC(RID, mesh_surface_get_material, RID, int);
+ FUNC2RC(int, mesh_surface_get_array_len, RID, int);
+ FUNC2RC(int, mesh_surface_get_array_index_len, RID, int);
+ FUNC2RC(uint32_t, mesh_surface_get_format, RID, int);
+ FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int);
- FUNC2(mesh_set_custom_aabb,RID,const AABB&);
- FUNC1RC(AABB,mesh_get_custom_aabb,RID);
+ FUNC2(mesh_remove_surface, RID, int);
+ FUNC1RC(int, mesh_get_surface_count, RID);
+ FUNC1(mesh_clear, RID);
+ FUNC2(mesh_set_custom_aabb, RID, const AABB &);
+ FUNC1RC(AABB, mesh_get_custom_aabb, RID);
/* MULTIMESH API */
- FUNC0R(RID,multimesh_create);
- FUNC2(multimesh_set_instance_count,RID,int);
- FUNC1RC(int,multimesh_get_instance_count,RID);
+ FUNC0R(RID, multimesh_create);
+ FUNC2(multimesh_set_instance_count, RID, int);
+ FUNC1RC(int, multimesh_get_instance_count, RID);
- FUNC2(multimesh_set_mesh,RID,RID);
- FUNC2(multimesh_set_aabb,RID,const AABB&);
- FUNC3(multimesh_instance_set_transform,RID,int,const Transform&);
- FUNC3(multimesh_instance_set_color,RID,int,const Color&);
+ FUNC2(multimesh_set_mesh, RID, RID);
+ FUNC2(multimesh_set_aabb, RID, const AABB &);
+ FUNC3(multimesh_instance_set_transform, RID, int, const Transform &);
+ FUNC3(multimesh_instance_set_color, RID, int, const Color &);
- FUNC1RC(RID,multimesh_get_mesh,RID);
- FUNC2RC(AABB,multimesh_get_aabb,RID,const AABB&);
- FUNC2RC(Transform,multimesh_instance_get_transform,RID,int);
- FUNC2RC(Color,multimesh_instance_get_color,RID,int);
+ FUNC1RC(RID, multimesh_get_mesh, RID);
+ FUNC2RC(AABB, multimesh_get_aabb, RID, const AABB &);
+ FUNC2RC(Transform, multimesh_instance_get_transform, RID, int);
+ FUNC2RC(Color, multimesh_instance_get_color, RID, int);
- FUNC2(multimesh_set_visible_instances,RID,int);
- FUNC1RC(int,multimesh_get_visible_instances,RID);
+ FUNC2(multimesh_set_visible_instances, RID, int);
+ FUNC1RC(int, multimesh_get_visible_instances, RID);
/* IMMEDIATE API */
-
- FUNC0R(RID,immediate_create);
- FUNC3(immediate_begin,RID,PrimitiveType,RID);
- FUNC2(immediate_vertex,RID,const Vector3&);
- FUNC2(immediate_normal,RID,const Vector3&);
- FUNC2(immediate_tangent,RID,const Plane&);
- FUNC2(immediate_color,RID,const Color&);
- FUNC2(immediate_uv,RID,const Vector2&);
- FUNC2(immediate_uv2,RID,const Vector2&);
- FUNC1(immediate_end,RID);
- FUNC1(immediate_clear,RID);
- FUNC2(immediate_set_material,RID,RID);
- FUNC1RC(RID,immediate_get_material,RID);
-
+ FUNC0R(RID, immediate_create);
+ FUNC3(immediate_begin, RID, PrimitiveType, RID);
+ FUNC2(immediate_vertex, RID, const Vector3 &);
+ FUNC2(immediate_normal, RID, const Vector3 &);
+ FUNC2(immediate_tangent, RID, const Plane &);
+ FUNC2(immediate_color, RID, const Color &);
+ FUNC2(immediate_uv, RID, const Vector2 &);
+ FUNC2(immediate_uv2, RID, const Vector2 &);
+ FUNC1(immediate_end, RID);
+ FUNC1(immediate_clear, RID);
+ FUNC2(immediate_set_material, RID, RID);
+ FUNC1RC(RID, immediate_get_material, RID);
/* PARTICLES API */
- FUNC0R(RID,particles_create);
+ FUNC0R(RID, particles_create);
- FUNC2(particles_set_amount,RID, int );
- FUNC1RC(int,particles_get_amount,RID);
+ FUNC2(particles_set_amount, RID, int);
+ FUNC1RC(int, particles_get_amount, RID);
- FUNC2(particles_set_emitting,RID, bool );
- FUNC1RC(bool,particles_is_emitting,RID);
+ FUNC2(particles_set_emitting, RID, bool);
+ FUNC1RC(bool, particles_is_emitting, RID);
- FUNC2(particles_set_visibility_aabb,RID, const AABB&);
- FUNC1RC(AABB,particles_get_visibility_aabb,RID);
+ FUNC2(particles_set_visibility_aabb, RID, const AABB &);
+ FUNC1RC(AABB, particles_get_visibility_aabb, RID);
- FUNC2(particles_set_emission_half_extents,RID, const Vector3&);
- FUNC1RC(Vector3,particles_get_emission_half_extents,RID);
+ FUNC2(particles_set_emission_half_extents, RID, const Vector3 &);
+ FUNC1RC(Vector3, particles_get_emission_half_extents, RID);
- FUNC2(particles_set_emission_base_velocity,RID, const Vector3&);
- FUNC1RC(Vector3,particles_get_emission_base_velocity,RID);
+ FUNC2(particles_set_emission_base_velocity, RID, const Vector3 &);
+ FUNC1RC(Vector3, particles_get_emission_base_velocity, RID);
- FUNC2(particles_set_emission_points,RID, const DVector<Vector3>& );
- FUNC1RC(DVector<Vector3>,particles_get_emission_points,RID);
+ FUNC2(particles_set_emission_points, RID, const DVector<Vector3> &);
+ FUNC1RC(DVector<Vector3>, particles_get_emission_points, RID);
- FUNC2(particles_set_gravity_normal,RID, const Vector3& );
