├── .github ├── logo.png ├── pull_request_template.md └── workflows │ └── main.yml ├── .gitignore ├── .vscode └── extensions.json ├── LICENSE.md ├── README.md ├── doc.hxml ├── extraParams.hxml ├── godot ├── AABB.hx ├── AESContext.hx ├── AESContext_Mode.hx ├── ARVRAnchor.hx ├── ARVRCamera.hx ├── ARVRController.hx ├── ARVRInterface.hx ├── ARVRInterfaceGDNative.hx ├── ARVRInterface_Capabilities.hx ├── ARVRInterface_Eyes.hx ├── ARVRInterface_Tracking_status.hx ├── ARVROrigin.hx ├── ARVRPositionalTracker.hx ├── ARVRPositionalTracker_TrackerHand.hx ├── ARVRServer.hx ├── ARVRServer_RotationMode.hx ├── ARVRServer_TrackerType.hx ├── AStar.hx ├── AStar2D.hx ├── AcceptDialog.hx ├── Action.hx ├── AnimatedSprite.hx ├── AnimatedSprite3D.hx ├── AnimatedTexture.hx ├── Animation.hx ├── AnimationNode.hx ├── AnimationNodeAdd2.hx ├── AnimationNodeAdd3.hx ├── AnimationNodeAnimation.hx ├── AnimationNodeBlend2.hx ├── AnimationNodeBlend3.hx ├── AnimationNodeBlendSpace1D.hx ├── AnimationNodeBlendSpace2D.hx ├── AnimationNodeBlendSpace2D_BlendModeEnum.hx ├── AnimationNodeBlendTree.hx ├── AnimationNodeOneShot.hx ├── AnimationNodeOneShot_MixModeEnum.hx ├── AnimationNodeOutput.hx ├── AnimationNodeStateMachine.hx ├── AnimationNodeStateMachinePlayback.hx ├── AnimationNodeStateMachineTransition.hx ├── AnimationNodeStateMachineTransition_SwitchModeEnum.hx ├── AnimationNodeTimeScale.hx ├── AnimationNodeTimeSeek.hx ├── AnimationNodeTransition.hx ├── AnimationNode_FilterAction.hx ├── AnimationPlayer.hx ├── AnimationPlayer_AnimationMethodCallMode.hx ├── AnimationPlayer_AnimationProcessMode.hx ├── AnimationRootNode.hx ├── AnimationTree.hx ├── AnimationTreePlayer.hx ├── AnimationTreePlayer_AnimationProcessMode.hx ├── AnimationTreePlayer_NodeType.hx ├── AnimationTree_AnimationProcessMode.hx ├── Animation_InterpolationType.hx ├── Animation_TrackType.hx ├── Animation_UpdateMode.hx ├── Area.hx ├── Area2D.hx ├── Area2D_SpaceOverrideEnum.hx ├── Area_SpaceOverrideEnum.hx ├── ArrayMesh.hx ├── ArrayMesh_ArrayFormat.hx ├── ArrayMesh_ArrayType.hx ├── AspectRatioContainer.hx ├── AspectRatioContainer_AlignMode.hx ├── AspectRatioContainer_StretchModeEnum.hx ├── AtlasTexture.hx ├── AudioBusLayout.hx ├── AudioEffect.hx ├── AudioEffectAmplify.hx ├── AudioEffectBandLimitFilter.hx ├── AudioEffectBandPassFilter.hx ├── AudioEffectCapture.hx ├── AudioEffectChorus.hx ├── AudioEffectCompressor.hx ├── AudioEffectDelay.hx ├── AudioEffectDistortion.hx ├── AudioEffectDistortion_ModeEnum.hx ├── AudioEffectEQ.hx ├── AudioEffectEQ10.hx ├── AudioEffectEQ21.hx ├── AudioEffectEQ6.hx ├── AudioEffectFilter.hx ├── AudioEffectFilter_FilterDB.hx ├── AudioEffectHighPassFilter.hx ├── AudioEffectHighShelfFilter.hx ├── AudioEffectInstance.hx ├── AudioEffectLimiter.hx ├── AudioEffectLowPassFilter.hx ├── AudioEffectLowShelfFilter.hx ├── AudioEffectNotchFilter.hx ├── AudioEffectPanner.hx ├── AudioEffectPhaser.hx ├── AudioEffectPitchShift.hx ├── AudioEffectPitchShift_FFT_Size.hx ├── AudioEffectRecord.hx ├── AudioEffectReverb.hx ├── AudioEffectSpectrumAnalyzer.hx ├── AudioEffectSpectrumAnalyzerInstance.hx ├── AudioEffectSpectrumAnalyzerInstance_MagnitudeMode.hx ├── AudioEffectSpectrumAnalyzer_FFT_Size.hx ├── AudioEffectStereoEnhance.hx ├── AudioServer.hx ├── AudioServer_SpeakerMode.hx ├── AudioStream.hx ├── AudioStreamGenerator.hx ├── AudioStreamGeneratorPlayback.hx ├── AudioStreamMP3.hx ├── AudioStreamMicrophone.hx ├── AudioStreamOGGVorbis.hx ├── AudioStreamPlayback.hx ├── AudioStreamPlaybackResampled.hx ├── AudioStreamPlayer.hx ├── AudioStreamPlayer2D.hx ├── AudioStreamPlayer3D.hx ├── AudioStreamPlayer3D_AttenuationModelEnum.hx ├── AudioStreamPlayer3D_DopplerTrackingEnum.hx ├── AudioStreamPlayer3D_OutOfRangeModeEnum.hx ├── AudioStreamPlayer_MixTargetEnum.hx ├── AudioStreamRandomPitch.hx ├── AudioStreamSample.hx ├── AudioStreamSample_FormatEnum.hx ├── AudioStreamSample_LoopModeEnum.hx ├── BackBufferCopy.hx ├── BackBufferCopy_CopyModeEnum.hx ├── BakedLightmap.hx ├── BakedLightmapData.hx ├── BakedLightmap_BakeError.hx ├── BakedLightmap_BakeQuality.hx ├── BakedLightmap_EnvironmentModeEnum.hx ├── BaseButton.hx ├── BaseButton_ActionModeEnum.hx ├── BaseButton_DrawMode.hx ├── Basis.hx ├── BitMap.hx ├── BitmapFont.hx ├── Bone2D.hx ├── BoneAttachment.hx ├── BoxContainer.hx ├── BoxContainer_AlignMode.hx ├── BoxShape.hx ├── Button.hx ├── ButtonGroup.hx ├── ButtonList.hx ├── Button_TextAlign.hx ├── CPUParticles.hx ├── CPUParticles2D.hx ├── CPUParticles2D_DrawOrderEnum.hx ├── CPUParticles2D_EmissionShapeEnum.hx ├── CPUParticles2D_Flags.hx ├── CPUParticles2D_Parameter.hx ├── CPUParticles_DrawOrderEnum.hx ├── CPUParticles_EmissionShapeEnum.hx ├── CPUParticles_Flags.hx ├── CPUParticles_Parameter.hx ├── CSGBox.hx ├── CSGCombiner.hx ├── CSGCylinder.hx ├── CSGMesh.hx ├── CSGPolygon.hx ├── CSGPolygon_ModeEnum.hx ├── CSGPolygon_PathIntervalTypeEnum.hx ├── CSGPolygon_PathRotationEnum.hx ├── CSGPrimitive.hx ├── CSGShape.hx ├── CSGShape_OperationEnum.hx ├── CSGSphere.hx ├── CSGTorus.hx ├── CSharpScript.hx ├── Camera.hx ├── Camera2D.hx ├── Camera2D_AnchorModeEnum.hx ├── Camera2D_Camera2DProcessMode.hx ├── CameraFeed.hx ├── CameraFeed_FeedDataType.hx ├── CameraFeed_FeedPosition.hx ├── CameraServer.hx ├── CameraServer_FeedImage.hx ├── CameraTexture.hx ├── Camera_DopplerTrackingEnum.hx ├── Camera_KeepAspectEnum.hx ├── Camera_ProjectionEnum.hx ├── CanvasItem.hx ├── CanvasItemMaterial.hx ├── CanvasItemMaterial_BlendModeEnum.hx ├── CanvasItemMaterial_LightModeEnum.hx ├── CanvasItem_BlendMode.hx ├── CanvasLayer.hx ├── CanvasModulate.hx ├── CapsuleMesh.hx ├── CapsuleShape.hx ├── CapsuleShape2D.hx ├── CenterContainer.hx ├── CharFXTransform.hx ├── CheckBox.hx ├── CheckButton.hx ├── CircleShape2D.hx ├── ClassDB.hx ├── ClippedCamera.hx ├── ClippedCamera_ProcessModeEnum.hx ├── CollisionObject.hx ├── CollisionObject2D.hx ├── CollisionPolygon.hx ├── CollisionPolygon2D.hx ├── CollisionPolygon2D_BuildModeEnum.hx ├── CollisionShape.hx ├── CollisionShape2D.hx ├── Color.hx ├── ColorPicker.hx ├── ColorPickerButton.hx ├── ColorRect.hx ├── Colors.hx ├── ConcavePolygonShape.hx ├── ConcavePolygonShape2D.hx ├── ConeTwistJoint.hx ├── ConeTwistJoint_Param.hx ├── ConfigFile.hx ├── ConfirmationDialog.hx ├── Container.hx ├── Control.hx ├── Control_Anchor.hx ├── Control_CursorShape.hx ├── Control_FocusModeEnum.hx ├── Control_GrowDirection.hx ├── Control_LayoutPreset.hx ├── Control_LayoutPresetMode.hx ├── Control_MouseFilterEnum.hx ├── Control_SizeFlags.hx ├── ConvexPolygonShape.hx ├── ConvexPolygonShape2D.hx ├── Corner.hx ├── Crypto.hx ├── CryptoKey.hx ├── CubeMap.hx ├── CubeMap_FlagsEnum.hx ├── CubeMap_Side.hx ├── CubeMap_Storage.hx ├── CubeMesh.hx ├── CullInstance.hx ├── CullInstance_PortalModeEnum.hx ├── Curve.hx ├── Curve2D.hx ├── Curve3D.hx ├── CurveTexture.hx ├── Curve_TangentMode.hx ├── CustomSignal.hx ├── CustomSignalUsings.hx ├── CylinderMesh.hx ├── CylinderShape.hx ├── DTLSServer.hx ├── DampedSpringJoint2D.hx ├── DirectionalLight.hx ├── DirectionalLight_ShadowDepthRange.hx ├── DirectionalLight_ShadowMode.hx ├── Directory.hx ├── Dispatcher.hx ├── DynamicFont.hx ├── DynamicFontData.hx ├── DynamicFontData_HintingEnum.hx ├── DynamicFont_SpacingType.hx ├── EditorExportPlugin.hx ├── EditorFeatureProfile.hx ├── EditorFeatureProfile_Feature.hx ├── EditorFileDialog.hx ├── EditorFileDialog_AccessEnum.hx ├── EditorFileDialog_DisplayModeEnum.hx ├── EditorFileDialog_ModeEnum.hx ├── EditorFileSystem.hx ├── EditorFileSystemDirectory.hx ├── EditorImportPlugin.hx ├── EditorInspector.hx ├── EditorInspectorPlugin.hx ├── EditorInterface.hx ├── EditorPlugin.hx ├── EditorPlugin_CustomControlContainer.hx ├── EditorPlugin_DockSlot.hx ├── EditorProperty.hx ├── EditorResourcePicker.hx ├── EditorResourcePreview.hx ├── EditorResourcePreviewGenerator.hx ├── EditorSceneImporter.hx ├── EditorSceneImporterFBX.hx ├── EditorScenePostImport.hx ├── EditorScript.hx ├── EditorScriptPicker.hx ├── EditorSelection.hx ├── EditorSettings.hx ├── EditorSpatialGizmo.hx ├── EditorSpatialGizmoPlugin.hx ├── EditorSpinSlider.hx ├── EditorVCSInterface.hx ├── EncodedObjectAsID.hx ├── Engine.hx ├── Environment.hx ├── Environment_BGMode.hx ├── Environment_DOFBlurQuality.hx ├── Environment_GlowBlendModeEnum.hx ├── Environment_SSAOBlur.hx ├── Environment_SSAOQuality.hx ├── Environment_ToneMapper.hx ├── Error.hx ├── ExportAttribute.hx ├── Expression.hx ├── ExternalTexture.hx ├── File.hx ├── FileDialog.hx ├── FileDialog_AccessEnum.hx ├── FileDialog_ModeEnum.hx ├── FileSystemDock.hx ├── File_CompressionMode.hx ├── File_ModeFlags.hx ├── Font.hx ├── FuncRef.hx ├── GD.hx ├── GDNative.hx ├── GDNativeLibrary.hx ├── GDScript.hx ├── GDScriptFunctionState.hx ├── GIProbe.hx ├── GIProbeData.hx ├── GIProbe_SubdivEnum.hx ├── GLTFLight.hx ├── Generic6DOFJoint.hx ├── Generic6DOFJoint_Flag.hx ├── Generic6DOFJoint_Param.hx ├── Geometry.hx ├── GeometryInstance.hx ├── GeometryInstance_Flags.hx ├── GeometryInstance_LightmapScaleEnum.hx ├── GeometryInstance_ShadowCastingSetting.hx ├── Geometry_PolyBooleanOperation.hx ├── Geometry_PolyEndType.hx ├── Geometry_PolyJoinType.hx ├── Godot.hx ├── GodotArrayIterator.hx ├── GodotSharp.hx ├── GodotSynchronizationContext.hx ├── GodotTaskScheduler.hx ├── Gradient.hx ├── GradientTexture.hx ├── GraphEdit.hx ├── GraphNode.hx ├── GraphNode_OverlayEnum.hx ├── GridContainer.hx ├── GridMap.hx ├── GrooveJoint2D.hx ├── HAlign.hx ├── HBoxContainer.hx ├── HMACContext.hx ├── HScrollBar.hx ├── HSeparator.hx ├── HSlider.hx ├── HSplitContainer.hx ├── HTTPClient.hx ├── HTTPClient_Method.hx ├── HTTPClient_ResponseCode.hx ├── HTTPClient_Status.hx ├── HTTPRequest.hx ├── HTTPRequest_Result.hx ├── HashingContext.hx ├── HashingContext_HashType.hx ├── HaxeArray.hx ├── HeightMapShape.hx ├── HingeJoint.hx ├── HingeJoint_Flag.hx ├── HingeJoint_Param.hx ├── IAwaitable.hx ├── IAwaitable_1.hx ├── IAwaiter.hx ├── IAwaiter_1.hx ├── IP.hx ├── IP_ResolverStatus.hx ├── IP_Type.hx ├── ISerializationListener.hx ├── Image.hx ├── ImageTexture.hx ├── ImageTexture_StorageEnum.hx ├── Image_AlphaMode.hx ├── Image_CompressMode.hx ├── Image_CompressSource.hx ├── Image_Format.hx ├── Image_Interpolation.hx ├── ImmediateGeometry.hx ├── Input.hx ├── InputEvent.hx ├── InputEventAction.hx ├── InputEventGesture.hx ├── InputEventJoypadButton.hx ├── InputEventJoypadMotion.hx ├── InputEventKey.hx ├── InputEventMIDI.hx ├── InputEventMagnifyGesture.hx ├── InputEventMouse.hx ├── InputEventMouseButton.hx ├── InputEventMouseMotion.hx ├── InputEventPanGesture.hx ├── InputEventScreenDrag.hx ├── InputEventScreenTouch.hx ├── InputEventWithModifiers.hx ├── InputMap.hx ├── Input_CursorShape.hx ├── Input_MouseMode.hx ├── InstancePlaceholder.hx ├── InterpolatedCamera.hx ├── ItemList.hx ├── ItemList_IconModeEnum.hx ├── ItemList_SelectModeEnum.hx ├── JNISingleton.hx ├── JSON.hx ├── JSONParseResult.hx ├── JSONRPC.hx ├── JSONRPC_ErrorCode.hx ├── JavaScript.hx ├── JavaScriptObject.hx ├── Joint.hx ├── Joint2D.hx ├── JoystickList.hx ├── KeyList.hx ├── KeyModifierMask.hx ├── KinematicBody.hx ├── KinematicBody2D.hx ├── KinematicCollision.hx ├── KinematicCollision2D.hx ├── Label.hx ├── Label_AlignEnum.hx ├── Label_VAlign.hx ├── LargeTexture.hx ├── Light.hx ├── Light2D.hx ├── Light2D_ModeEnum.hx ├── Light2D_ShadowFilterEnum.hx ├── LightOccluder2D.hx ├── Light_BakeMode.hx ├── Light_Param.hx ├── Line2D.hx ├── Line2D_LineCapMode.hx ├── Line2D_LineJointMode.hx ├── Line2D_LineTextureMode.hx ├── LineEdit.hx ├── LineEdit_AlignEnum.hx ├── LineEdit_MenuItems.hx ├── LineShape2D.hx ├── LinkButton.hx ├── LinkButton_UnderlineMode.hx ├── Listener.hx ├── Listener2D.hx ├── MainLoop.hx ├── Margin.hx ├── MarginContainer.hx ├── Marshalls.hx ├── MasterAttribute.hx ├── MasterSyncAttribute.hx ├── Material.hx ├── Mathf.hx ├── MenuButton.hx ├── Mesh.hx ├── MeshDataTool.hx ├── MeshInstance.hx ├── MeshInstance2D.hx ├── MeshLibrary.hx ├── MeshTexture.hx ├── Mesh_ArrayFormat.hx ├── Mesh_ArrayType.hx ├── Mesh_BlendShapeMode.hx ├── Mesh_PrimitiveType.hx ├── MethodFlags.hx ├── MidiMessageList.hx ├── MobileVRInterface.hx ├── MultiMesh.hx ├── MultiMeshInstance.hx ├── MultiMeshInstance2D.hx ├── MultiMesh_ColorFormatEnum.hx ├── MultiMesh_CustomDataFormatEnum.hx ├── MultiMesh_TransformFormatEnum.hx ├── MultiplayerAPI.hx ├── MultiplayerAPI_RPCMode.hx ├── MultiplayerPeerGDNative.hx ├── Mutex.hx ├── NativeScript.hx ├── Navigation.hx ├── Navigation2D.hx ├── NavigationMesh.hx ├── NavigationMeshInstance.hx ├── NavigationMesh_ParsedGeometryType.hx ├── NavigationMesh_SamplePartitionType.hx ├── NavigationMesh_SourceGeometryMode.hx ├── NavigationPolygon.hx ├── NavigationPolygonInstance.hx ├── NetworkedMultiplayerENet.hx ├── NetworkedMultiplayerENet_CompressionModeEnum.hx ├── NetworkedMultiplayerPeer.hx ├── NetworkedMultiplayerPeer_ConnectionStatus.hx ├── NetworkedMultiplayerPeer_TransferModeEnum.hx ├── NinePatchRect.hx ├── NinePatchRect_AxisStretchMode.hx ├── Node.hx ├── Node2D.hx ├── NodePath.hx ├── Node_DuplicateFlags.hx ├── Node_PauseModeEnum.hx ├── NoiseTexture.hx ├── Nullable1.hx ├── OS.hx ├── OS_HandleType.hx ├── OS_Month.hx ├── OS_PowerState.hx ├── OS_ScreenOrientationEnum.hx ├── OS_SystemDir.hx ├── OS_VideoDriver.hx ├── OS_Weekday.hx ├── Object.hx ├── Object_ConnectFlags.hx ├── Occluder.hx ├── OccluderPolygon2D.hx ├── OccluderPolygon2D_CullModeEnum.hx ├── OccluderShape.hx ├── OccluderShapeSphere.hx ├── OmniLight.hx ├── OmniLight_ShadowDetail.hx ├── OmniLight_ShadowMode.hx ├── OpenSimplexNoise.hx ├── OptionButton.hx ├── Orientation.hx ├── PCKPacker.hx ├── PHashTranslation.hx ├── PackedDataContainer.hx ├── PackedDataContainerRef.hx ├── PackedScene.hx ├── PackedScene_GenEditState.hx ├── PacketPeer.hx ├── PacketPeerDTLS.hx ├── PacketPeerDTLS_Status.hx ├── PacketPeerGDNative.hx ├── PacketPeerStream.hx ├── PacketPeerUDP.hx ├── Panel.hx ├── PanelContainer.hx ├── PanoramaSky.hx ├── ParallaxBackground.hx ├── ParallaxLayer.hx ├── Particles.hx ├── Particles2D.hx ├── Particles2D_DrawOrderEnum.hx ├── ParticlesMaterial.hx ├── ParticlesMaterial_EmissionShapeEnum.hx ├── ParticlesMaterial_Flags.hx ├── ParticlesMaterial_Parameter.hx ├── Particles_DrawOrderEnum.hx ├── Path.hx ├── Path2D.hx ├── PathFollow.hx ├── PathFollow2D.hx ├── PathFollow_RotationModeEnum.hx ├── Performance.hx ├── Performance_Monitor.hx ├── PhysicalBone.hx ├── PhysicalBone_JointTypeEnum.hx ├── Physics2DDirectBodyState.hx ├── Physics2DDirectSpaceState.hx ├── Physics2DServer.hx ├── Physics2DServer_AreaBodyStatus.hx ├── Physics2DServer_AreaParameter.hx ├── Physics2DServer_AreaSpaceOverrideMode.hx ├── Physics2DServer_BodyMode.hx ├── Physics2DServer_BodyParameter.hx ├── Physics2DServer_BodyState.hx ├── Physics2DServer_CCDMode.hx ├── Physics2DServer_DampedStringParam.hx ├── Physics2DServer_JointParam.hx ├── Physics2DServer_JointType.hx ├── Physics2DServer_ProcessInfo.hx ├── Physics2DServer_ShapeType.hx ├── Physics2DServer_SpaceParameter.hx ├── Physics2DShapeQueryParameters.hx ├── Physics2DTestMotionResult.hx ├── PhysicsBody.hx ├── PhysicsBody2D.hx ├── PhysicsDirectBodyState.hx ├── PhysicsDirectSpaceState.hx ├── PhysicsMaterial.hx ├── PhysicsServer.hx ├── PhysicsServer_AreaBodyStatus.hx ├── PhysicsServer_AreaParameter.hx ├── PhysicsServer_AreaSpaceOverrideMode.hx ├── PhysicsServer_BodyAxis.hx ├── PhysicsServer_BodyMode.hx ├── PhysicsServer_BodyParameter.hx ├── PhysicsServer_BodyState.hx ├── PhysicsServer_ConeTwistJointParam.hx ├── PhysicsServer_G6DOFJointAxisFlag.hx ├── PhysicsServer_G6DOFJointAxisParam.hx ├── PhysicsServer_HingeJointFlag.hx ├── PhysicsServer_HingeJointParam.hx ├── PhysicsServer_JointType.hx ├── PhysicsServer_PinJointParam.hx ├── PhysicsServer_ProcessInfo.hx ├── PhysicsServer_ShapeType.hx ├── PhysicsServer_SliderJointParam.hx ├── PhysicsServer_SpaceParameter.hx ├── PhysicsShapeQueryParameters.hx ├── PhysicsTestMotionResult.hx ├── PinJoint.hx ├── PinJoint2D.hx ├── PinJoint_Param.hx ├── Plane.hx ├── PlaneMesh.hx ├── PlaneShape.hx ├── PluginScript.hx ├── PointMesh.hx ├── Polygon2D.hx ├── PolygonPathFinder.hx ├── Popup.hx ├── PopupDialog.hx ├── PopupMenu.hx ├── PopupPanel.hx ├── Portal.hx ├── Position2D.hx ├── Position3D.hx ├── PrimitiveMesh.hx ├── PrismMesh.hx ├── ProceduralSky.hx ├── ProceduralSky_TextureSizeEnum.hx ├── ProgressBar.hx ├── ProjectSettings.hx ├── PropertyHint.hx ├── PropertyUsageFlags.hx ├── ProximityGroup.hx ├── ProximityGroup_DispatchModeEnum.hx ├── ProxyTexture.hx ├── PuppetAttribute.hx ├── PuppetSyncAttribute.hx ├── QuadMesh.hx ├── Quat.hx ├── RID.hx ├── RandomNumberGenerator.hx ├── Range.hx ├── RayCast.hx ├── RayCast2D.hx ├── RayShape.hx ├── RayShape2D.hx ├── Rect2.hx ├── RectangleShape2D.hx ├── Reference.hx ├── ReferenceRect.hx ├── ReflectionProbe.hx ├── ReflectionProbe_UpdateModeEnum.hx ├── RegEx.hx ├── RegExMatch.hx ├── RemoteAttribute.hx ├── RemoteSyncAttribute.hx ├── RemoteTransform.hx ├── RemoteTransform2D.hx ├── Resource.hx ├── ResourceFormatLoader.hx ├── ResourceFormatSaver.hx ├── ResourceImporter.hx ├── ResourceImporter_ImportOrder.hx ├── ResourceInteractiveLoader.hx ├── ResourceLoader.hx ├── ResourcePreloader.hx ├── ResourceSaver.hx ├── ResourceSaver_SaverFlags.hx ├── RichTextEffect.hx ├── RichTextLabel.hx ├── RichTextLabel_Align.hx ├── RichTextLabel_ItemType.hx ├── RichTextLabel_ListType.hx ├── RigidBody.hx ├── RigidBody2D.hx ├── RigidBody2D_CCDMode.hx ├── RigidBody2D_ModeEnum.hx ├── RigidBody_ModeEnum.hx ├── Room.hx ├── RoomGroup.hx ├── RoomManager.hx ├── RoomManager_PVSMode.hx ├── SceneState.hx ├── SceneState_GenEditState.hx ├── SceneTree.hx ├── SceneTreeTimer.hx ├── SceneTree_GroupCallFlags.hx ├── SceneTree_StretchAspect.hx ├── SceneTree_StretchMode.hx ├── Script.hx ├── ScriptCreateDialog.hx ├── ScriptEditor.hx ├── ScrollBar.hx ├── ScrollContainer.hx ├── SegmentShape2D.hx ├── Semaphore.hx ├── Separator.hx ├── Shader.hx ├── ShaderMaterial.hx ├── Shader_Mode.hx ├── Shape.hx ├── Shape2D.hx ├── ShortCut.hx ├── Signal.hx ├── SignalAttribute.hx ├── SignalAwaiter.hx ├── SignalUsings.hx ├── Skeleton.hx ├── Skeleton2D.hx ├── SkeletonIK.hx ├── Skin.hx ├── SkinReference.hx ├── Sky.hx ├── Sky_RadianceSizeEnum.hx ├── SlaveAttribute.hx ├── Slider.hx ├── SliderJoint.hx ├── SliderJoint_Param.hx ├── SoftBody.hx ├── Spatial.hx ├── SpatialGizmo.hx ├── SpatialMaterial.hx ├── SpatialMaterial_BillboardMode.hx ├── SpatialMaterial_BlendMode.hx ├── SpatialMaterial_CullMode.hx ├── SpatialMaterial_DepthDrawMode.hx ├── SpatialMaterial_DetailUV.hx ├── SpatialMaterial_DiffuseMode.hx ├── SpatialMaterial_DistanceFadeModeEnum.hx ├── SpatialMaterial_EmissionOperatorEnum.hx ├── SpatialMaterial_Feature.hx ├── SpatialMaterial_Flags.hx ├── SpatialMaterial_SpecularMode.hx ├── SpatialMaterial_TextureChannel.hx ├── SpatialMaterial_TextureParam.hx ├── SpatialVelocityTracker.hx ├── SphereMesh.hx ├── SphereShape.hx ├── SpinBox.hx ├── SplitContainer.hx ├── SplitContainer_DraggerVisibilityEnum.hx ├── SpotLight.hx ├── SpringArm.hx ├── Sprite.hx ├── Sprite3D.hx ├── SpriteBase3D.hx ├── SpriteBase3D_AlphaCutMode.hx ├── SpriteBase3D_DrawFlags.hx ├── SpriteFrames.hx ├── StaticBody.hx ├── StaticBody2D.hx ├── StreamPeer.hx ├── StreamPeerBuffer.hx ├── StreamPeerGDNative.hx ├── StreamPeerSSL.hx ├── StreamPeerSSL_Status.hx ├── StreamPeerTCP.hx ├── StreamPeerTCP_Status.hx ├── StreamTexture.hx ├── StringExtensions.hx ├── StyleBox.hx ├── StyleBoxEmpty.hx ├── StyleBoxFlat.hx ├── StyleBoxLine.hx ├── StyleBoxTexture.hx ├── StyleBoxTexture_AxisStretchMode.hx ├── SurfaceTool.hx ├── SyncAttribute.hx ├── TCP_Server.hx ├── TabContainer.hx ├── TabContainer_TabAlignEnum.hx ├── Tabs.hx ├── Tabs_CloseButtonDisplayPolicy.hx ├── Tabs_TabAlignEnum.hx ├── TextEdit.hx ├── TextEdit_MenuItems.hx ├── TextEdit_SearchFlags.hx ├── TextEdit_SearchResult.hx ├── TextFile.hx ├── Texture.hx ├── Texture3D.hx ├── TextureArray.hx ├── TextureButton.hx ├── TextureButton_StretchModeEnum.hx ├── TextureLayered.hx ├── TextureLayered_FlagsEnum.hx ├── TextureProgress.hx ├── TextureProgress_FillModeEnum.hx ├── TextureRect.hx ├── TextureRect_StretchModeEnum.hx ├── Texture_FlagsEnum.hx ├── Theme.hx ├── Theme_DataType.hx ├── Thread.hx ├── Thread_Priority.hx ├── TileMap.hx ├── TileMap_HalfOffset.hx ├── TileMap_ModeEnum.hx ├── TileMap_TileOrigin.hx ├── TileSet.hx ├── TileSet_AutotileBindings.hx ├── TileSet_BitmaskMode.hx ├── TileSet_TileMode.hx ├── Timer.hx ├── Timer_TimerProcessMode.hx ├── ToolAttribute.hx ├── ToolButton.hx ├── TouchScreenButton.hx ├── TouchScreenButton_VisibilityModeEnum.hx ├── Transform.hx ├── Transform2D.hx ├── Translation.hx ├── TranslationServer.hx ├── Tree.hx ├── TreeItem.hx ├── TreeItem_TextAlign.hx ├── TreeItem_TreeCellMode.hx ├── Tree_DropModeFlagsEnum.hx ├── Tree_SelectModeEnum.hx ├── TriangleMesh.hx ├── Tween.hx ├── Tween_EaseType.hx ├── Tween_TransitionType.hx ├── Tween_TweenProcessMode.hx ├── UDPServer.hx ├── UPNP.hx ├── UPNPDevice.hx ├── UPNPDevice_IGDStatus.hx ├── UPNP_UPNPResult.hx ├── UndoRedo.hx ├── UndoRedo_MergeMode.hx ├── UnhandledExceptionArgs.hx ├── Utils.hx ├── VAlign.hx ├── VBoxContainer.hx ├── VScrollBar.hx ├── VSeparator.hx ├── VSlider.hx ├── VSplitContainer.hx ├── Variant.hx ├── Variant_Operator.hx ├── Variant_Type.hx ├── Vector2.hx ├── Vector2_Axis.hx ├── Vector3.hx ├── Vector3_Axis.hx ├── VehicleBody.hx ├── VehicleWheel.hx ├── VideoPlayer.hx ├── VideoStream.hx ├── VideoStreamGDNative.hx ├── VideoStreamTheora.hx ├── VideoStreamWebm.hx ├── Viewport.hx ├── ViewportContainer.hx ├── ViewportTexture.hx ├── Viewport_ClearMode.hx ├── Viewport_DebugDrawEnum.hx ├── Viewport_MSAA.hx ├── Viewport_RenderInfo.hx ├── Viewport_ShadowAtlasQuadrantSubdiv.hx ├── Viewport_UpdateMode.hx ├── Viewport_UsageEnum.hx ├── VisibilityEnabler.hx ├── VisibilityEnabler2D.hx ├── VisibilityEnabler2D_Enabler.hx ├── VisibilityEnabler_Enabler.hx ├── VisibilityNotifier.hx ├── VisibilityNotifier2D.hx ├── VisualInstance.hx ├── VisualScript.hx ├── VisualScriptBasicTypeConstant.hx ├── VisualScriptBuiltinFunc.hx ├── VisualScriptBuiltinFunc_BuiltinFunc.hx ├── VisualScriptClassConstant.hx ├── VisualScriptComment.hx ├── VisualScriptComposeArray.hx ├── VisualScriptCondition.hx ├── VisualScriptConstant.hx ├── VisualScriptConstructor.hx ├── VisualScriptCustomNode.hx ├── VisualScriptCustomNode_StartMode.hx ├── VisualScriptDeconstruct.hx ├── VisualScriptEditor.hx ├── VisualScriptEmitSignal.hx ├── VisualScriptEngineSingleton.hx ├── VisualScriptExpression.hx ├── VisualScriptFunction.hx ├── VisualScriptFunctionCall.hx ├── VisualScriptFunctionCall_CallModeEnum.hx ├── VisualScriptFunctionCall_RPCCallMode.hx ├── VisualScriptFunctionState.hx ├── VisualScriptGlobalConstant.hx ├── VisualScriptIndexGet.hx ├── VisualScriptIndexSet.hx ├── VisualScriptInputAction.hx ├── VisualScriptInputAction_ModeEnum.hx ├── VisualScriptIterator.hx ├── VisualScriptLists.hx ├── VisualScriptLocalVar.hx ├── VisualScriptLocalVarSet.hx ├── VisualScriptMathConstant.hx ├── VisualScriptMathConstant_MathConstant.hx ├── VisualScriptNode.hx ├── VisualScriptOperator.hx ├── VisualScriptPreload.hx ├── VisualScriptPropertyGet.hx ├── VisualScriptPropertyGet_CallMode.hx ├── VisualScriptPropertySet.hx ├── VisualScriptPropertySet_AssignOpEnum.hx ├── VisualScriptPropertySet_CallMode.hx ├── VisualScriptResourcePath.hx ├── VisualScriptReturn.hx ├── VisualScriptSceneNode.hx ├── VisualScriptSceneTree.hx ├── VisualScriptSelect.hx ├── VisualScriptSelf.hx ├── VisualScriptSequence.hx ├── VisualScriptSubCall.hx ├── VisualScriptSwitch.hx ├── VisualScriptTypeCast.hx ├── VisualScriptVariableGet.hx ├── VisualScriptVariableSet.hx ├── VisualScriptWhile.hx ├── VisualScriptYield.hx ├── VisualScriptYieldSignal.hx ├── VisualScriptYieldSignal_CallModeEnum.hx ├── VisualScriptYield_YieldMode.hx ├── VisualServer.hx ├── VisualServer_ArrayFormat.hx ├── VisualServer_ArrayType.hx ├── VisualServer_BlendShapeMode.hx ├── VisualServer_CanvasLightMode.hx ├── VisualServer_CanvasLightShadowFilter.hx ├── VisualServer_CanvasOccluderPolygonCullMode.hx ├── VisualServer_CubeMapSide.hx ├── VisualServer_EnvironmentBG.hx ├── VisualServer_EnvironmentDOFBlurQuality.hx ├── VisualServer_EnvironmentGlowBlendMode.hx ├── VisualServer_EnvironmentSSAOBlur.hx ├── VisualServer_EnvironmentSSAOQuality.hx ├── VisualServer_EnvironmentToneMapper.hx ├── VisualServer_Features.hx ├── VisualServer_InstanceFlags.hx ├── VisualServer_InstanceType.hx ├── VisualServer_LightBakeMode.hx ├── VisualServer_LightDirectionalShadowDepthRangeMode.hx ├── VisualServer_LightDirectionalShadowMode.hx ├── VisualServer_LightOmniShadowDetail.hx ├── VisualServer_LightOmniShadowMode.hx ├── VisualServer_LightParam.hx ├── VisualServer_LightType.hx ├── VisualServer_MultimeshColorFormat.hx ├── VisualServer_MultimeshCustomDataFormat.hx ├── VisualServer_MultimeshTransformFormat.hx ├── VisualServer_NinePatchAxisMode.hx ├── VisualServer_ParticlesDrawOrder.hx ├── VisualServer_PrimitiveType.hx ├── VisualServer_ReflectionProbeUpdateMode.hx ├── VisualServer_RenderInfo.hx ├── VisualServer_ScenarioDebugMode.hx ├── VisualServer_ShaderMode.hx ├── VisualServer_ShadowCastingSetting.hx ├── VisualServer_TextureFlags.hx ├── VisualServer_TextureType.hx ├── VisualServer_ViewportClearMode.hx ├── VisualServer_ViewportDebugDraw.hx ├── VisualServer_ViewportMSAA.hx ├── VisualServer_ViewportRenderInfo.hx ├── VisualServer_ViewportUpdateMode.hx ├── VisualServer_ViewportUsage.hx ├── VisualShader.hx ├── VisualShaderNode.hx ├── VisualShaderNodeBooleanConstant.hx ├── VisualShaderNodeBooleanUniform.hx ├── VisualShaderNodeColorConstant.hx ├── VisualShaderNodeColorFunc.hx ├── VisualShaderNodeColorFunc_FunctionEnum.hx ├── VisualShaderNodeColorOp.hx ├── VisualShaderNodeColorOp_OperatorEnum.hx ├── VisualShaderNodeColorUniform.hx ├── VisualShaderNodeCompare.hx ├── VisualShaderNodeCompare_ComparisonType.hx ├── VisualShaderNodeCompare_ConditionEnum.hx ├── VisualShaderNodeCompare_FunctionEnum.hx ├── VisualShaderNodeCubeMap.hx ├── VisualShaderNodeCubeMapUniform.hx ├── VisualShaderNodeCubeMap_SourceEnum.hx ├── VisualShaderNodeCubeMap_TextureTypeEnum.hx ├── VisualShaderNodeCustom.hx ├── VisualShaderNodeDeterminant.hx ├── VisualShaderNodeDotProduct.hx ├── VisualShaderNodeExpression.hx ├── VisualShaderNodeFaceForward.hx ├── VisualShaderNodeFresnel.hx ├── VisualShaderNodeGlobalExpression.hx ├── VisualShaderNodeGroupBase.hx ├── VisualShaderNodeIf.hx ├── VisualShaderNodeInput.hx ├── VisualShaderNodeIs.hx ├── VisualShaderNodeIs_FunctionEnum.hx ├── VisualShaderNodeOuterProduct.hx ├── VisualShaderNodeOutput.hx ├── VisualShaderNodeScalarClamp.hx ├── VisualShaderNodeScalarConstant.hx ├── VisualShaderNodeScalarDerivativeFunc.hx ├── VisualShaderNodeScalarDerivativeFunc_FunctionEnum.hx ├── VisualShaderNodeScalarFunc.hx ├── VisualShaderNodeScalarFunc_FunctionEnum.hx ├── VisualShaderNodeScalarInterp.hx ├── VisualShaderNodeScalarOp.hx ├── VisualShaderNodeScalarOp_OperatorEnum.hx ├── VisualShaderNodeScalarSmoothStep.hx ├── VisualShaderNodeScalarSwitch.hx ├── VisualShaderNodeScalarUniform.hx ├── VisualShaderNodeSwitch.hx ├── VisualShaderNodeTexture.hx ├── VisualShaderNodeTextureUniform.hx ├── VisualShaderNodeTextureUniformTriplanar.hx ├── VisualShaderNodeTextureUniform_ColorDefaultEnum.hx ├── VisualShaderNodeTextureUniform_TextureTypeEnum.hx ├── VisualShaderNodeTexture_SourceEnum.hx ├── VisualShaderNodeTexture_TextureTypeEnum.hx ├── VisualShaderNodeTransformCompose.hx ├── VisualShaderNodeTransformConstant.hx ├── VisualShaderNodeTransformDecompose.hx ├── VisualShaderNodeTransformFunc.hx ├── VisualShaderNodeTransformFunc_FunctionEnum.hx ├── VisualShaderNodeTransformMult.hx ├── VisualShaderNodeTransformMult_OperatorEnum.hx ├── VisualShaderNodeTransformUniform.hx ├── VisualShaderNodeTransformVecMult.hx ├── VisualShaderNodeTransformVecMult_OperatorEnum.hx ├── VisualShaderNodeUniform.hx ├── VisualShaderNodeUniformRef.hx ├── VisualShaderNodeVec3Constant.hx ├── VisualShaderNodeVec3Uniform.hx ├── VisualShaderNodeVectorClamp.hx ├── VisualShaderNodeVectorCompose.hx ├── VisualShaderNodeVectorDecompose.hx ├── VisualShaderNodeVectorDerivativeFunc.hx ├── VisualShaderNodeVectorDerivativeFunc_FunctionEnum.hx ├── VisualShaderNodeVectorDistance.hx ├── VisualShaderNodeVectorFunc.hx ├── VisualShaderNodeVectorFunc_FunctionEnum.hx ├── VisualShaderNodeVectorInterp.hx ├── VisualShaderNodeVectorLen.hx ├── VisualShaderNodeVectorOp.hx ├── VisualShaderNodeVectorOp_OperatorEnum.hx ├── VisualShaderNodeVectorRefract.hx ├── VisualShaderNodeVectorScalarMix.hx ├── VisualShaderNodeVectorScalarSmoothStep.hx ├── VisualShaderNodeVectorScalarStep.hx ├── VisualShaderNodeVectorSmoothStep.hx ├── VisualShaderNode_PortType.hx ├── VisualShader_Type.hx ├── WeakRef.hx ├── WebRTCDataChannel.hx ├── WebRTCDataChannelGDNative.hx ├── WebRTCDataChannel_ChannelState.hx ├── WebRTCDataChannel_WriteModeEnum.hx ├── WebRTCMultiplayer.hx ├── WebRTCPeerConnection.hx ├── WebRTCPeerConnectionGDNative.hx ├── WebRTCPeerConnection_ConnectionState.hx ├── WebSocketClient.hx ├── WebSocketMultiplayerPeer.hx ├── WebSocketPeer.hx ├── WebSocketPeer_WriteMode.hx ├── WebSocketServer.hx ├── WebXRInterface.hx ├── WindowDialog.hx ├── World.hx ├── World2D.hx ├── WorldEnvironment.hx ├── X509Certificate.hx ├── XMLParser.hx ├── XMLParser_NodeType.hx ├── YSort.hx └── collections │ ├── Array.hx │ ├── ArraySafeHandle.hx │ ├── Array_1.hx │ ├── Dictionary.hx │ ├── DictionarySafeHandle.hx │ ├── Dictionary_2.hx │ └── Dictionary_DictionaryEnumerator.hx └── haxelib.json /.github/logo.