/
CanvasItemMaterial.hx
97 lines (73 loc) · 3.39 KB
/
CanvasItemMaterial.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
`godot.CanvasItemMaterial`s provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a `godot.ShaderMaterial` to more fully customize a material's interactions with a `godot.CanvasItem`.
**/
@:libType
@:csNative
@:native("Godot.CanvasItemMaterial")
@:autoBuild(godot.Godot.buildUserClass())
extern class CanvasItemMaterial extends godot.Material {
/**
If `true`, the particles animation will loop.
Note: This property is only used and visible in the editor if `godot.CanvasItemMaterial.particlesAnimation` is `true`.
**/
@:native("ParticlesAnimLoop")
public var particlesAnimLoop:Bool;
/**
The number of rows in the spritesheet assigned as `godot.Texture` for a `godot.Particles2D` or `godot.CPUParticles2D`.
Note: This property is only used and visible in the editor if `godot.CanvasItemMaterial.particlesAnimation` is `true`.
**/
@:native("ParticlesAnimVFrames")
public var particlesAnimVFrames:Int;
/**
The number of columns in the spritesheet assigned as `godot.Texture` for a `godot.Particles2D` or `godot.CPUParticles2D`.
Note: This property is only used and visible in the editor if `godot.CanvasItemMaterial.particlesAnimation` is `true`.
**/
@:native("ParticlesAnimHFrames")
public var particlesAnimHFrames:Int;
/**
If `true`, enable spritesheet-based animation features when assigned to `godot.Particles2D` and `godot.CPUParticles2D` nodes. The `godot.ParticlesMaterial.animSpeed` or `godot.CPUParticles2D.animSpeed` should also be set to a positive value for the animation to play.
This property (and other `particles_anim_*` properties that depend on it) has no effect on other types of nodes.
**/
@:native("ParticlesAnimation")
public var particlesAnimation:Bool;
/**
The manner in which material reacts to lighting.
**/
@:native("LightMode")
public var lightMode:godot.CanvasItemMaterial_LightModeEnum;
/**
The manner in which a material's rendering is applied to underlying textures.
**/
@:native("BlendMode")
public var blendMode:godot.CanvasItemMaterial_BlendModeEnum;
@:native("new")
public function new():Void;
@:native("SetBlendMode")
public function setBlendMode(blendMode:godot.CanvasItemMaterial_BlendModeEnum):Void;
@:native("GetBlendMode")
public function getBlendMode():godot.CanvasItemMaterial_BlendModeEnum;
@:native("SetLightMode")
public function setLightMode(lightMode:godot.CanvasItemMaterial_LightModeEnum):Void;
@:native("GetLightMode")
public function getLightMode():godot.CanvasItemMaterial_LightModeEnum;
@:native("SetParticlesAnimation")
public function setParticlesAnimation(particlesAnim:Bool):Void;
@:native("GetParticlesAnimation")
public function getParticlesAnimation():Bool;
@:native("SetParticlesAnimHFrames")
public function setParticlesAnimHFrames(frames:Int):Void;
@:native("GetParticlesAnimHFrames")
public function getParticlesAnimHFrames():Int;
@:native("SetParticlesAnimVFrames")
public function setParticlesAnimVFrames(frames:Int):Void;
@:native("GetParticlesAnimVFrames")
public function getParticlesAnimVFrames():Int;
@:native("SetParticlesAnimLoop")
public function setParticlesAnimLoop(loop:Bool):Void;
@:native("GetParticlesAnimLoop")
public function getParticlesAnimLoop():Bool;
}