- FUNC1RC(Vector3,particles_get_gravity_normal,RID);
+ FUNC2(particles_set_gravity_normal, RID, const Vector3 &);
+ FUNC1RC(Vector3, particles_get_gravity_normal, RID);
- FUNC3(particles_set_variable,RID, ParticleVariable ,float);
- FUNC2RC(float,particles_get_variable,RID, ParticleVariable );
+ FUNC3(particles_set_variable, RID, ParticleVariable, float);
+ FUNC2RC(float, particles_get_variable, RID, ParticleVariable);
- FUNC3(particles_set_randomness,RID, ParticleVariable ,float);
- FUNC2RC(float,particles_get_randomness,RID, ParticleVariable );
+ FUNC3(particles_set_randomness, RID, ParticleVariable, float);
+ FUNC2RC(float, particles_get_randomness, RID, ParticleVariable);
- FUNC3(particles_set_color_phase_pos,RID, int , float);
- FUNC2RC(float,particles_get_color_phase_pos,RID, int );
+ FUNC3(particles_set_color_phase_pos, RID, int, float);
+ FUNC2RC(float, particles_get_color_phase_pos, RID, int);
- FUNC2(particles_set_color_phases,RID, int );
- FUNC1RC(int,particles_get_color_phases,RID);
+ FUNC2(particles_set_color_phases, RID, int);
+ FUNC1RC(int, particles_get_color_phases, RID);
- FUNC3(particles_set_color_phase_color,RID, int , const Color& );
- FUNC2RC(Color,particles_get_color_phase_color,RID, int );
+ FUNC3(particles_set_color_phase_color, RID, int, const Color &);
+ FUNC2RC(Color, particles_get_color_phase_color, RID, int);
- FUNC2(particles_set_attractors,RID, int);
- FUNC1RC(int,particles_get_attractors,RID);
+ FUNC2(particles_set_attractors, RID, int);
+ FUNC1RC(int, particles_get_attractors, RID);
- FUNC3(particles_set_attractor_pos,RID, int, const Vector3&);
- FUNC2RC(Vector3,particles_get_attractor_pos,RID,int);
+ FUNC3(particles_set_attractor_pos, RID, int, const Vector3 &);
+ FUNC2RC(Vector3, particles_get_attractor_pos, RID, int);
- FUNC3(particles_set_attractor_strength,RID, int, float);
- FUNC2RC(float,particles_get_attractor_strength,RID,int);
+ FUNC3(particles_set_attractor_strength, RID, int, float);
+ FUNC2RC(float, particles_get_attractor_strength, RID, int);
- FUNC3(particles_set_material,RID, RID,bool);
- FUNC1RC(RID,particles_get_material,RID);
+ FUNC3(particles_set_material, RID, RID, bool);
+ FUNC1RC(RID, particles_get_material, RID);
- FUNC2(particles_set_height_from_velocity,RID, bool);
- FUNC1RC(bool,particles_has_height_from_velocity,RID);
-
- FUNC2(particles_set_use_local_coordinates,RID, bool);
- FUNC1RC(bool,particles_is_using_local_coordinates,RID);
+ FUNC2(particles_set_height_from_velocity, RID, bool);
+ FUNC1RC(bool, particles_has_height_from_velocity, RID);
+ FUNC2(particles_set_use_local_coordinates, RID, bool);
+ FUNC1RC(bool, particles_is_using_local_coordinates, RID);
/* Light API */
- FUNC1R(RID,light_create,LightType);
- FUNC1RC(LightType,light_get_type,RID);
-
- FUNC3(light_set_color,RID,LightColor , const Color& );
- FUNC2RC(Color,light_get_color,RID,LightColor );
+ FUNC1R(RID, light_create, LightType);
+ FUNC1RC(LightType, light_get_type, RID);
+ FUNC3(light_set_color, RID, LightColor, const Color &);
+ FUNC2RC(Color, light_get_color, RID, LightColor);
- FUNC2(light_set_shadow,RID,bool );
- FUNC1RC(bool,light_has_shadow,RID);
+ FUNC2(light_set_shadow, RID, bool);
+ FUNC1RC(bool, light_has_shadow, RID);
- FUNC2(light_set_volumetric,RID,bool );
- FUNC1RC(bool,light_is_volumetric,RID);
+ FUNC2(light_set_volumetric, RID, bool);
+ FUNC1RC(bool, light_is_volumetric, RID);
- FUNC2(light_set_projector,RID,RID );
- FUNC1RC(RID,light_get_projector,RID);
+ FUNC2(light_set_projector, RID, RID);
+ FUNC1RC(RID, light_get_projector, RID);
- FUNC3(light_set_param,RID, LightParam , float );
- FUNC2RC(float,light_get_param,RID, LightParam );
+ FUNC3(light_set_param, RID, LightParam, float);
+ FUNC2RC(float, light_get_param, RID, LightParam);
- FUNC2(light_set_operator,RID,LightOp);
- FUNC1RC(LightOp,light_get_operator,RID);
+ FUNC2(light_set_operator, RID, LightOp);
+ FUNC1RC(LightOp, light_get_operator, RID);
- FUNC2(light_omni_set_shadow_mode,RID,LightOmniShadowMode);
- FUNC1RC(LightOmniShadowMode,light_omni_get_shadow_mode,RID);
-
- FUNC2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode);
- FUNC1RC(LightDirectionalShadowMode,light_directional_get_shadow_mode,RID);
- FUNC3(light_directional_set_shadow_param,RID,LightDirectionalShadowParam, float );
- FUNC2RC(float,light_directional_get_shadow_param,RID,LightDirectionalShadowParam );
+ FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode);