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/HaxeGodot/godot/c636e04ee31b43e1e550fb51a7bbbff05b3abdb5/.github/logo.png -------------------------------------------------------------------------------- /.github/pull_request_template.md: -------------------------------------------------------------------------------- 1 | This repository contains a generated version of the godot externs. 2 | Pull request changing files to the `godot/` folder must be made to the extern generator repository: https://github.com/HaxeGodot/extern-generator 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /build/ 2 | /documentation/ 3 | -------------------------------------------------------------------------------- /.vscode/extensions.json: -------------------------------------------------------------------------------- 1 | { 2 | "recommendations": [ 3 | "nadako.vshaxe" 4 | ] 5 | } 6 | -------------------------------------------------------------------------------- /doc.hxml: -------------------------------------------------------------------------------- 1 | extraParams.hxml 2 | --cs build 3 | -D no-compilation 4 | -D net-ver=50 5 | -D doc-gen 6 | --macro include("godot") 7 | --xml documentation/godot.xml 8 | --cmd haxelib run dox -o documentation/out/ -i documentation/godot.xml -in godot --title "Haxe/C# Godot API reference" --toplevel-package godot -D version 3.4.5 -D source-path https://github.com/HaxeGodot/godot/blob/master/ -D website https://github.com/HaxeGodot/ -D description "Haxe/C# externs for the Godot game engine" 9 | -------------------------------------------------------------------------------- /extraParams.hxml: -------------------------------------------------------------------------------- 1 | -D unsafe 2 | -------------------------------------------------------------------------------- /godot/AESContext_Mode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AESContext.Mode") 6 | @:csNative 7 | extern enum AESContext_Mode { 8 | /** 9 | AES electronic codebook encryption mode. 10 | **/ 11 | EcbEncrypt; 12 | 13 | /** 14 | AES electronic codebook decryption mode. 15 | **/ 16 | EcbDecrypt; 17 | 18 | /** 19 | AES cipher blocker chaining encryption mode. 20 | **/ 21 | CbcEncrypt; 22 | 23 | /** 24 | AES cipher blocker chaining decryption mode. 25 | **/ 26 | CbcDecrypt; 27 | 28 | /** 29 | Maximum value for the mode enum. 30 | **/ 31 | Max; 32 | } 33 | -------------------------------------------------------------------------------- /godot/ARVRInterfaceGDNative.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | This is a wrapper class for GDNative implementations of the ARVR interface. To use a GDNative ARVR interface, simply instantiate this object and set your GDNative library containing the ARVR interface implementation. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.ARVRInterfaceGDNative") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class ARVRInterfaceGDNative extends godot.ARVRInterface { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/ARVRPositionalTracker_TrackerHand.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.ARVRPositionalTracker.TrackerHand") 6 | @:csNative 7 | extern enum ARVRPositionalTracker_TrackerHand { 8 | /** 9 | The hand this tracker is held in is unknown or not applicable. 10 | **/ 11 | HandUnknown; 12 | 13 | /** 14 | This tracker is the left hand controller. 15 | **/ 16 | LeftHand; 17 | 18 | /** 19 | This tracker is the right hand controller. 20 | **/ 21 | RightHand; 22 | } 23 | -------------------------------------------------------------------------------- /godot/AnimationNodeOneShot_MixModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AnimationNodeOneShot.MixModeEnum") 6 | @:csNative 7 | extern enum AnimationNodeOneShot_MixModeEnum { 8 | Blend; 9 | 10 | Add; 11 | } 12 | -------------------------------------------------------------------------------- /godot/AnimationNodeOutput.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.AnimationNodeOutput") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class AnimationNodeOutput extends godot.AnimationNode { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/AnimationNodeTimeScale.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.AnimationNodeTimeScale") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class AnimationNodeTimeScale extends godot.AnimationNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/AnimationNode_FilterAction.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AnimationNode.FilterAction") 6 | @:csNative 7 | extern enum AnimationNode_FilterAction { 8 | /** 9 | Do not use filtering. 10 | **/ 11 | Ignore; 12 | 13 | /** 14 | Paths matching the filter will be allowed to pass. 15 | **/ 16 | Pass; 17 | 18 | /** 19 | Paths matching the filter will be discarded. 20 | **/ 21 | Stop; 22 | 23 | /** 24 | Paths matching the filter will be blended (by the blend value). 25 | **/ 26 | Blend; 27 | } 28 | -------------------------------------------------------------------------------- /godot/AnimationPlayer_AnimationMethodCallMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AnimationPlayer.AnimationMethodCallMode") 6 | @:csNative 7 | extern enum AnimationPlayer_AnimationMethodCallMode { 8 | /** 9 | Batch method calls during the animation process, then do the calls after events are processed. This avoids bugs involving deleting nodes or modifying the AnimationPlayer while playing. 10 | **/ 11 | Deferred; 12 | 13 | /** 14 | Make method calls immediately when reached in the animation. 15 | **/ 16 | Immediate; 17 | } 18 | -------------------------------------------------------------------------------- /godot/AnimationPlayer_AnimationProcessMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AnimationPlayer.AnimationProcessMode") 6 | @:csNative 7 | extern enum AnimationPlayer_AnimationProcessMode { 8 | /** 9 | Process animation during the physics process. This is especially useful when animating physics bodies. 10 | **/ 11 | Physics; 12 | 13 | /** 14 | Process animation during the idle process. 15 | **/ 16 | Idle; 17 | 18 | /** 19 | Do not process animation. Use `godot.AnimationPlayer.advance` to process the animation manually. 20 | **/ 21 | Manual; 22 | } 23 | -------------------------------------------------------------------------------- /godot/AnimationRootNode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.AnimationRootNode") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class AnimationRootNode extends godot.AnimationNode { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/AnimationTreePlayer_AnimationProcessMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AnimationTreePlayer.AnimationProcessMode") 6 | @:csNative 7 | extern enum AnimationTreePlayer_AnimationProcessMode { 8 | /** 9 | Process animation during the physics process. This is especially useful when animating physics bodies. 10 | **/ 11 | Physics; 12 | 13 | /** 14 | Process animation during the idle process. 15 | **/ 16 | Idle; 17 | } 18 | -------------------------------------------------------------------------------- /godot/AnimationTree_AnimationProcessMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AnimationTree.AnimationProcessMode") 6 | @:csNative 7 | extern enum AnimationTree_AnimationProcessMode { 8 | /** 9 | The animations will progress during the physics frame (i.e. `godot.Node._PhysicsProcess`). 10 | **/ 11 | Physics; 12 | 13 | /** 14 | The animations will progress during the idle frame (i.e. `godot.Node._Process`). 15 | **/ 16 | Idle; 17 | 18 | /** 19 | The animations will only progress manually (see `godot.AnimationTree.advance`). 20 | **/ 21 | Manual; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Animation_InterpolationType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Animation.InterpolationType") 6 | @:csNative 7 | extern enum Animation_InterpolationType { 8 | /** 9 | No interpolation (nearest value). 10 | **/ 11 | Nearest; 12 | 13 | /** 14 | Linear interpolation. 15 | **/ 16 | Linear; 17 | 18 | /** 19 | Cubic interpolation. 20 | **/ 21 | Cubic; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Animation_UpdateMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Animation.UpdateMode") 6 | @:csNative 7 | extern enum Animation_UpdateMode { 8 | /** 9 | Update between keyframes. 10 | **/ 11 | Continuous; 12 | 13 | /** 14 | Update at the keyframes and hold the value. 15 | **/ 16 | Discrete; 17 | 18 | /** 19 | Update at the keyframes. 20 | **/ 21 | Trigger; 22 | 23 | /** 24 | Same as linear interpolation, but also interpolates from the current value (i.e. dynamically at runtime) if the first key isn't at 0 seconds. 25 | **/ 26 | Capture; 27 | } 28 | -------------------------------------------------------------------------------- /godot/AspectRatioContainer_AlignMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AspectRatioContainer.AlignMode") 6 | @:csNative 7 | extern enum AspectRatioContainer_AlignMode { 8 | /** 9 | Aligns child controls with the beginning (left or top) of the container. 10 | **/ 11 | Begin; 12 | 13 | /** 14 | Aligns child controls with the center of the container. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Aligns child controls with the end (right or bottom) of the container. 20 | **/ 21 | End; 22 | } 23 | -------------------------------------------------------------------------------- /godot/AudioBusLayout.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Stores position, muting, solo, bypass, effects, effect position, volume, and the connections between buses. See `godot.AudioServer` for usage. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.AudioBusLayout") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class AudioBusLayout extends godot.Resource { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/AudioEffect.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Base resource for audio bus. Applies an audio effect on the bus that the resource is applied on. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.AudioEffect") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern abstract class AudioEffect extends godot.Resource {} 15 | -------------------------------------------------------------------------------- /godot/AudioEffectBandLimitFilter.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Limits the frequencies in a range around the `godot.AudioEffectFilter.cutoffHz` and allows frequencies outside of this range to pass. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.AudioEffectBandLimitFilter") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class AudioEffectBandLimitFilter extends godot.AudioEffectFilter { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/AudioEffectBandPassFilter.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Attenuates the frequencies inside of a range around the `godot.AudioEffectFilter.cutoffHz` and cuts frequencies outside of this band. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.AudioEffectBandPassFilter") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class AudioEffectBandPassFilter extends godot.AudioEffectFilter { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/AudioEffectEQ6.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Frequency bands: 9 | 10 | Band 1: 32 Hz 11 | 12 | Band 2: 100 Hz 13 | 14 | Band 3: 320 Hz 15 | 16 | Band 4: 1000 Hz 17 | 18 | Band 5: 3200 Hz 19 | 20 | Band 6: 10000 Hz 21 | 22 | See also `godot.AudioEffectEQ`, `godot.AudioEffectEQ10`, `godot.AudioEffectEQ21`. 23 | **/ 24 | @:libType 25 | @:csNative 26 | @:native("Godot.AudioEffectEQ6") 27 | @:autoBuild(godot.Godot.buildUserClass()) 28 | extern class AudioEffectEQ6 extends godot.AudioEffectEQ { 29 | @:native("new") 30 | public function new():Void; 31 | } 32 | -------------------------------------------------------------------------------- /godot/AudioEffectFilter_FilterDB.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AudioEffectFilter.FilterDB") 6 | @:csNative 7 | extern enum AudioEffectFilter_FilterDB { 8 | Filter6db; 9 | 10 | Filter12db; 11 | 12 | Filter18db; 13 | 14 | Filter24db; 15 | } 16 | -------------------------------------------------------------------------------- /godot/AudioEffectHighPassFilter.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Cuts frequencies lower than the `godot.AudioEffectFilter.cutoffHz` and allows higher frequencies to pass. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.AudioEffectHighPassFilter") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class AudioEffectHighPassFilter extends godot.AudioEffectFilter { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/AudioEffectHighShelfFilter.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.AudioEffectHighShelfFilter") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class AudioEffectHighShelfFilter extends godot.AudioEffectFilter { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/AudioEffectInstance.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.AudioEffectInstance") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern abstract class AudioEffectInstance extends godot.Reference {} 12 | -------------------------------------------------------------------------------- /godot/AudioEffectLowPassFilter.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Cuts frequencies higher than the `godot.AudioEffectFilter.cutoffHz` and allows lower frequencies to pass. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.AudioEffectLowPassFilter") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class AudioEffectLowPassFilter extends godot.AudioEffectFilter { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/AudioEffectLowShelfFilter.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.AudioEffectLowShelfFilter") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class AudioEffectLowShelfFilter extends godot.AudioEffectFilter { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/AudioEffectNotchFilter.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Attenuates frequencies in a narrow band around the `godot.AudioEffectFilter.cutoffHz` and cuts frequencies outside of this range. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.AudioEffectNotchFilter") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class AudioEffectNotchFilter extends godot.AudioEffectFilter { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/AudioEffectSpectrumAnalyzerInstance_MagnitudeMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AudioEffectSpectrumAnalyzerInstance.MagnitudeMode") 6 | @:csNative 7 | extern enum AudioEffectSpectrumAnalyzerInstance_MagnitudeMode { 8 | /** 9 | Use the average value as magnitude. 