+ FUNC1RC(LightOmniShadowMode, light_omni_get_shadow_mode, RID);
+ FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode);
+ FUNC1RC(LightDirectionalShadowMode, light_directional_get_shadow_mode, RID);
+ FUNC3(light_directional_set_shadow_param, RID, LightDirectionalShadowParam, float);
+ FUNC2RC(float, light_directional_get_shadow_param, RID, LightDirectionalShadowParam);
/* SKELETON API */
- FUNC0R(RID,skeleton_create);
- FUNC2(skeleton_resize,RID,int );
- FUNC1RC(int,skeleton_get_bone_count,RID) ;
- FUNC3(skeleton_bone_set_transform,RID,int, const Transform&);
- FUNC2R(Transform,skeleton_bone_get_transform,RID,int );
+ FUNC0R(RID, skeleton_create);
+ FUNC2(skeleton_resize, RID, int);
+ FUNC1RC(int, skeleton_get_bone_count, RID);
+ FUNC3(skeleton_bone_set_transform, RID, int, const Transform &);
+ FUNC2R(Transform, skeleton_bone_get_transform, RID, int);
/* ROOM API */
- FUNC0R(RID,room_create);
- FUNC2(room_set_bounds,RID, const BSP_Tree&);
- FUNC1RC(BSP_Tree,room_get_bounds,RID);
+ FUNC0R(RID, room_create);
+ FUNC2(room_set_bounds, RID, const BSP_Tree &);
+ FUNC1RC(BSP_Tree, room_get_bounds, RID);
/* PORTAL API */
- FUNC0R(RID,portal_create);
- FUNC2(portal_set_shape,RID,const Vector<Point2>&);
- FUNC1RC(Vector<Point2>,portal_get_shape,RID);
- FUNC2(portal_set_enabled,RID, bool);
- FUNC1RC(bool,portal_is_enabled,RID);
- FUNC2(portal_set_disable_distance,RID, float);
- FUNC1RC(float,portal_get_disable_distance,RID);
- FUNC2(portal_set_disabled_color,RID, const Color&);
- FUNC1RC(Color,portal_get_disabled_color,RID);
- FUNC2(portal_set_connect_range,RID, float);
- FUNC1RC(float,portal_get_connect_range,RID);
-
+ FUNC0R(RID, portal_create);
+ FUNC2(portal_set_shape, RID, const Vector<Point2> &);
+ FUNC1RC(Vector<Point2>, portal_get_shape, RID);
+ FUNC2(portal_set_enabled, RID, bool);
+ FUNC1RC(bool, portal_is_enabled, RID);
+ FUNC2(portal_set_disable_distance, RID, float);
+ FUNC1RC(float, portal_get_disable_distance, RID);
+ FUNC2(portal_set_disabled_color, RID, const Color &);
+ FUNC1RC(Color, portal_get_disabled_color, RID);
+ FUNC2(portal_set_connect_range, RID, float);
+ FUNC1RC(float, portal_get_connect_range, RID);
- FUNC0R(RID,baked_light_create);
- FUNC2(baked_light_set_mode,RID,BakedLightMode);
- FUNC1RC(BakedLightMode,baked_light_get_mode,RID);
+ FUNC0R(RID, baked_light_create);
+ FUNC2(baked_light_set_mode, RID, BakedLightMode);
+ FUNC1RC(BakedLightMode, baked_light_get_mode, RID);
- FUNC2(baked_light_set_octree,RID,DVector<uint8_t>);
- FUNC1RC(DVector<uint8_t>,baked_light_get_octree,RID);
+ FUNC2(baked_light_set_octree, RID, DVector<uint8_t>);
+ FUNC1RC(DVector<uint8_t>, baked_light_get_octree, RID);
- FUNC2(baked_light_set_light,RID,DVector<uint8_t>);
- FUNC1RC(DVector<uint8_t>,baked_light_get_light,RID);
+ FUNC2(baked_light_set_light, RID, DVector<uint8_t>);
+ FUNC1RC(DVector<uint8_t>, baked_light_get_light, RID);
- FUNC2(baked_light_set_sampler_octree,RID,const DVector<int>&);
- FUNC1RC(DVector<int>,baked_light_get_sampler_octree,RID);
+ FUNC2(baked_light_set_sampler_octree, RID, const DVector<int> &);
+ FUNC1RC(DVector<int>, baked_light_get_sampler_octree, RID);
- FUNC2(baked_light_set_lightmap_multiplier,RID,float);
- FUNC1RC(float,baked_light_get_lightmap_multiplier,RID);
+ FUNC2(baked_light_set_lightmap_multiplier, RID, float);
+ FUNC1RC(float, baked_light_get_lightmap_multiplier, RID);
- FUNC3(baked_light_add_lightmap,RID,RID,int);
- FUNC1(baked_light_clear_lightmaps,RID);
+ FUNC3(baked_light_add_lightmap, RID, RID, int);
+ FUNC1(baked_light_clear_lightmaps, RID);
FUNC2(baked_light_set_realtime_color_enabled, RID, const bool);
FUNC1RC(bool, baked_light_get_realtime_color_enabled, RID);
- FUNC2(baked_light_set_realtime_color, RID, const Color&);
+ FUNC2(baked_light_set_realtime_color, RID, const Color &);
FUNC1RC(Color, baked_light_get_realtime_color, RID);
FUNC2(baked_light_set_realtime_energy, RID, const float);
FUNC1RC(float, baked_light_get_realtime_energy, RID);
- FUNC0R(RID,baked_light_sampler_create);
+ FUNC0R(RID, baked_light_sampler_create);
- FUNC3(baked_light_sampler_set_param,RID, BakedLightSamplerParam , float );
- FUNC2RC(float,baked_light_sampler_get_param,RID, BakedLightSamplerParam );
+ FUNC3(baked_light_sampler_set_param, RID, BakedLightSamplerParam, float);
+ FUNC2RC(float, baked_light_sampler_get_param, RID, BakedLightSamplerParam);
- FUNC2(baked_light_sampler_set_resolution,RID,int);
- FUNC1RC(int,baked_light_sampler_get_resolution,RID);
+ FUNC2(baked_light_sampler_set_resolution, RID, int);
+ FUNC1RC(int, baked_light_sampler_get_resolution, RID);
/* CAMERA API */
- FUNC0R(RID,camera_create);
- FUNC4(camera_set_perspective,RID,float , float , float );
- FUNC4(camera_set_orthogonal,RID,float, float , float );
- FUNC2(camera_set_transform,RID,const Transform& );
-
- FUNC2(camera_set_visible_layers,RID,uint32_t);
- FUNC1RC(uint32_t,camera_get_visible_layers,RID);
+ FUNC0R(RID, camera_create);
+ FUNC4(camera_set_perspective, RID, float, float, float);
+ FUNC4(camera_set_orthogonal, RID, float, float, float);
+ FUNC2(camera_set_transform, RID, const Transform &);
- FUNC2(camera_set_environment,RID,RID);
- FUNC1RC(RID,camera_get_environment,RID);
+ FUNC2(camera_set_visible_layers, RID, uint32_t);
+ FUNC1RC(uint32_t, camera_get_visible_layers, RID);
+ FUNC2(camera_set_environment, RID, RID);
+ FUNC1RC(RID, camera_get_environment, RID);
- FUNC2(camera_set_use_vertical_aspect,RID,bool);
- FUNC2RC(bool,camera_is_using_vertical_aspect,RID,bool);
-
+ FUNC2(camera_set_use_vertical_aspect, RID, bool);
+ FUNC2RC(bool, camera_is_using_vertical_aspect, RID, bool);
/* VIEWPORT API */
- FUNC0R(RID,viewport_create);
-
- FUNC2(viewport_attach_to_screen,RID,int );
- FUNC1(viewport_detach,RID);
+ FUNC0R(RID, viewport_create);
- FUNC2(viewport_set_as_render_target,RID,bool);
- FUNC2(viewport_set_render_target_update_mode,RID,RenderTargetUpdateMode);
- FUNC1RC(RenderTargetUpdateMode,viewport_get_render_target_update_mode,RID);
- FUNC1RC(RID,viewport_get_render_target_texture,RID);
+ FUNC2(viewport_attach_to_screen, RID, int);
+ FUNC1(viewport_detach, RID);
- FUNC2(viewport_set_render_target_vflip,RID,bool);
- FUNC1RC(bool,viewport_get_render_target_vflip,RID);
- FUNC2(viewport_set_render_target_to_screen_rect,RID,const Rect2&);
+ FUNC2(viewport_set_as_render_target, RID, bool);
+ FUNC2(viewport_set_render_target_update_mode, RID, RenderTargetUpdateMode);
+ FUNC1RC(RenderTargetUpdateMode, viewport_get_render_target_update_mode, RID);
+ FUNC1RC(RID, viewport_get_render_target_texture, RID);
- FUNC2(viewport_set_render_target_clear_on_new_frame,RID,bool);
- FUNC1RC(bool,viewport_get_render_target_clear_on_new_frame,RID);
- FUNC1(viewport_render_target_clear,RID);
+ FUNC2(viewport_set_render_target_vflip, RID, bool);
+ FUNC1RC(bool, viewport_get_render_target_vflip, RID);
+ FUNC2(viewport_set_render_target_to_screen_rect, RID, const Rect2 &);
- FUNC1(viewport_queue_screen_capture,RID);
- FUNC1RC(Image,viewport_get_screen_capture,RID);
+ FUNC2(viewport_set_render_target_clear_on_new_frame, RID, bool);
+ FUNC1RC(bool, viewport_get_render_target_clear_on_new_frame, RID);
+ FUNC1(viewport_render_target_clear, RID);
- FUNC2(viewport_set_rect,RID,const ViewportRect&);
- FUNC1RC(ViewportRect,viewport_get_rect,RID);
+ FUNC1(viewport_queue_screen_capture, RID);
+ FUNC1RC(Image, viewport_get_screen_capture, RID);
- FUNC2(viewport_set_hide_scenario,RID,bool );
- FUNC2(viewport_set_hide_canvas,RID,bool );
- FUNC2(viewport_attach_camera,RID,RID );
- FUNC2(viewport_set_scenario,RID,RID );
- FUNC2(viewport_set_disable_environment,RID,bool );
+ FUNC2(viewport_set_rect, RID, const ViewportRect &);
+ FUNC1RC(ViewportRect, viewport_get_rect, RID);
- FUNC1RC(RID,viewport_get_attached_camera,RID);
- FUNC1RC(RID,viewport_get_scenario,RID );
- FUNC2(viewport_attach_canvas,RID,RID);
- FUNC2(viewport_remove_canvas,RID,RID);
- FUNC3(viewport_set_canvas_transform,RID,RID,const Matrix32&);
- FUNC2RC(Matrix32,viewport_get_canvas_transform,RID,RID);
- FUNC2(viewport_set_global_canvas_transform,RID,const Matrix32&);
- FUNC1RC(Matrix32,viewport_get_global_canvas_transform,RID);
- FUNC3(viewport_set_canvas_layer,RID,RID ,int);
- FUNC2(viewport_set_transparent_background,RID,bool);
- FUNC1RC(bool,viewport_has_transparent_background,RID);
+ FUNC2(viewport_set_hide_scenario, RID, bool);
+ FUNC2(viewport_set_hide_canvas, RID, bool);
+ FUNC2(viewport_attach_camera, RID, RID);
+ FUNC2(viewport_set_scenario, RID, RID);
+ FUNC2(viewport_set_disable_environment, RID, bool);
+ FUNC1RC(RID, viewport_get_attached_camera, RID);
+ FUNC1RC(RID, viewport_get_scenario, RID);
+ FUNC2(viewport_attach_canvas, RID, RID);
+ FUNC2(viewport_remove_canvas, RID, RID);
+ FUNC3(viewport_set_canvas_transform, RID, RID, const Matrix32 &);
+ FUNC2RC(Matrix32, viewport_get_canvas_transform, RID, RID);
+ FUNC2(viewport_set_global_canvas_transform, RID, const Matrix32 &);