10 | **/ 11 | Average; 12 | 13 | /** 14 | Use the maximum value as magnitude. 15 | **/ 16 | Max; 17 | } 18 | -------------------------------------------------------------------------------- /godot/AudioServer_SpeakerMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AudioServer.SpeakerMode") 6 | @:csNative 7 | extern enum AudioServer_SpeakerMode { 8 | /** 9 | Two or fewer speakers were detected. 10 | **/ 11 | ModeStereo; 12 | 13 | /** 14 | A 3.1 channel surround setup was detected. 15 | **/ 16 | Surround31; 17 | 18 | /** 19 | A 5.1 channel surround setup was detected. 20 | **/ 21 | Surround51; 22 | 23 | /** 24 | A 7.1 channel surround setup was detected. 25 | **/ 26 | Surround71; 27 | } 28 | -------------------------------------------------------------------------------- /godot/AudioStream.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via `godot.AudioStreamSample`) and OGG (via `godot.AudioStreamOGGVorbis`) file formats. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.AudioStream") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern abstract class AudioStream extends godot.Resource { 15 | /** 16 | Returns the length of the audio stream in seconds. 17 | **/ 18 | @:native("GetLength") 19 | public function getLength():Single; 20 | } 21 | -------------------------------------------------------------------------------- /godot/AudioStreamMicrophone.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.AudioStreamMicrophone") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class AudioStreamMicrophone extends godot.AudioStream { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/AudioStreamPlayback.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Can play, loop, pause a scroll through audio. See `godot.AudioStream` and `godot.AudioStreamOGGVorbis` for usage. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.AudioStreamPlayback") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern abstract class AudioStreamPlayback extends godot.Reference {} 15 | -------------------------------------------------------------------------------- /godot/AudioStreamPlaybackResampled.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.AudioStreamPlaybackResampled") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern abstract class AudioStreamPlaybackResampled extends godot.AudioStreamPlayback {} 12 | -------------------------------------------------------------------------------- /godot/AudioStreamPlayer3D_DopplerTrackingEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AudioStreamPlayer3D.DopplerTrackingEnum") 6 | @:csNative 7 | extern enum AudioStreamPlayer3D_DopplerTrackingEnum { 8 | /** 9 | Disables doppler tracking. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Executes doppler tracking in idle step (every rendered frame). 15 | **/ 16 | IdleStep; 17 | 18 | /** 19 | Executes doppler tracking in physics step (every simulated physics frame). 20 | **/ 21 | PhysicsStep; 22 | } 23 | -------------------------------------------------------------------------------- /godot/AudioStreamPlayer_MixTargetEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AudioStreamPlayer.MixTargetEnum") 6 | @:csNative 7 | extern enum AudioStreamPlayer_MixTargetEnum { 8 | /** 9 | The audio will be played only on the first channel. 10 | **/ 11 | Stereo; 12 | 13 | /** 14 | The audio will be played on all surround channels. 15 | **/ 16 | Surround; 17 | 18 | /** 19 | The audio will be played on the second channel, which is usually the center. 20 | **/ 21 | Center; 22 | } 23 | -------------------------------------------------------------------------------- /godot/AudioStreamSample_FormatEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.AudioStreamSample.FormatEnum") 6 | @:csNative 7 | extern enum AudioStreamSample_FormatEnum { 8 | /** 9 | 8-bit audio codec. 10 | **/ 11 | Format8Bits; 12 | 13 | /** 14 | 16-bit audio codec. 15 | **/ 16 | Format16Bits; 17 | 18 | /** 19 | Audio is compressed using IMA ADPCM. 20 | **/ 21 | ImaAdpcm; 22 | } 23 | -------------------------------------------------------------------------------- /godot/BackBufferCopy_CopyModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.BackBufferCopy.CopyModeEnum") 6 | @:csNative 7 | extern enum BackBufferCopy_CopyModeEnum { 8 | /** 9 | Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | BackBufferCopy buffers a rectangular region. 15 | **/ 16 | Rect; 17 | 18 | /** 19 | BackBufferCopy buffers the entire screen. 20 | **/ 21 | Viewport; 22 | } 23 | -------------------------------------------------------------------------------- /godot/BakedLightmap_BakeQuality.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.BakedLightmap.BakeQuality") 6 | @:csNative 7 | extern enum BakedLightmap_BakeQuality { 8 | /** 9 | The lowest bake quality mode. Fastest to calculate. 10 | **/ 11 | Low; 12 | 13 | /** 14 | The default bake quality mode. 15 | **/ 16 | Medium; 17 | 18 | /** 19 | A higher bake quality mode. Takes longer to calculate. 20 | **/ 21 | High; 22 | 23 | /** 24 | The highest bake quality mode. Takes the longest to calculate. 25 | **/ 26 | Ultra; 27 | } 28 | -------------------------------------------------------------------------------- /godot/BakedLightmap_EnvironmentModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.BakedLightmap.EnvironmentModeEnum") 6 | @:csNative 7 | extern enum BakedLightmap_EnvironmentModeEnum { 8 | /** 9 | No environment is used during baking. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | The baked environment is automatically picked from the current scene. 15 | **/ 16 | Scene; 17 | 18 | /** 19 | A custom sky is used as environment during baking. 20 | **/ 21 | CustomSky; 22 | 23 | /** 24 | A custom solid color is used as environment during baking. 25 | **/ 26 | CustomColor; 27 | } 28 | -------------------------------------------------------------------------------- /godot/BaseButton_ActionModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.BaseButton.ActionModeEnum") 6 | @:csNative 7 | extern enum BaseButton_ActionModeEnum { 8 | /** 9 | Require just a press to consider the button clicked. 10 | **/ 11 | Press; 12 | 13 | /** 14 | Require a press and a subsequent release before considering the button clicked. 15 | **/ 16 | Release; 17 | } 18 | -------------------------------------------------------------------------------- /godot/BaseButton_DrawMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.BaseButton.DrawMode") 6 | @:csNative 7 | extern enum BaseButton_DrawMode { 8 | /** 9 | The normal state (i.e. not pressed, not hovered, not toggled and enabled) of buttons. 10 | **/ 11 | Normal; 12 | 13 | /** 14 | The state of buttons are pressed. 15 | **/ 16 | Pressed; 17 | 18 | /** 19 | The state of buttons are hovered. 20 | **/ 21 | Hover; 22 | 23 | /** 24 | The state of buttons are disabled. 25 | **/ 26 | Disabled; 27 | 28 | /** 29 | The state of buttons are both hovered and pressed. 30 | **/ 31 | HoverPressed; 32 | } 33 | -------------------------------------------------------------------------------- /godot/BoxContainer_AlignMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.BoxContainer.AlignMode") 6 | @:csNative 7 | extern enum BoxContainer_AlignMode { 8 | /** 9 | Aligns children with the beginning of the container. 10 | **/ 11 | Begin; 12 | 13 | /** 14 | Aligns children with the center of the container. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Aligns children with the end of the container. 20 | **/ 21 | End; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Button_TextAlign.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Button.TextAlign") 6 | @:csNative 7 | extern enum Button_TextAlign { 8 | /** 9 | Align the text to the left. 10 | **/ 11 | Left; 12 | 13 | /** 14 | Align the text to the center. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Align the text to the right. 20 | **/ 21 | Right; 22 | } 23 | -------------------------------------------------------------------------------- /godot/CPUParticles2D_DrawOrderEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CPUParticles2D.DrawOrderEnum") 6 | @:csNative 7 | extern enum CPUParticles2D_DrawOrderEnum { 8 | /** 9 | Particles are drawn in the order emitted. 10 | **/ 11 | Index; 12 | 13 | /** 14 | Particles are drawn in order of remaining lifetime. 15 | **/ 16 | Lifetime; 17 | } 18 | -------------------------------------------------------------------------------- /godot/CPUParticles2D_Flags.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CPUParticles2D.Flags") 6 | @:csNative 7 | extern enum CPUParticles2D_Flags { 8 | /** 9 | Use with `godot.CPUParticles2D.setParticleFlag` to set `godot.CPUParticles2D.flagAlignY`. 10 | **/ 11 | AlignYToVelocity; 12 | 13 | /** 14 | Present for consistency with 3D particle nodes, not used in 2D. 15 | **/ 16 | RotateY; 17 | 18 | /** 19 | Present for consistency with 3D particle nodes, not used in 2D. 20 | **/ 21 | DisableZ; 22 | 23 | /** 24 | Represents the size of the `godot.CPUParticles2D_Flags` enum. 25 | **/ 26 | Max; 27 | } 28 | -------------------------------------------------------------------------------- /godot/CPUParticles_DrawOrderEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CPUParticles.DrawOrderEnum") 6 | @:csNative 7 | extern enum CPUParticles_DrawOrderEnum { 8 | /** 9 | Particles are drawn in the order emitted. 10 | **/ 11 | Index; 12 | 13 | /** 14 | Particles are drawn in order of remaining lifetime. 15 | **/ 16 | Lifetime; 17 | 18 | /** 19 | Particles are drawn in order of depth. 20 | **/ 21 | ViewDepth; 22 | } 23 | -------------------------------------------------------------------------------- /godot/CSGPolygon_ModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CSGPolygon.ModeEnum") 6 | @:csNative 7 | extern enum CSGPolygon_ModeEnum { 8 | /** 9 | The `godot.CSGPolygon.polygon` shape is extruded along the negative Z axis. 10 | **/ 11 | Depth; 12 | 13 | /** 14 | The `godot.CSGPolygon.polygon` shape is extruded by rotating it around the Y axis. 15 | **/ 16 | Spin; 17 | 18 | /** 19 | The `godot.CSGPolygon.polygon` shape is extruded along the `godot.Path` specified in `godot.CSGPolygon.pathNode`. 20 | **/ 21 | Path; 22 | } 23 | -------------------------------------------------------------------------------- /godot/CSGPolygon_PathIntervalTypeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CSGPolygon.PathIntervalTypeEnum") 6 | @:csNative 7 | extern enum CSGPolygon_PathIntervalTypeEnum { 8 | /** 9 | When `godot.CSGPolygon.mode` is set to `godot.CSGPolygon_ModeEnum.path`, `godot.CSGPolygon.pathInterval` will determine the distance, in meters, each interval of the path will extrude. 10 | **/ 11 | Distance; 12 | 13 | /** 14 | When `godot.CSGPolygon.mode` is set to `godot.CSGPolygon_ModeEnum.path`, `godot.CSGPolygon.pathInterval` will subdivide the polygons along the path. 15 | **/ 16 | Subdivide; 17 | } 18 | -------------------------------------------------------------------------------- /godot/CSGShape_OperationEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CSGShape.OperationEnum") 6 | @:csNative 7 | extern enum CSGShape_OperationEnum { 8 | /** 9 | Geometry of both primitives is merged, intersecting geometry is removed. 10 | **/ 11 | Union; 12 | 13 | /** 14 | Only intersecting geometry remains, the rest is removed. 15 | **/ 16 | Intersection; 17 | 18 | /** 19 | The second shape is subtracted from the first, leaving a dent with its shape. 20 | **/ 21 | Subtraction; 22 | } 23 | -------------------------------------------------------------------------------- /godot/CSharpScript.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | This class represents a C# script. It is the C# equivalent of the `godot.GDScript` class and is only available in Mono-enabled Godot builds. 9 | 10 | See also `godot.GodotSharp`. 11 | **/ 12 | @:libType 13 | @:csNative 14 | @:native("Godot.CSharpScript") 15 | @:autoBuild(godot.Godot.buildUserClass()) 16 | extern class CSharpScript extends godot.Script { 17 | @:native("new") 18 | public function new():Void; 19 | 20 | /** 21 | Returns a new instance of the script. 22 | **/ 23 | @:native("New") 24 | public function new_(args:HaxeArray):Dynamic; 25 | } 26 | -------------------------------------------------------------------------------- /godot/Camera2D_AnchorModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Camera2D.AnchorModeEnum") 6 | @:csNative 7 | extern enum Camera2D_AnchorModeEnum { 8 | /** 9 | The camera's position is fixed so that the top-left corner is always at the origin. 10 | **/ 11 | FixedTopLeft; 12 | 13 | /** 14 | The camera's position takes into account vertical/horizontal offsets and the screen size. 15 | **/ 16 | DragCenter; 17 | } 18 | -------------------------------------------------------------------------------- /godot/Camera2D_Camera2DProcessMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Camera2D.Camera2DProcessMode") 6 | @:csNative 7 | extern enum Camera2D_Camera2DProcessMode { 8 | /** 9 | The camera updates with the `_physics_process` callback. 10 | **/ 11 | Physics; 12 | 13 | /** 14 | The camera updates with the `_process` callback. 15 | **/ 16 | Idle; 17 | } 18 | -------------------------------------------------------------------------------- /godot/CameraFeed_FeedDataType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CameraFeed.FeedDataType") 6 | @:csNative 7 | extern enum CameraFeed_FeedDataType { 8 | /** 9 | No image set for the feed. 10 | **/ 11 | Noimage; 12 | 13 | /** 14 | Feed supplies RGB images. 15 | **/ 16 | Rgb; 17 | 18 | /** 19 | Feed supplies YCbCr images that need to be converted to RGB. 20 | **/ 21 | Ycbcr; 22 | 23 | /** 24 | Feed supplies separate Y and CbCr images that need to be combined and converted to RGB. 25 | **/ 26 | YcbcrSep; 27 | } 28 | -------------------------------------------------------------------------------- /godot/CameraFeed_FeedPosition.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CameraFeed.FeedPosition") 6 | @:csNative 7 | extern enum CameraFeed_FeedPosition { 8 | /** 9 | Unspecified position. 10 | **/ 11 | Unspecified; 12 | 13 | /** 14 | Camera is mounted at the front of the device. 15 | **/ 16 | Front; 17 | 18 | /** 19 | Camera is mounted at the back of the device. 20 | **/ 21 | Back; 22 | } 23 | -------------------------------------------------------------------------------- /godot/CameraServer_FeedImage.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CameraServer.FeedImage") 6 | @:csNative 7 | extern enum CameraServer_FeedImage { 8 | /** 9 | The RGBA camera image. 10 | **/ 11 | RgbaImage; 12 | 13 | /** 14 | The [https://en.wikipedia.org/wiki/YCbCr](YCbCr) camera image. 15 | **/ 16 | YcbcrImage; 17 | 18 | /** 19 | The Y component camera image. 20 | **/ 21 | YImage; 22 | 23 | /** 24 | The CbCr component camera image. 25 | **/ 26 | CbcrImage; 27 | } 28 | -------------------------------------------------------------------------------- /godot/Camera_ProjectionEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Camera.ProjectionEnum") 6 | @:csNative 7 | extern enum Camera_ProjectionEnum { 8 | /** 9 | Perspective projection. Objects on the screen becomes smaller when they are far away. 10 | **/ 11 | Perspective; 12 | 13 | /** 14 | Orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are. 15 | **/ 16 | Orthogonal; 17 | 18 | /** 19 | Frustum projection. This mode allows adjusting `godot.Camera.frustumOffset` to create "tilted frustum" effects. 20 | **/ 21 | Frustum; 22 | } 23 | -------------------------------------------------------------------------------- /godot/CanvasItemMaterial_LightModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CanvasItemMaterial.LightModeEnum") 6 | @:csNative 7 | extern enum CanvasItemMaterial_LightModeEnum { 8 | /** 9 | Render the material using both light and non-light sensitive material properties. 10 | **/ 11 | Normal; 12 | 13 | /** 14 | Render the material as if there were no light. 15 | **/ 16 | Unshaded; 17 | 18 | /** 19 | Render the material as if there were only light. 20 | **/ 21 | LightOnly; 22 | } 23 | -------------------------------------------------------------------------------- /godot/ClippedCamera_ProcessModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.ClippedCamera.ProcessModeEnum") 6 | @:csNative 7 | extern enum ClippedCamera_ProcessModeEnum { 8 | /** 9 | The camera updates with the `_physics_process` callback. 10 | **/ 11 | Physics; 12 | 13 | /** 14 | The camera updates with the `_process` callback. 15 | **/ 16 | Idle; 17 | } 18 | -------------------------------------------------------------------------------- /godot/CollisionPolygon2D_BuildModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CollisionPolygon2D.BuildModeEnum") 6 | @:csNative 7 | extern enum CollisionPolygon2D_BuildModeEnum { 8 | /** 9 | Collisions will include the polygon and its contained area. 10 | **/ 11 | Solids; 12 | 13 | /** 14 | Collisions will only include the polygon edges. 15 | **/ 16 | Segments; 17 | } 18 | -------------------------------------------------------------------------------- /godot/Control_FocusModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Control.FocusModeEnum") 6 | @:csNative 7 | extern enum Control_FocusModeEnum { 8 | /** 9 | The node cannot grab focus. Use with `godot.Control.focusMode`. 10 | **/ 11 | None; 12 | 13 | /** 14 | The node can only grab focus on mouse clicks. Use with `godot.Control.focusMode`. 15 | **/ 16 | Click; 17 | 18 | /** 19 | The node can grab focus on mouse click or using the arrows and the Tab keys on the keyboard. Use with `godot.Control.focusMode`. 20 | **/ 21 | All; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Control_LayoutPresetMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Control.LayoutPresetMode") 6 | @:csNative 7 | extern enum Control_LayoutPresetMode { 8 | /** 9 | The control will be resized to its minimum size. 10 | **/ 11 | Minsize; 12 | 13 | /** 14 | The control's width will not change. 15 | **/ 16 | KeepWidth; 17 | 18 | /** 19 | The control's height will not change. 20 | **/ 21 | KeepHeight; 22 | 23 | /** 24 | The control's size will not change. 25 | **/ 26 | KeepSize; 27 | } 28 | -------------------------------------------------------------------------------- /godot/Corner.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Corner") 6 | @:csNative 7 | extern enum Corner { 8 | /** 9 | Top-left corner. 10 | **/ 11 | TopLeft; 12 | 13 | /** 14 | Top-right corner. 15 | **/ 16 | TopRight; 17 | 18 | /** 19 | Bottom-right corner. 20 | **/ 21 | BottomRight; 22 | 23 | /** 24 | Bottom-left corner. 25 | **/ 26 | BottomLeft; 27 | } 28 | -------------------------------------------------------------------------------- /godot/CubeMap_FlagsEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CubeMap.FlagsEnum") 6 | @:csNative 7 | extern enum CubeMap_FlagsEnum { 8 | /** 9 | Generate mipmaps, to enable smooth zooming out of the texture. 10 | **/ 11 | Mipmaps; 12 | 13 | /** 14 | Repeat (instead of clamp to edge). 15 | **/ 16 | Repeat; 17 | 18 | /** 19 | Turn on magnifying filter, to enable smooth zooming in of the texture. 20 | **/ 21 | Filter; 22 | 23 | /** 24 | Default flags. Generate mipmaps, repeat, and filter are enabled. 25 | **/ 26 | Default; 27 | } 28 | -------------------------------------------------------------------------------- /godot/CubeMap_Storage.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.CubeMap.Storage") 6 | @:csNative 7 | extern enum CubeMap_Storage { 8 | /** 9 | Store the `godot.CubeMap` without any compression. 10 | **/ 11 | Raw; 12 | 13 | /** 14 | Store the `godot.CubeMap` with strong compression that reduces image quality. 15 | **/ 16 | CompressLossy; 17 | 18 | /** 19 | Store the `godot.CubeMap` with moderate compression that doesn't reduce image quality. 20 | **/ 21 | CompressLossless; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Curve_TangentMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Curve.TangentMode") 6 | @:csNative 7 | extern enum Curve_TangentMode { 8 | /** 9 | The tangent on this side of the point is user-defined. 10 | **/ 11 | Free; 12 | 13 | /** 14 | The curve calculates the tangent on this side of the point as the slope halfway towards the adjacent point. 15 | **/ 16 | Linear; 17 | 18 | /** 19 | The total number of available tangent modes. 20 | **/ 21 | ModeCount; 22 | } 23 | -------------------------------------------------------------------------------- /godot/CustomSignalUsings.hx: -------------------------------------------------------------------------------- 1 | package godot; 2 | 3 | import haxe.Rest; 4 | import haxe.macro.Expr; 5 | 6 | @:dox(hide) 7 | @:noCompletion 8 | class CustomSignalUsings { 9 | /** 10 | Emit the signal. 11 | 12 | The arguments type and number are checked at compile time. 13 | **/ 14 | public macro static function emitSignal(signal:ExprOf>, args:Rest) { 15 | return macro for (fn in @:privateAccess $signal.callbacks) { fn($a{args}); }; 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /godot/DirectionalLight_ShadowDepthRange.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.DirectionalLight.ShadowDepthRange") 6 | @:csNative 7 | extern enum DirectionalLight_ShadowDepthRange { 8 | /** 9 | Keeps the shadow stable when the camera moves, at the cost of lower effective shadow resolution. 10 | **/ 11 | Stable; 12 | 13 | /** 14 | Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges. This mode typically works best in games where the camera will often move at high speeds, such as most racing games. 15 | **/ 16 | Optimized; 17 | } 18 | -------------------------------------------------------------------------------- /godot/Dispatcher.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.Dispatcher") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class Dispatcher { 12 | @:native("SynchronizationContext") 13 | public static var SYNCHRONIZATION_CONTEXT(default, never):godot.GodotSynchronizationContext; 14 | } 15 | -------------------------------------------------------------------------------- /godot/DynamicFontData_HintingEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.DynamicFontData.HintingEnum") 6 | @:csNative 7 | extern enum DynamicFontData_HintingEnum { 8 | /** 9 | Disables font hinting (smoother but less crisp). 10 | **/ 11 | None; 12 | 13 | /** 14 | Use the light font hinting mode. 15 | **/ 16 | Light; 17 | 18 | /** 19 | Use the default font hinting mode (crisper but less smooth). 20 | **/ 21 | Normal; 22 | } 23 | -------------------------------------------------------------------------------- /godot/DynamicFont_SpacingType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.DynamicFont.SpacingType") 6 | @:csNative 7 | extern enum DynamicFont_SpacingType { 8 | /** 9 | Spacing at the top. 10 | **/ 11 | Top; 12 | 13 | /** 14 | Spacing at the bottom. 15 | **/ 16 | Bottom; 17 | 18 | /** 19 | Spacing for each character. 20 | **/ 21 | Char; 22 | 23 | /** 24 | Spacing for the space character. 25 | **/ 26 | Space; 27 | } 28 | -------------------------------------------------------------------------------- /godot/EditorFileDialog_AccessEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.EditorFileDialog.AccessEnum") 6 | @:csNative 7 | extern enum EditorFileDialog_AccessEnum { 8 | /** 9 | The `godot.EditorFileDialog` can only view `res://` directory contents. 10 | **/ 11 | Resources; 12 | 13 | /** 14 | The `godot.EditorFileDialog` can only view `user://` directory contents. 15 | **/ 16 | Userdata; 17 | 18 | /** 19 | The `godot.EditorFileDialog` can view the entire local file system. 20 | **/ 21 | Filesystem; 22 | } 23 | -------------------------------------------------------------------------------- /godot/EditorFileDialog_DisplayModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.EditorFileDialog.DisplayModeEnum") 6 | @:csNative 7 | extern enum EditorFileDialog_DisplayModeEnum { 8 | /** 9 | The `godot.EditorFileDialog` displays resources as thumbnails. 10 | **/ 11 | Thumbnails; 12 | 13 | /** 14 | The `godot.EditorFileDialog` displays resources as a list of filenames. 15 | **/ 16 | List; 17 | } 18 | -------------------------------------------------------------------------------- /godot/EditorPlugin_CustomControlContainer.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.EditorPlugin.CustomControlContainer") 6 | @:csNative 7 | extern enum EditorPlugin_CustomControlContainer { 8 | Toolbar; 9 | 10 | SpatialEditorMenu; 11 | 12 | SpatialEditorSideLeft; 13 | 14 | SpatialEditorSideRight; 15 | 16 | SpatialEditorBottom; 17 | 18 | CanvasEditorMenu; 19 | 20 | CanvasEditorSideLeft; 21 | 22 | CanvasEditorSideRight; 23 | 24 | CanvasEditorBottom; 25 | 26 | PropertyEditorBottom; 27 | 28 | ProjectSettingTabLeft; 29 | 30 | ProjectSettingTabRight; 31 | } 32 | -------------------------------------------------------------------------------- /godot/EditorPlugin_DockSlot.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.EditorPlugin.DockSlot") 6 | @:csNative 7 | extern enum EditorPlugin_DockSlot { 8 | LeftUl; 9 | 10 | LeftBl; 11 | 12 | LeftUr; 13 | 14 | LeftBr; 15 | 16 | RightUl; 17 | 18 | RightBl; 19 | 20 | RightUr; 21 | 22 | RightBr; 23 | 24 | /** 25 | Represents the size of the `godot.EditorPlugin_DockSlot` enum. 26 | **/ 27 | Max; 28 | } 29 | -------------------------------------------------------------------------------- /godot/Environment_DOFBlurQuality.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Environment.DOFBlurQuality") 6 | @:csNative 7 | extern enum Environment_DOFBlurQuality { 8 | /** 9 | Low depth-of-field blur quality (fastest). 10 | **/ 11 | Low; 12 | 13 | /** 14 | Medium depth-of-field blur quality. 15 | **/ 16 | Medium; 17 | 18 | /** 19 | High depth-of-field blur quality (slowest). 20 | **/ 21 | High; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Environment_SSAOBlur.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Environment.SSAOBlur") 6 | @:csNative 7 | extern enum Environment_SSAOBlur { 8 | /** 9 | No blur for the screen-space ambient occlusion effect (fastest). 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | 1×1 blur for the screen-space ambient occlusion effect. 15 | **/ 16 | Blur1x1; 17 | 18 | /** 19 | 2×2 blur for the screen-space ambient occlusion effect. 20 | **/ 21 | Blur2x2; 22 | 23 | /** 24 | 3×3 blur for the screen-space ambient occlusion effect (slowest). 25 | **/ 26 | Blur3x3; 27 | } 28 | -------------------------------------------------------------------------------- /godot/Environment_SSAOQuality.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Environment.SSAOQuality") 6 | @:csNative 7 | extern enum Environment_SSAOQuality { 8 | /** 9 | Low quality for the screen-space ambient occlusion effect (fastest). 10 | **/ 11 | Low; 12 | 13 | /** 14 | Low quality for the screen-space ambient occlusion effect. 15 | **/ 16 | Medium; 17 | 18 | /** 19 | Low quality for the screen-space ambient occlusion effect (slowest). 20 | **/ 21 | High; 22 | } 23 | -------------------------------------------------------------------------------- /godot/FileDialog_AccessEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.FileDialog.AccessEnum") 6 | @:csNative 7 | extern enum FileDialog_AccessEnum { 8 | /** 9 | The dialog only allows accessing files under the `godot.Resource` path (`res://`). 10 | **/ 11 | Resources; 12 | 13 | /** 14 | The dialog only allows accessing files under user data path (`user://`). 15 | **/ 16 | Userdata; 17 | 18 | /** 19 | The dialog allows accessing files on the whole file system. 20 | **/ 21 | Filesystem; 22 | } 23 | -------------------------------------------------------------------------------- /godot/File_CompressionMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.File.CompressionMode") 6 | @:csNative 7 | extern enum File_CompressionMode { 8 | /** 9 | Uses the [http://fastlz.org/](FastLZ) compression method. 10 | **/ 11 | Fastlz; 12 | 13 | /** 14 | Uses the [https://en.wikipedia.org/wiki/DEFLATE](DEFLATE) compression method. 15 | **/ 16 | Deflate; 17 | 18 | /** 19 | Uses the [https://facebook.github.io/zstd/](Zstandard) compression method. 20 | **/ 21 | Zstd; 22 | 23 | /** 24 | Uses the [https://www.gzip.org/](gzip) compression method. 25 | **/ 26 | Gzip; 27 | } 28 | -------------------------------------------------------------------------------- /godot/GeometryInstance_Flags.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.GeometryInstance.Flags") 6 | @:csNative 7 | extern enum GeometryInstance_Flags { 8 | /** 9 | Will allow the GeometryInstance to be used when baking lights using a `godot.GIProbe` or `godot.BakedLightmap`. 10 | **/ 11 | UseBakedLight; 12 | 13 | /** 14 | Unused in this class, exposed for consistency with `godot.VisualServer_InstanceFlags`. 