+ FUNC1RC(Matrix32, viewport_get_global_canvas_transform, RID);
+ FUNC3(viewport_set_canvas_layer, RID, RID, int);
+ FUNC2(viewport_set_transparent_background, RID, bool);
+ FUNC1RC(bool, viewport_has_transparent_background, RID);
/* ENVIRONMENT API */
- FUNC0R(RID,environment_create);
+ FUNC0R(RID, environment_create);
- FUNC2(environment_set_background,RID,EnvironmentBG);
- FUNC1RC(EnvironmentBG,environment_get_background,RID);
+ FUNC2(environment_set_background, RID, EnvironmentBG);
+ FUNC1RC(EnvironmentBG, environment_get_background, RID);
- FUNC3(environment_set_background_param,RID,EnvironmentBGParam, const Variant&);
- FUNC2RC(Variant,environment_get_background_param,RID,EnvironmentBGParam );
+ FUNC3(environment_set_background_param, RID, EnvironmentBGParam, const Variant &);
+ FUNC2RC(Variant, environment_get_background_param, RID, EnvironmentBGParam);
- FUNC3(environment_set_enable_fx,RID,EnvironmentFx,bool);
- FUNC2RC(bool,environment_is_fx_enabled,RID,EnvironmentFx);
-
-
- FUNC3(environment_fx_set_param,RID,EnvironmentFxParam,const Variant&);
- FUNC2RC(Variant,environment_fx_get_param,RID,EnvironmentFxParam);
+ FUNC3(environment_set_enable_fx, RID, EnvironmentFx, bool);
+ FUNC2RC(bool, environment_is_fx_enabled, RID, EnvironmentFx);
+ FUNC3(environment_fx_set_param, RID, EnvironmentFxParam, const Variant &);
+ FUNC2RC(Variant, environment_fx_get_param, RID, EnvironmentFxParam);
/* SCENARIO API */
- FUNC0R(RID,scenario_create);
-
- FUNC2(scenario_set_debug,RID,ScenarioDebugMode);
- FUNC2(scenario_set_environment,RID, RID);
- FUNC2RC(RID,scenario_get_environment,RID, RID);
- FUNC2(scenario_set_fallback_environment,RID, RID);
+ FUNC0R(RID, scenario_create);
+ FUNC2(scenario_set_debug, RID, ScenarioDebugMode);
+ FUNC2(scenario_set_environment, RID, RID);
+ FUNC2RC(RID, scenario_get_environment, RID, RID);
+ FUNC2(scenario_set_fallback_environment, RID, RID);
/* INSTANCING API */
- FUNC0R(RID,instance_create);
+ FUNC0R(RID, instance_create);
- FUNC2(instance_set_base,RID, RID);
- FUNC1RC(RID,instance_get_base,RID);
+ FUNC2(instance_set_base, RID, RID);
+ FUNC1RC(RID, instance_get_base, RID);
- FUNC2(instance_set_scenario,RID, RID);
- FUNC1RC(RID,instance_get_scenario,RID);
+ FUNC2(instance_set_scenario, RID, RID);
+ FUNC1RC(RID, instance_get_scenario, RID);
- FUNC2(instance_set_layer_mask,RID, uint32_t);
- FUNC1RC(uint32_t,instance_get_layer_mask,RID);
+ FUNC2(instance_set_layer_mask, RID, uint32_t);
+ FUNC1RC(uint32_t, instance_get_layer_mask, RID);
- FUNC1RC(AABB,instance_get_base_aabb,RID);
+ FUNC1RC(AABB, instance_get_base_aabb, RID);
- FUNC2(instance_attach_object_instance_ID,RID,uint32_t);
- FUNC1RC(uint32_t,instance_get_object_instance_ID,RID);
+ FUNC2(instance_attach_object_instance_ID, RID, uint32_t);
+ FUNC1RC(uint32_t, instance_get_object_instance_ID, RID);
- FUNC2(instance_attach_skeleton,RID,RID);
- FUNC1RC(RID,instance_get_skeleton,RID);
+ FUNC2(instance_attach_skeleton, RID, RID);
+ FUNC1RC(RID, instance_get_skeleton, RID);
- FUNC3(instance_set_morph_target_weight,RID,int, float);
- FUNC2RC(float,instance_get_morph_target_weight,RID,int);
+ FUNC3(instance_set_morph_target_weight, RID, int, float);
+ FUNC2RC(float, instance_get_morph_target_weight, RID, int);
- FUNC3(instance_set_surface_material,RID,int, RID);
+ FUNC3(instance_set_surface_material, RID, int, RID);
- FUNC2(instance_set_transform,RID, const Transform&);
- FUNC1RC(Transform,instance_get_transform,RID);
+ FUNC2(instance_set_transform, RID, const Transform &);
+ FUNC1RC(Transform, instance_get_transform, RID);
- FUNC2(instance_set_exterior,RID, bool );
- FUNC1RC(bool,instance_is_exterior,RID);
+ FUNC2(instance_set_exterior, RID, bool);
+ FUNC1RC(bool, instance_is_exterior, RID);
- FUNC2(instance_set_room,RID, RID );
- FUNC1RC(RID,instance_get_room,RID ) ;
+ FUNC2(instance_set_room, RID, RID);
+ FUNC1RC(RID, instance_get_room, RID);
- FUNC2(instance_set_extra_visibility_margin,RID, real_t );
- FUNC1RC(real_t,instance_get_extra_visibility_margin,RID );
+ FUNC2(instance_set_extra_visibility_margin, RID, real_t);
+ FUNC1RC(real_t, instance_get_extra_visibility_margin, RID);
- FUNC2RC(Vector<RID>,instances_cull_aabb,const AABB& , RID );
- FUNC3RC(Vector<RID>,instances_cull_ray,const Vector3& ,const Vector3&, RID );
- FUNC2RC(Vector<RID>,instances_cull_convex,const Vector<Plane>& , RID );
+ FUNC2RC(Vector<RID>, instances_cull_aabb, const AABB &, RID);