15 | **/ 16 | DrawNextFrameIfVisible; 17 | 18 | /** 19 | Represents the size of the `godot.GeometryInstance_Flags` enum. 20 | **/ 21 | Max; 22 | } 23 | -------------------------------------------------------------------------------- /godot/GodotArrayIterator.hx: -------------------------------------------------------------------------------- 1 | package godot; 2 | 3 | @:dox(hide) 4 | @:noCompletion 5 | class GodotArrayIterator { 6 | final handle:cs.system.collections.IEnumerator; 7 | var hasValue = true; 8 | 9 | public function new(array:godot.collections.Array) { 10 | handle = array.getEnumerator(); 11 | } 12 | 13 | public function hasNext():Bool { 14 | return hasValue; 15 | } 16 | 17 | public function next():Any { 18 | final value = handle.Current; 19 | hasValue = handle.MoveNext(); 20 | return value; 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /godot/GodotSynchronizationContext.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.GodotSynchronizationContext") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class GodotSynchronizationContext extends cs.system.threading.SynchronizationContext { 12 | @:native("Post") 13 | public function post(d:cs.system.threading.SendOrPostCallback, state:Dynamic):Void; 14 | 15 | @:native("ExecutePendingContinuations") 16 | public function executePendingContinuations():Void; 17 | 18 | @:native("new") 19 | public function new():Void; 20 | } 21 | -------------------------------------------------------------------------------- /godot/GraphNode_OverlayEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.GraphNode.OverlayEnum") 6 | @:csNative 7 | extern enum GraphNode_OverlayEnum { 8 | /** 9 | No overlay is shown. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Show overlay set in the `breakpoint` theme property. 15 | **/ 16 | Breakpoint; 17 | 18 | /** 19 | Show overlay set in the `position` theme property. 20 | **/ 21 | Position; 22 | } 23 | -------------------------------------------------------------------------------- /godot/HAlign.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.HAlign") 6 | @:csNative 7 | extern enum HAlign { 8 | /** 9 | Horizontal left alignment, usually for text-derived classes. 10 | **/ 11 | Left; 12 | 13 | /** 14 | Horizontal center alignment, usually for text-derived classes. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Horizontal right alignment, usually for text-derived classes. 20 | **/ 21 | Right; 22 | } 23 | -------------------------------------------------------------------------------- /godot/HBoxContainer.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Horizontal box container. See `godot.BoxContainer`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.HBoxContainer") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class HBoxContainer extends godot.BoxContainer { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/HScrollBar.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Horizontal version of `godot.ScrollBar`, which goes from left (min) to right (max). 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.HScrollBar") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class HScrollBar extends godot.ScrollBar { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/HSeparator.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Horizontal separator. See `godot.Separator`. Even though it looks horizontal, it is used to separate objects vertically. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.HSeparator") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class HSeparator extends godot.Separator { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/HSlider.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Horizontal slider. See `godot.Slider`. This one goes from left (min) to right (max). 9 | 10 | Note: The `Range.changed` and `Range.value_changed` signals are part of the `godot.Range` class which this class inherits from. 11 | **/ 12 | @:libType 13 | @:csNative 14 | @:native("Godot.HSlider") 15 | @:autoBuild(godot.Godot.buildUserClass()) 16 | extern class HSlider extends godot.Slider { 17 | @:native("new") 18 | public function new():Void; 19 | } 20 | -------------------------------------------------------------------------------- /godot/HSplitContainer.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Horizontal split container. See `godot.SplitContainer`. This goes from left to right. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.HSplitContainer") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class HSplitContainer extends godot.SplitContainer { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/HashingContext_HashType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.HashingContext.HashType") 6 | @:csNative 7 | extern enum HashingContext_HashType { 8 | /** 9 | Hashing algorithm: MD5. 10 | **/ 11 | Md5; 12 | 13 | /** 14 | Hashing algorithm: SHA-1. 15 | **/ 16 | Sha1; 17 | 18 | /** 19 | Hashing algorithm: SHA-256. 20 | **/ 21 | Sha256; 22 | } 23 | -------------------------------------------------------------------------------- /godot/HaxeArray.hx: -------------------------------------------------------------------------------- 1 | package godot; 2 | 3 | import cs.NativeArray; 4 | 5 | @:dox(hide) 6 | @:noCompletion 7 | abstract HaxeArray(NativeArray) from NativeArray to NativeArray { 8 | @:from static extern inline function fromArray(array:Array):HaxeArray { 9 | return cs.Lib.nativeArray(array, true); 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /godot/HingeJoint_Flag.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.HingeJoint.Flag") 6 | @:csNative 7 | extern enum HingeJoint_Flag { 8 | /** 9 | If `true`, the hinges maximum and minimum rotation, defined by `godot.HingeJoint.angularLimit__lower` and `godot.HingeJoint.angularLimit__upper` has effects. 10 | **/ 11 | UseLimit; 12 | 13 | /** 14 | When activated, a motor turns the hinge. 15 | **/ 16 | EnableMotor; 17 | 18 | /** 19 | Represents the size of the `godot.HingeJoint_Flag` enum. 20 | **/ 21 | Max; 22 | } 23 | -------------------------------------------------------------------------------- /godot/IAwaitable.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.IAwaitable") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern interface IAwaitable { 12 | @:native("GetAwaiter") 13 | public function getAwaiter():godot.IAwaiter; 14 | } 15 | -------------------------------------------------------------------------------- /godot/IAwaitable_1.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.IAwaitable`1") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern interface IAwaitable_1 { 12 | @:native("GetAwaiter") 13 | public function getAwaiter():godot.IAwaiter_1; 14 | } 15 | -------------------------------------------------------------------------------- /godot/IAwaiter.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.IAwaiter") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern interface IAwaiter extends cs.system.runtime.compilerservices.INotifyCompletion { 12 | @:native("IsCompleted") 13 | public var isCompleted(default, never):Bool; 14 | 15 | @:native("GetResult") 16 | public function getResult():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/IAwaiter_1.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.IAwaiter`1") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern interface IAwaiter_1 extends cs.system.runtime.compilerservices.INotifyCompletion { 12 | @:native("IsCompleted") 13 | public var isCompleted(default, never):Bool; 14 | 15 | @:native("GetResult") 16 | public function getResult():T0; 17 | } 18 | -------------------------------------------------------------------------------- /godot/IP_ResolverStatus.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.IP.ResolverStatus") 6 | @:csNative 7 | extern enum IP_ResolverStatus { 8 | /** 9 | DNS hostname resolver status: No status. 10 | **/ 11 | None; 12 | 13 | /** 14 | DNS hostname resolver status: Waiting. 15 | **/ 16 | Waiting; 17 | 18 | /** 19 | DNS hostname resolver status: Done. 20 | **/ 21 | Done; 22 | 23 | /** 24 | DNS hostname resolver status: Error. 25 | **/ 26 | Error; 27 | } 28 | -------------------------------------------------------------------------------- /godot/IP_Type.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.IP.Type") 6 | @:csNative 7 | extern enum IP_Type { 8 | /** 9 | Address type: None. 10 | **/ 11 | None; 12 | 13 | /** 14 | Address type: Internet protocol version 4 (IPv4). 15 | **/ 16 | Ipv4; 17 | 18 | /** 19 | Address type: Internet protocol version 6 (IPv6). 20 | **/ 21 | Ipv6; 22 | 23 | /** 24 | Address type: Any. 25 | **/ 26 | Any; 27 | } 28 | -------------------------------------------------------------------------------- /godot/ISerializationListener.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.ISerializationListener") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern interface ISerializationListener { 12 | @:native("OnBeforeSerialize") 13 | public function onBeforeSerialize():Void; 14 | 15 | @:native("OnAfterDeserialize") 16 | public function onAfterDeserialize():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/ImageTexture_StorageEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.ImageTexture.StorageEnum") 6 | @:csNative 7 | extern enum ImageTexture_StorageEnum { 8 | /** 9 | `godot.Image` data is stored raw and unaltered. 10 | **/ 11 | Raw; 12 | 13 | /** 14 | `godot.Image` data is compressed with a lossy algorithm. You can set the storage quality with `godot.ImageTexture.lossyQuality`. 15 | **/ 16 | CompressLossy; 17 | 18 | /** 19 | `godot.Image` data is compressed with a lossless algorithm. 20 | **/ 21 | CompressLossless; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Image_AlphaMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Image.AlphaMode") 6 | @:csNative 7 | extern enum Image_AlphaMode { 8 | /** 9 | Image does not have alpha. 10 | **/ 11 | None; 12 | 13 | /** 14 | Image stores alpha in a single bit. 15 | **/ 16 | Bit; 17 | 18 | /** 19 | Image uses alpha. 20 | **/ 21 | Blend; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Image_CompressMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Image.CompressMode") 6 | @:csNative 7 | extern enum Image_CompressMode { 8 | /** 9 | Use S3TC compression. 10 | **/ 11 | S3tc; 12 | 13 | /** 14 | Use PVRTC2 compression. 15 | **/ 16 | Pvrtc2; 17 | 18 | /** 19 | Use PVRTC4 compression. 20 | **/ 21 | Pvrtc4; 22 | 23 | /** 24 | Use ETC compression. 25 | **/ 26 | Etc; 27 | 28 | /** 29 | Use ETC2 compression. 30 | **/ 31 | Etc2; 32 | } 33 | -------------------------------------------------------------------------------- /godot/Image_CompressSource.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Image.CompressSource") 6 | @:csNative 7 | extern enum Image_CompressSource { 8 | /** 9 | Source texture (before compression) is a regular texture. Default for all textures. 10 | **/ 11 | Generic; 12 | 13 | /** 14 | Source texture (before compression) is in sRGB space. 15 | **/ 16 | Srgb; 17 | 18 | /** 19 | Source texture (before compression) is a normal texture (e.g. it can be compressed into two channels). 20 | **/ 21 | Normal; 22 | 23 | /** 24 | Source texture (before compression) is a `godot.TextureLayered`. 25 | **/ 26 | Layered; 27 | } 28 | -------------------------------------------------------------------------------- /godot/InputEventMagnifyGesture.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.InputEventMagnifyGesture") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class InputEventMagnifyGesture extends godot.InputEventGesture { 12 | @:native("Factor") 13 | public var factor:Single; 14 | 15 | @:native("new") 16 | public function new():Void; 17 | 18 | @:native("SetFactor") 19 | public function setFactor(factor:Single):Void; 20 | 21 | @:native("GetFactor") 22 | public function getFactor():Single; 23 | } 24 | -------------------------------------------------------------------------------- /godot/InputEventPanGesture.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.InputEventPanGesture") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class InputEventPanGesture extends godot.InputEventGesture { 12 | @:native("Delta") 13 | public var delta:godot.Vector2; 14 | 15 | @:native("new") 16 | public function new():Void; 17 | 18 | @:native("SetDelta") 19 | public function setDelta(delta:godot.Vector2):Void; 20 | 21 | @:native("GetDelta") 22 | public function getDelta():godot.Vector2; 23 | } 24 | -------------------------------------------------------------------------------- /godot/ItemList_IconModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.ItemList.IconModeEnum") 6 | @:csNative 7 | extern enum ItemList_IconModeEnum { 8 | /** 9 | Icon is drawn above the text. 10 | **/ 11 | Top; 12 | 13 | /** 14 | Icon is drawn to the left of the text. 15 | **/ 16 | Left; 17 | } 18 | -------------------------------------------------------------------------------- /godot/ItemList_SelectModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.ItemList.SelectModeEnum") 6 | @:csNative 7 | extern enum ItemList_SelectModeEnum { 8 | /** 9 | Only allow selecting a single item. 10 | **/ 11 | Single; 12 | 13 | /** 14 | Allows selecting multiple items by holding Ctrl or Shift. 15 | **/ 16 | Multi; 17 | } 18 | -------------------------------------------------------------------------------- /godot/JSONRPC_ErrorCode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.JSONRPC.ErrorCode") 6 | @:csNative 7 | extern enum JSONRPC_ErrorCode { 8 | ParseError; 9 | 10 | InternalError; 11 | 12 | InvalidParams; 13 | 14 | /** 15 | A method call was requested but no function of that name existed in the JSONRPC subclass. 16 | **/ 17 | MethodNotFound; 18 | 19 | InvalidRequest; 20 | } 21 | -------------------------------------------------------------------------------- /godot/Label_AlignEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Label.AlignEnum") 6 | @:csNative 7 | extern enum Label_AlignEnum { 8 | /** 9 | Align rows to the left (default). 10 | **/ 11 | Left; 12 | 13 | /** 14 | Align rows centered. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Align rows to the right. 20 | **/ 21 | Right; 22 | 23 | /** 24 | Expand row whitespaces to fit the width. 25 | **/ 26 | Fill; 27 | } 28 | -------------------------------------------------------------------------------- /godot/Label_VAlign.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Label.VAlign") 6 | @:csNative 7 | extern enum Label_VAlign { 8 | /** 9 | Align the whole text to the top. 10 | **/ 11 | Top; 12 | 13 | /** 14 | Align the whole text to the center. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Align the whole text to the bottom. 20 | **/ 21 | Bottom; 22 | 23 | /** 24 | Align the whole text by spreading the rows. 25 | **/ 26 | Fill; 27 | } 28 | -------------------------------------------------------------------------------- /godot/Light_BakeMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Light.BakeMode") 6 | @:csNative 7 | extern enum Light_BakeMode { 8 | /** 9 | Light is ignored when baking. 10 | 11 | Note: Hiding a light does not affect baking. 12 | **/ 13 | Disabled; 14 | 15 | /** 16 | Only indirect lighting will be baked (default). 17 | **/ 18 | Indirect; 19 | 20 | /** 21 | Both direct and indirect light will be baked. 22 | 23 | Note: You should hide the light if you don't want it to appear twice (dynamic and baked). 24 | **/ 25 | All; 26 | } 27 | -------------------------------------------------------------------------------- /godot/Line2D_LineCapMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Line2D.LineCapMode") 6 | @:csNative 7 | extern enum Line2D_LineCapMode { 8 | /** 9 | Don't draw a line cap. 10 | **/ 11 | None; 12 | 13 | /** 14 | Draws the line cap as a box. 15 | **/ 16 | Box; 17 | 18 | /** 19 | Draws the line cap as a circle. 20 | **/ 21 | Round; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Line2D_LineJointMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Line2D.LineJointMode") 6 | @:csNative 7 | extern enum Line2D_LineJointMode { 8 | /** 9 | The line's joints will be pointy. If `sharp_limit` is greater than the rotation of a joint, it becomes a bevel joint instead. 10 | **/ 11 | Sharp; 12 | 13 | /** 14 | The line's joints will be bevelled/chamfered. 15 | **/ 16 | Bevel; 17 | 18 | /** 19 | The line's joints will be rounded. 20 | **/ 21 | Round; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Line2D_LineTextureMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Line2D.LineTextureMode") 6 | @:csNative 7 | extern enum Line2D_LineTextureMode { 8 | /** 9 | Takes the left pixels of the texture and renders it over the whole line. 10 | **/ 11 | None; 12 | 13 | /** 14 | Tiles the texture over the line. The texture must be imported with Repeat enabled for it to work properly. 15 | **/ 16 | Tile; 17 | 18 | /** 19 | Stretches the texture across the line. Import the texture with Repeat disabled for best results. 20 | **/ 21 | Stretch; 22 | } 23 | -------------------------------------------------------------------------------- /godot/LineEdit_AlignEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.LineEdit.AlignEnum") 6 | @:csNative 7 | extern enum LineEdit_AlignEnum { 8 | /** 9 | Aligns the text on the left-hand side of the `godot.LineEdit`. 10 | **/ 11 | Left; 12 | 13 | /** 14 | Centers the text in the middle of the `godot.LineEdit`. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Aligns the text on the right-hand side of the `godot.LineEdit`. 20 | **/ 21 | Right; 22 | 23 | /** 24 | Stretches whitespaces to fit the `godot.LineEdit`'s width. 25 | **/ 26 | Fill; 27 | } 28 | -------------------------------------------------------------------------------- /godot/LinkButton_UnderlineMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.LinkButton.UnderlineMode") 6 | @:csNative 7 | extern enum LinkButton_UnderlineMode { 8 | /** 9 | The LinkButton will always show an underline at the bottom of its text. 10 | **/ 11 | Always; 12 | 13 | /** 14 | The LinkButton will show an underline at the bottom of its text when the mouse cursor is over it. 15 | **/ 16 | OnHover; 17 | 18 | /** 19 | The LinkButton will never show an underline at the bottom of its text. 20 | **/ 21 | Never; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Margin.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Margin") 6 | @:csNative 7 | extern enum Margin { 8 | /** 9 | Left margin, usually used for `godot.Control` or `godot.StyleBox`-derived classes. 10 | **/ 11 | Left; 12 | 13 | /** 14 | Top margin, usually used for `godot.Control` or `godot.StyleBox`-derived classes. 15 | **/ 16 | Top; 17 | 18 | /** 19 | Right margin, usually used for `godot.Control` or `godot.StyleBox`-derived classes. 20 | **/ 21 | Right; 22 | 23 | /** 24 | Bottom margin, usually used for `godot.Control` or `godot.StyleBox`-derived classes. 25 | **/ 26 | Bottom; 27 | } 28 | -------------------------------------------------------------------------------- /godot/MasterAttribute.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.MasterAttribute") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class MasterAttribute extends cs.system.Attribute { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/MasterSyncAttribute.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.MasterSyncAttribute") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class MasterSyncAttribute extends cs.system.Attribute { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/Mesh_BlendShapeMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Mesh.BlendShapeMode") 6 | @:csNative 7 | extern enum Mesh_BlendShapeMode { 8 | /** 9 | Blend shapes are normalized. 10 | **/ 11 | Normalized; 12 | 13 | /** 14 | Blend shapes are relative to base weight. 15 | **/ 16 | Relative; 17 | } 18 | -------------------------------------------------------------------------------- /godot/MultiMesh_ColorFormatEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.MultiMesh.ColorFormatEnum") 6 | @:csNative 7 | extern enum MultiMesh_ColorFormatEnum { 8 | /** 9 | Use when you are not using per-instance `godot.Color`s. 10 | **/ 11 | None; 12 | 13 | /** 14 | Compress `godot.Color` data into 8 bits when passing to shader. This uses less memory and can be faster, but the `godot.Color` loses precision. 15 | **/ 16 | Color8bit; 17 | 18 | /** 19 | The `godot.Color` passed into `godot.MultiMesh.setInstanceColor` will use 4 floats. Use this for highest precision `godot.Color`. 20 | **/ 21 | Float; 22 | } 23 | -------------------------------------------------------------------------------- /godot/MultiMesh_TransformFormatEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.MultiMesh.TransformFormatEnum") 6 | @:csNative 7 | extern enum MultiMesh_TransformFormatEnum { 8 | /** 9 | Use this when using 2D transforms. 10 | **/ 11 | Transform2d; 12 | 13 | /** 14 | Use this when using 3D transforms. 15 | **/ 16 | Transform3d; 17 | } 18 | -------------------------------------------------------------------------------- /godot/MultiplayerPeerGDNative.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.MultiplayerPeerGDNative") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class MultiplayerPeerGDNative extends godot.NetworkedMultiplayerPeer { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/NetworkedMultiplayerPeer_ConnectionStatus.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.NetworkedMultiplayerPeer.ConnectionStatus") 6 | @:csNative 7 | extern enum NetworkedMultiplayerPeer_ConnectionStatus { 8 | /** 9 | The ongoing connection disconnected. 10 | **/ 11 | Disconnected; 12 | 13 | /** 14 | A connection attempt is ongoing. 15 | **/ 16 | Connecting; 17 | 18 | /** 19 | The connection attempt succeeded. 20 | **/ 21 | Connected; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Node_DuplicateFlags.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Node.DuplicateFlags") 6 | @:csNative 7 | extern enum Node_DuplicateFlags { 8 | /** 9 | Duplicate the node's signals. 10 | **/ 11 | Signals; 12 | 13 | /** 14 | Duplicate the node's groups. 15 | **/ 16 | Groups; 17 | 18 | /** 19 | Duplicate the node's scripts. 20 | **/ 21 | Scripts; 22 | 23 | /** 24 | Duplicate using instancing. 25 | 26 | An instance stays linked to the original so when the original changes, the instance changes too. 27 | **/ 28 | UseInstancing; 29 | } 30 | -------------------------------------------------------------------------------- /godot/Node_PauseModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Node.PauseModeEnum") 6 | @:csNative 7 | extern enum Node_PauseModeEnum { 8 | /** 9 | Inherits pause mode from the node's parent. For the root node, it is equivalent to `godot.Node_PauseModeEnum.stop`. Default. 10 | **/ 11 | Inherit; 12 | 13 | /** 14 | Stops processing when the `godot.SceneTree` is paused. 15 | **/ 16 | Stop; 17 | 18 | /** 19 | Continue to process regardless of the `godot.SceneTree` pause state. 20 | **/ 21 | Process; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Nullable1.hx: -------------------------------------------------------------------------------- 1 | package godot; 2 | 3 | import cs.system.Nullable_1; 4 | 5 | @:dox(hide) 6 | @:noCompletion 7 | abstract Nullable1(Nullable_1) from Nullable_1 to Nullable_1 { 8 | @:from static extern inline function fromT(t:T):Nullable1 { 9 | return new Nullable_1(t); 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /godot/OS_PowerState.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.OS.PowerState") 6 | @:csNative 7 | extern enum OS_PowerState { 8 | /** 9 | Unknown powerstate. 10 | **/ 11 | Unknown; 12 | 13 | /** 14 | Unplugged, running on battery. 15 | **/ 16 | OnBattery; 17 | 18 | /** 19 | Plugged in, no battery available. 20 | **/ 21 | NoBattery; 22 | 23 | /** 24 | Plugged in, battery charging. 25 | **/ 26 | Charging; 27 | 28 | /** 29 | Plugged in, battery fully charged. 30 | **/ 31 | Charged; 32 | } 33 | -------------------------------------------------------------------------------- /godot/OS_VideoDriver.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.OS.VideoDriver") 6 | @:csNative 7 | extern enum OS_VideoDriver { 8 | /** 9 | The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL 3.3 on desktop platforms and WebGL 2.0 on the web. 10 | **/ 11 | Gles3; 12 | 13 | /** 14 | The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL 2.1 on desktop platforms and WebGL 1.0 on the web. 15 | **/ 16 | Gles2; 17 | } 18 | -------------------------------------------------------------------------------- /godot/OS_Weekday.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.OS.Weekday") 6 | @:csNative 7 | extern enum OS_Weekday { 8 | /** 9 | Sunday. 10 | **/ 11 | Sunday; 12 | 13 | /** 14 | Monday. 15 | **/ 16 | Monday; 17 | 18 | /** 19 | Tuesday. 20 | **/ 21 | Tuesday; 22 | 23 | /** 24 | Wednesday. 25 | **/ 26 | Wednesday; 27 | 28 | /** 29 | Thursday. 30 | **/ 31 | Thursday; 32 | 33 | /** 34 | Friday. 35 | **/ 36 | Friday; 37 | 38 | /** 39 | Saturday. 40 | **/ 41 | Saturday; 42 | } 43 | -------------------------------------------------------------------------------- /godot/OccluderPolygon2D_CullModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.OccluderPolygon2D.CullModeEnum") 6 | @:csNative 7 | extern enum OccluderPolygon2D_CullModeEnum { 8 | /** 9 | Culling is disabled. See `godot.OccluderPolygon2D.cullMode`. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Culling is performed in the clockwise direction. See `godot.OccluderPolygon2D.cullMode`. 15 | **/ 16 | Clockwise; 17 | 18 | /** 19 | Culling is performed in the counterclockwise direction. See `godot.OccluderPolygon2D.cullMode`. 20 | **/ 21 | CounterClockwise; 22 | } 23 | -------------------------------------------------------------------------------- /godot/OccluderShape.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | `godot.Occluder`s can use any primitive shape derived from `godot.OccluderShape`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.OccluderShape") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern abstract class OccluderShape extends godot.Resource {} 15 | -------------------------------------------------------------------------------- /godot/OmniLight_ShadowDetail.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.OmniLight.ShadowDetail") 6 | @:csNative 7 | extern enum OmniLight_ShadowDetail { 8 | /** 9 | Use more detail vertically when computing the shadow. 10 | **/ 11 | Vertical; 12 | 13 | /** 14 | Use more detail horizontally when computing the shadow. 15 | **/ 16 | Horizontal; 17 | } 18 | -------------------------------------------------------------------------------- /godot/OmniLight_ShadowMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.OmniLight.ShadowMode") 6 | @:csNative 7 | extern enum OmniLight_ShadowMode { 8 | /** 9 | Shadows are rendered to a dual-paraboloid texture. Faster than `godot.OmniLight_ShadowMode.cube`, but lower-quality. 10 | **/ 11 | DualParaboloid; 12 | 13 | /** 14 | Shadows are rendered to a cubemap. Slower than `godot.OmniLight_ShadowMode.dualParaboloid`, but higher-quality. 15 | **/ 16 | Cube; 17 | } 18 | -------------------------------------------------------------------------------- /godot/Orientation.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Orientation") 6 | @:csNative 7 | extern enum Orientation { 8 | /** 9 | General horizontal alignment, usually used for `godot.Separator`, `godot.ScrollBar`, `godot.Slider`, etc. 10 | **/ 11 | Horizontal; 12 | 13 | /** 14 | General vertical alignment, usually used for `godot.Separator`, `godot.ScrollBar`, `godot.Slider`, etc. 15 | **/ 16 | Vertical; 17 | } 18 | -------------------------------------------------------------------------------- /godot/PHashTranslation.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Optimized translation. Uses real-time compressed translations, which results in very small dictionaries. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.PHashTranslation") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class PHashTranslation extends godot.Translation { 15 | @:native("new") 16 | public function new():Void; 17 | 18 | /** 19 | Generates and sets an optimized translation from the given `godot.Translation` resource. 20 | **/ 21 | @:native("Generate") 22 | public function generate(from:godot.Translation):Void; 23 | } 24 | -------------------------------------------------------------------------------- /godot/PackedDataContainer.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.PackedDataContainer") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class PackedDataContainer extends godot.Resource { 12 | @:native("__Data___") 13 | public var __Data___:cs.NativeArray; 14 | 15 | @:native("new") 16 | public function new():Void; 17 | 18 | @:native("Pack") 19 | public function pack(value:Dynamic):godot.Error; 20 | 21 | @:native("Size") 22 | public function size():Int; 23 | } 24 | -------------------------------------------------------------------------------- /godot/PackedDataContainerRef.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.PackedDataContainerRef") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern abstract class PackedDataContainerRef extends godot.Reference { 12 | @:native("Size") 13 | public function size():Int; 14 | } 15 | -------------------------------------------------------------------------------- /godot/PacketPeerGDNative.