+ FUNC3RC(Vector<RID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID);
+ FUNC2RC(Vector<RID>, instances_cull_convex, const Vector<Plane> &, RID);
- FUNC3(instance_geometry_set_flag,RID,InstanceFlags ,bool );
- FUNC2RC(bool,instance_geometry_get_flag,RID,InstanceFlags );
+ FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool);
+ FUNC2RC(bool, instance_geometry_get_flag, RID, InstanceFlags);
FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting);
FUNC1RC(ShadowCastingSetting, instance_geometry_get_cast_shadows_setting, RID);
- FUNC2(instance_geometry_set_material_override,RID, RID );
- FUNC1RC(RID,instance_geometry_get_material_override,RID);
+ FUNC2(instance_geometry_set_material_override, RID, RID);
+ FUNC1RC(RID, instance_geometry_get_material_override, RID);
- FUNC3(instance_geometry_set_draw_range,RID,float ,float);
- FUNC1RC(float,instance_geometry_get_draw_range_max,RID);
- FUNC1RC(float,instance_geometry_get_draw_range_min,RID);
+ FUNC3(instance_geometry_set_draw_range, RID, float, float);
+ FUNC1RC(float, instance_geometry_get_draw_range_max, RID);
+ FUNC1RC(float, instance_geometry_get_draw_range_min, RID);
- FUNC2(instance_geometry_set_baked_light,RID, RID );
- FUNC1RC(RID,instance_geometry_get_baked_light,RID);
+ FUNC2(instance_geometry_set_baked_light, RID, RID);
+ FUNC1RC(RID, instance_geometry_get_baked_light, RID);
- FUNC2(instance_geometry_set_baked_light_sampler,RID, RID );
- FUNC1RC(RID,instance_geometry_get_baked_light_sampler,RID);
+ FUNC2(instance_geometry_set_baked_light_sampler, RID, RID);
+ FUNC1RC(RID, instance_geometry_get_baked_light_sampler, RID);
- FUNC2(instance_geometry_set_baked_light_texture_index,RID, int);
- FUNC1RC(int,instance_geometry_get_baked_light_texture_index,RID);
+ FUNC2(instance_geometry_set_baked_light_texture_index, RID, int);
+ FUNC1RC(int, instance_geometry_get_baked_light_texture_index, RID);
- FUNC2(instance_light_set_enabled,RID,bool);
- FUNC1RC(bool,instance_light_is_enabled,RID);
+ FUNC2(instance_light_set_enabled, RID, bool);
+ FUNC1RC(bool, instance_light_is_enabled, RID);
/* CANVAS (2D) */
- FUNC0R(RID,canvas_create);
- FUNC3(canvas_set_item_mirroring,RID,RID,const Point2&);
- FUNC2RC(Point2,canvas_get_item_mirroring,RID,RID);
- FUNC2(canvas_set_modulate,RID,const Color&);
-
+ FUNC0R(RID, canvas_create);
+ FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &);
+ FUNC2RC(Point2, canvas_get_item_mirroring, RID, RID);
+ FUNC2(canvas_set_modulate, RID, const Color &);
- FUNC0R(RID,canvas_item_create);
+ FUNC0R(RID, canvas_item_create);
- FUNC2(canvas_item_set_parent,RID,RID );
- FUNC1RC(RID,canvas_item_get_parent,RID);
+ FUNC2(canvas_item_set_parent, RID, RID);
+ FUNC1RC(RID, canvas_item_get_parent, RID);
- FUNC2(canvas_item_set_visible,RID,bool );
- FUNC1RC(bool,canvas_item_is_visible,RID);
+ FUNC2(canvas_item_set_visible, RID, bool);
+ FUNC1RC(bool, canvas_item_is_visible, RID);
- FUNC2(canvas_item_set_blend_mode,RID,MaterialBlendMode );
- FUNC2(canvas_item_set_light_mask,RID,int );
+ FUNC2(canvas_item_set_blend_mode, RID, MaterialBlendMode);
+ FUNC2(canvas_item_set_light_mask, RID, int);
//FUNC(canvas_item_set_rect,RID, const Rect2& p_rect);
- FUNC2(canvas_item_set_transform,RID, const Matrix32& );
- FUNC2(canvas_item_set_clip,RID, bool );
- FUNC2(canvas_item_set_distance_field_mode,RID, bool );
- FUNC3(canvas_item_set_custom_rect,RID, bool ,const Rect2&);
- FUNC2(canvas_item_set_opacity,RID, float );
- FUNC2RC(float,canvas_item_get_opacity,RID, float );
- FUNC2(canvas_item_set_on_top,RID, bool );
- FUNC1RC(bool,canvas_item_is_on_top,RID);
+ FUNC2(canvas_item_set_transform, RID, const Matrix32 &);
+ FUNC2(canvas_item_set_clip, RID, bool);
+ FUNC2(canvas_item_set_distance_field_mode, RID, bool);
+ FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &);
+ FUNC2(canvas_item_set_opacity, RID, float);
+ FUNC2RC(float, canvas_item_get_opacity, RID, float);
+ FUNC2(canvas_item_set_on_top, RID, bool);
+ FUNC1RC(bool, canvas_item_is_on_top, RID);
- FUNC2(canvas_item_set_self_opacity,RID, float );
- FUNC2RC(float,canvas_item_get_self_opacity,RID, float );
+ FUNC2(canvas_item_set_self_opacity, RID, float);
+ FUNC2RC(float, canvas_item_get_self_opacity, RID, float);
- FUNC2(canvas_item_attach_viewport,RID, RID );
+ FUNC2(canvas_item_attach_viewport, RID, RID);
- FUNC5(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float );
- FUNC3(canvas_item_add_rect,RID, const Rect2& , const Color& );
- FUNC4(canvas_item_add_circle,RID, const Point2& , float ,const Color& );
- FUNC6(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color&,bool );
- FUNC6(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color&,bool );
- FUNC8(canvas_item_add_style_box,RID, const Rect2& , const Rect2&, RID ,const Vector2& ,const Vector2&, bool ,const Color& );
- FUNC6(canvas_item_add_primitive,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ,float );
- FUNC5(canvas_item_add_polygon,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID );
- FUNC7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int );
- FUNC7(canvas_item_add_triangle_array_ptr,RID, int , const int* , const Point2* , const Color* ,const Point2* , RID );
+ FUNC5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float);
+ FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &);
+ FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &);
+ FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool);
+ FUNC6(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool);
+ FUNC8(canvas_item_add_style_box, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, bool, const Color &);
+ FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float);
+ FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID);
+ FUNC7(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int);
+ FUNC7(canvas_item_add_triangle_array_ptr, RID, int, const int *, const Point2 *, const Color *, const Point2 *, RID);
+ FUNC2(canvas_item_add_set_transform, RID, const Matrix32 &);
+ FUNC2(canvas_item_add_set_blend_mode, RID, MaterialBlendMode);
+ FUNC2(canvas_item_add_clip_ignore, RID, bool);
- FUNC2(canvas_item_add_set_transform,RID,const Matrix32& );
- FUNC2(canvas_item_add_set_blend_mode,RID, MaterialBlendMode );
- FUNC2(canvas_item_add_clip_ignore,RID, bool );
+ FUNC2(canvas_item_set_sort_children_by_y, RID, bool);
+ FUNC2(canvas_item_set_z, RID, int);
+ FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool);
+ FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &);
- FUNC2(canvas_item_set_sort_children_by_y,RID,bool);
- FUNC2(canvas_item_set_z,RID,int);
- FUNC2(canvas_item_set_z_as_relative_to_parent,RID,bool);
- FUNC3(canvas_item_set_copy_to_backbuffer,RID,bool,const Rect2&);
+ FUNC2(canvas_item_set_material, RID, RID);
+ FUNC2(canvas_item_set_use_parent_material, RID, bool);
- FUNC2(canvas_item_set_material,RID, RID );
-
- FUNC2(canvas_item_set_use_parent_material,RID, bool );
-
- FUNC1(canvas_item_clear,RID);
- FUNC1(canvas_item_raise,RID);
+ FUNC1(canvas_item_clear, RID);
+ FUNC1(canvas_item_raise, RID);
/* CANVAS LIGHT */
- FUNC0R(RID,canvas_light_create);
- FUNC2(canvas_light_attach_to_canvas,RID,RID);
- FUNC2(canvas_light_set_enabled,RID,bool);
- FUNC2(canvas_light_set_transform,RID,const Matrix32&);
- FUNC2(canvas_light_set_scale,RID,float);
- FUNC2(canvas_light_set_texture,RID,RID);
- FUNC2(canvas_light_set_texture_offset,RID,const Vector2&);
- FUNC2(canvas_light_set_color,RID,const Color&);
- FUNC2(canvas_light_set_height,RID,float);
- FUNC2(canvas_light_set_energy,RID,float);
- FUNC3(canvas_light_set_layer_range,RID,int,int);
- FUNC3(canvas_light_set_z_range,RID,int,int);
- FUNC2(canvas_light_set_item_mask,RID,int);
- FUNC2(canvas_light_set_item_shadow_mask,RID,int);
-
- FUNC2(canvas_light_set_mode,RID,CanvasLightMode);
- FUNC2(canvas_light_set_shadow_enabled,RID,bool);
- FUNC2(canvas_light_set_shadow_buffer_size,RID,int);
- FUNC2(canvas_light_set_shadow_esm_multiplier,RID,float);
- FUNC2(canvas_light_set_shadow_color,RID,const Color&);
-
+ FUNC0R(RID, canvas_light_create);
+ FUNC2(canvas_light_attach_to_canvas, RID, RID);
+ FUNC2(canvas_light_set_enabled, RID, bool);
+ FUNC2(canvas_light_set_transform, RID, const Matrix32 &);
+ FUNC2(canvas_light_set_scale, RID, float);
+ FUNC2(canvas_light_set_texture, RID, RID);
+ FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &);
+ FUNC2(canvas_light_set_color, RID, const Color &);
+ FUNC2(canvas_light_set_height, RID, float);
+ FUNC2(canvas_light_set_energy, RID, float);
+ FUNC3(canvas_light_set_layer_range, RID, int, int);
+ FUNC3(canvas_light_set_z_range, RID, int, int);
+ FUNC2(canvas_light_set_item_mask, RID, int);
+ FUNC2(canvas_light_set_item_shadow_mask, RID, int);
+ FUNC2(canvas_light_set_mode, RID, CanvasLightMode);
+ FUNC2(canvas_light_set_shadow_enabled, RID, bool);
+ FUNC2(canvas_light_set_shadow_buffer_size, RID, int);
+ FUNC2(canvas_light_set_shadow_esm_multiplier, RID, float);
+ FUNC2(canvas_light_set_shadow_color, RID, const Color &);
/* CANVAS OCCLUDER */
- FUNC0R(RID,canvas_light_occluder_create);
- FUNC2(canvas_light_occluder_attach_to_canvas,RID,RID);
- FUNC2(canvas_light_occluder_set_enabled,RID,bool);
- FUNC2(canvas_light_occluder_set_polygon,RID,RID);
- FUNC2(canvas_light_occluder_set_transform,RID,const Matrix32&);
- FUNC2(canvas_light_occluder_set_light_mask,RID,int);
+ FUNC0R(RID, canvas_light_occluder_create);
+ FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID);
+ FUNC2(canvas_light_occluder_set_enabled, RID, bool);
+ FUNC2(canvas_light_occluder_set_polygon, RID, RID);
+ FUNC2(canvas_light_occluder_set_transform, RID, const Matrix32 &);
+ FUNC2(canvas_light_occluder_set_light_mask, RID, int);
-
- FUNC0R(RID,canvas_occluder_polygon_create);
- FUNC3(canvas_occluder_polygon_set_shape,RID,const DVector<Vector2>&,bool);
- FUNC2(canvas_occluder_polygon_set_shape_as_lines,RID,const DVector<Vector2>&);
- FUNC2(canvas_occluder_polygon_set_cull_mode,RID,CanvasOccluderPolygonCullMode);
+ FUNC0R(RID, canvas_occluder_polygon_create);
+ FUNC3(canvas_occluder_polygon_set_shape, RID, const DVector<Vector2> &, bool);
+ FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const DVector<Vector2> &);
+ FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode);
/* CANVAS MATERIAL */
- FUNC0R(RID,canvas_item_material_create);
- FUNC2(canvas_item_material_set_shader,RID,RID);
- FUNC3(canvas_item_material_set_shader_param,RID,const StringName&,const Variant&);
- FUNC2RC(Variant,canvas_item_material_get_shader_param,RID,const StringName&);
- FUNC2(canvas_item_material_set_shading_mode,RID,CanvasItemShadingMode);
+ FUNC0R(RID, canvas_item_material_create);
+ FUNC2(canvas_item_material_set_shader, RID, RID);
+ FUNC3(canvas_item_material_set_shader_param, RID, const StringName &, const Variant &);
+ FUNC2RC(Variant, canvas_item_material_get_shader_param, RID, const StringName &);
+ FUNC2(canvas_item_material_set_shading_mode, RID, CanvasItemShadingMode);
/* CURSOR */
- FUNC2(cursor_set_rotation,float , int ); // radians
- FUNC4(cursor_set_texture,RID , const Point2 &, int, const Rect2 &);
- FUNC2(cursor_set_visible,bool , int );
- FUNC2(cursor_set_pos,const Point2& , int );
+ FUNC2(cursor_set_rotation, float, int); // radians
+ FUNC4(cursor_set_texture, RID, const Point2 &, int, const Rect2 &);
+ FUNC2(cursor_set_visible, bool, int);
+ FUNC2(cursor_set_pos, const Point2 &, int);
/* BLACK BARS */
- FUNC4(black_bars_set_margins,int , int , int , int );
- FUNC4(black_bars_set_images,RID , RID , RID , RID );
+ FUNC4(black_bars_set_margins, int, int, int, int);
+ FUNC4(black_bars_set_images, RID, RID, RID, RID);
/* FREE */
- FUNC1(free,RID);
+ FUNC1(free, RID);
/* CUSTOM SHADE MODEL */
- FUNC2(custom_shade_model_set_shader,int , RID );
- FUNC1RC(RID,custom_shade_model_get_shader,int );
- FUNC2(custom_shade_model_set_name,int , const String& );
- FUNC1RC(String,custom_shade_model_get_name,int );
- FUNC2(custom_shade_model_set_param_info,int , const List<PropertyInfo>& );
- FUNC2SC(custom_shade_model_get_param_info,int , List<PropertyInfo>* );
+ FUNC2(custom_shade_model_set_shader, int, RID);
+ FUNC1RC(RID, custom_shade_model_get_shader, int);
+ FUNC2(custom_shade_model_set_name, int, const String &);
+ FUNC1RC(String, custom_shade_model_get_name, int);
+ FUNC2(custom_shade_model_set_param_info, int, const List<PropertyInfo> &);
+ FUNC2SC(custom_shade_model_get_param_info, int, List<PropertyInfo> *);
/* EVENT QUEUING */
-
virtual void init();
virtual void finish();
virtual void draw();
virtual void sync();
- FUNC0RC(bool,has_changed);
+ FUNC0RC(bool, has_changed);
/* RENDER INFO */
- FUNC1R(int,get_render_info,RenderInfo );
+ FUNC1R(int, get_render_info, RenderInfo);
virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }
- FUNC3(set_boot_image,const Image& , const Color&,bool );
- FUNC1(set_default_clear_color,const Color& );
- FUNC0RC(Color,get_default_clear_color );
+ FUNC3(set_boot_image, const Image &, const Color &, bool);
+ FUNC1(set_default_clear_color, const Color &);
+ FUNC0RC(Color, get_default_clear_color);
- FUNC0R(RID,get_test_cube );
+ FUNC0R(RID, get_test_cube);
-
- VisualServerWrapMT(VisualServer* p_contained,bool p_create_thread);
+ VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread);
~VisualServerWrapMT();
#undef ServerName
#undef ServerNameWrapMT
#undef server_name
-
};
#ifdef DEBUG_SYNC