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.PacketPeerGDNative") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class PacketPeerGDNative extends godot.PacketPeer { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/Panel.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Panel is a `godot.Control` that displays an opaque background. It's commonly used as a parent and container for other types of `godot.Control` nodes. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.Panel") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class Panel extends godot.Control { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/PanelContainer.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.PanelContainer") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class PanelContainer extends godot.Container { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/Particles2D_DrawOrderEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Particles2D.DrawOrderEnum") 6 | @:csNative 7 | extern enum Particles2D_DrawOrderEnum { 8 | /** 9 | Particles are drawn in the order emitted. 10 | **/ 11 | Index; 12 | 13 | /** 14 | Particles are drawn in order of remaining lifetime. 15 | **/ 16 | Lifetime; 17 | } 18 | -------------------------------------------------------------------------------- /godot/Particles_DrawOrderEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Particles.DrawOrderEnum") 6 | @:csNative 7 | extern enum Particles_DrawOrderEnum { 8 | /** 9 | Particles are drawn in the order emitted. 10 | **/ 11 | Index; 12 | 13 | /** 14 | Particles are drawn in order of remaining lifetime. 15 | **/ 16 | Lifetime; 17 | 18 | /** 19 | Particles are drawn in order of depth. 20 | **/ 21 | ViewDepth; 22 | } 23 | -------------------------------------------------------------------------------- /godot/PhysicalBone_JointTypeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.PhysicalBone.JointTypeEnum") 6 | @:csNative 7 | extern enum PhysicalBone_JointTypeEnum { 8 | None; 9 | 10 | Pin; 11 | 12 | Cone; 13 | 14 | Hinge; 15 | 16 | Slider; 17 | 18 | Type6dof; 19 | } 20 | -------------------------------------------------------------------------------- /godot/Physics2DServer_AreaBodyStatus.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Physics2DServer.AreaBodyStatus") 6 | @:csNative 7 | extern enum Physics2DServer_AreaBodyStatus { 8 | /** 9 | The value of the first parameter and area callback function receives, when an object enters one of its shapes. 10 | **/ 11 | Added; 12 | 13 | /** 14 | The value of the first parameter and area callback function receives, when an object exits one of its shapes. 15 | **/ 16 | Removed; 17 | } 18 | -------------------------------------------------------------------------------- /godot/Physics2DServer_BodyMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Physics2DServer.BodyMode") 6 | @:csNative 7 | extern enum Physics2DServer_BodyMode { 8 | /** 9 | Constant for static bodies. 10 | **/ 11 | Static; 12 | 13 | /** 14 | Constant for kinematic bodies. 15 | **/ 16 | Kinematic; 17 | 18 | /** 19 | Constant for rigid bodies. 20 | **/ 21 | Rigid; 22 | 23 | /** 24 | Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics. 25 | **/ 26 | Character; 27 | } 28 | -------------------------------------------------------------------------------- /godot/Physics2DServer_CCDMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Physics2DServer.CCDMode") 6 | @:csNative 7 | extern enum Physics2DServer_CCDMode { 8 | /** 9 | Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise. 15 | **/ 16 | CastRay; 17 | 18 | /** 19 | Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise. 20 | **/ 21 | CastShape; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Physics2DServer_JointParam.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Physics2DServer.JointParam") 6 | @:csNative 7 | extern enum Physics2DServer_JointParam { 8 | Bias; 9 | 10 | MaxBias; 11 | 12 | MaxForce; 13 | } 14 | -------------------------------------------------------------------------------- /godot/Physics2DServer_JointType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Physics2DServer.JointType") 6 | @:csNative 7 | extern enum Physics2DServer_JointType { 8 | /** 9 | Constant to create pin joints. 10 | **/ 11 | Pin; 12 | 13 | /** 14 | Constant to create groove joints. 15 | **/ 16 | Groove; 17 | 18 | /** 19 | Constant to create damped spring joints. 20 | **/ 21 | DampedSpring; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Physics2DServer_ProcessInfo.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Physics2DServer.ProcessInfo") 6 | @:csNative 7 | extern enum Physics2DServer_ProcessInfo { 8 | /** 9 | Constant to get the number of objects that are not sleeping. 10 | **/ 11 | ActiveObjects; 12 | 13 | /** 14 | Constant to get the number of possible collisions. 15 | **/ 16 | CollisionPairs; 17 | 18 | /** 19 | Constant to get the number of space regions where a collision could occur. 20 | **/ 21 | IslandCount; 22 | } 23 | -------------------------------------------------------------------------------- /godot/PhysicsServer_AreaBodyStatus.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.PhysicsServer.AreaBodyStatus") 6 | @:csNative 7 | extern enum PhysicsServer_AreaBodyStatus { 8 | /** 9 | The value of the first parameter and area callback function receives, when an object enters one of its shapes. 10 | **/ 11 | Added; 12 | 13 | /** 14 | The value of the first parameter and area callback function receives, when an object exits one of its shapes. 15 | **/ 16 | Removed; 17 | } 18 | -------------------------------------------------------------------------------- /godot/PhysicsServer_BodyAxis.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.PhysicsServer.BodyAxis") 6 | @:csNative 7 | extern enum PhysicsServer_BodyAxis { 8 | LinearX; 9 | 10 | LinearY; 11 | 12 | LinearZ; 13 | 14 | AngularX; 15 | 16 | AngularY; 17 | 18 | AngularZ; 19 | } 20 | -------------------------------------------------------------------------------- /godot/PhysicsServer_BodyMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.PhysicsServer.BodyMode") 6 | @:csNative 7 | extern enum PhysicsServer_BodyMode { 8 | /** 9 | Constant for static bodies. 10 | **/ 11 | Static; 12 | 13 | /** 14 | Constant for kinematic bodies. 15 | **/ 16 | Kinematic; 17 | 18 | /** 19 | Constant for rigid bodies. 20 | **/ 21 | Rigid; 22 | 23 | /** 24 | Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics. 25 | **/ 26 | Character; 27 | } 28 | -------------------------------------------------------------------------------- /godot/PhysicsServer_G6DOFJointAxisFlag.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.PhysicsServer.G6DOFJointAxisFlag") 6 | @:csNative 7 | extern enum PhysicsServer_G6DOFJointAxisFlag { 8 | /** 9 | If `set` there is linear motion possible within the given limits. 10 | **/ 11 | LinearLimit; 12 | 13 | /** 14 | If `set` there is rotational motion possible. 15 | **/ 16 | AngularLimit; 17 | 18 | /** 19 | If `set` there is a rotational motor across these axes. 20 | **/ 21 | Motor; 22 | 23 | /** 24 | If `set` there is a linear motor on this axis that targets a specific velocity. 25 | **/ 26 | LinearMotor; 27 | } 28 | -------------------------------------------------------------------------------- /godot/PhysicsServer_HingeJointFlag.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.PhysicsServer.HingeJointFlag") 6 | @:csNative 7 | extern enum PhysicsServer_HingeJointFlag { 8 | /** 9 | If `true`, the Hinge has a maximum and a minimum rotation. 10 | **/ 11 | UseLimit; 12 | 13 | /** 14 | If `true`, a motor turns the Hinge. 15 | **/ 16 | EnableMotor; 17 | } 18 | -------------------------------------------------------------------------------- /godot/PhysicsServer_JointType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.PhysicsServer.JointType") 6 | @:csNative 7 | extern enum PhysicsServer_JointType { 8 | /** 9 | The `godot.Joint` is a `godot.PinJoint`. 10 | **/ 11 | Pin; 12 | 13 | /** 14 | The `godot.Joint` is a `godot.HingeJoint`. 15 | **/ 16 | Hinge; 17 | 18 | /** 19 | The `godot.Joint` is a `godot.SliderJoint`. 20 | **/ 21 | Slider; 22 | 23 | /** 24 | The `godot.Joint` is a `godot.ConeTwistJoint`. 25 | **/ 26 | ConeTwist; 27 | 28 | /** 29 | The `godot.Joint` is a `godot.Generic6DOFJoint`. 30 | **/ 31 | Joint6dof; 32 | } 33 | -------------------------------------------------------------------------------- /godot/PhysicsServer_ProcessInfo.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.PhysicsServer.ProcessInfo") 6 | @:csNative 7 | extern enum PhysicsServer_ProcessInfo { 8 | /** 9 | Constant to get the number of objects that are not sleeping. 10 | **/ 11 | ActiveObjects; 12 | 13 | /** 14 | Constant to get the number of possible collisions. 15 | **/ 16 | CollisionPairs; 17 | 18 | /** 19 | Constant to get the number of space regions where a collision could occur. 20 | **/ 21 | IslandCount; 22 | } 23 | -------------------------------------------------------------------------------- /godot/PinJoint_Param.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.PinJoint.Param") 6 | @:csNative 7 | extern enum PinJoint_Param { 8 | /** 9 | The force with which the pinned objects stay in positional relation to each other. The higher, the stronger. 10 | **/ 11 | Bias; 12 | 13 | /** 14 | The force with which the pinned objects stay in velocity relation to each other. The higher, the stronger. 15 | **/ 16 | Damping; 17 | 18 | /** 19 | If above 0, this value is the maximum value for an impulse that this Joint produces. 20 | **/ 21 | ImpulseClamp; 22 | } 23 | -------------------------------------------------------------------------------- /godot/PluginScript.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.PluginScript") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class PluginScript extends godot.Script { 12 | @:native("new") 13 | public function new():Void; 14 | 15 | /** 16 | Returns a new instance of the script. 17 | **/ 18 | @:native("New") 19 | public function new_(args:HaxeArray):Dynamic; 20 | } 21 | -------------------------------------------------------------------------------- /godot/PopupDialog.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | PopupDialog is a base class for popup dialogs, along with `godot.WindowDialog`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.PopupDialog") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class PopupDialog extends godot.Popup { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/PopupPanel.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Class for displaying popups with a panel background. In some cases it might be simpler to use than `godot.Popup`, since it provides a configurable background. If you are making windows, better check `godot.WindowDialog`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.PopupPanel") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class PopupPanel extends godot.Popup { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/Position2D.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Generic 2D position hint for editing. It's just like a plain `godot.Node2D`, but it displays as a cross in the 2D editor at all times. You can set cross' visual size by using the gizmo in the 2D editor while the node is selected. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.Position2D") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class Position2D extends godot.Node2D { 15 | @:native("GizmoExtents") 16 | public var gizmoExtents:Single; 17 | 18 | @:native("new") 19 | public function new():Void; 20 | } 21 | -------------------------------------------------------------------------------- /godot/Position3D.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Generic 3D position hint for editing. It's just like a plain `godot.Spatial`, but it displays as a cross in the 3D editor at all times. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.Position3D") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class Position3D extends godot.Spatial { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/ProximityGroup_DispatchModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.ProximityGroup.DispatchModeEnum") 6 | @:csNative 7 | extern enum ProximityGroup_DispatchModeEnum { 8 | /** 9 | This `godot.ProximityGroup`'s parent will be target of `godot.ProximityGroup.broadcast`. 10 | **/ 11 | Proxy; 12 | 13 | /** 14 | This `godot.ProximityGroup` will emit the `broadcast` signal when calling the `godot.ProximityGroup.broadcast` method. 15 | **/ 16 | Signal; 17 | } 18 | -------------------------------------------------------------------------------- /godot/ProxyTexture.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.ProxyTexture") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class ProxyTexture extends godot.Texture { 12 | @:native("Base") 13 | public var base:godot.Texture; 14 | 15 | @:native("new") 16 | public function new():Void; 17 | 18 | @:native("SetBase") 19 | public function setBase(base:godot.Texture):Void; 20 | 21 | @:native("GetBase") 22 | public function getBase():godot.Texture; 23 | } 24 | -------------------------------------------------------------------------------- /godot/PuppetAttribute.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.PuppetAttribute") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class PuppetAttribute extends cs.system.Attribute { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/PuppetSyncAttribute.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.PuppetSyncAttribute") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class PuppetSyncAttribute extends cs.system.Attribute { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/RemoteAttribute.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.RemoteAttribute") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class RemoteAttribute extends cs.system.Attribute { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/RemoteSyncAttribute.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.RemoteSyncAttribute") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class RemoteSyncAttribute extends cs.system.Attribute { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/ResourceImporter.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | This is the base class for the resource importers implemented in core. To implement your own resource importers using editor plugins, see `Godot.EditorImportPlugin`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.ResourceImporter") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern abstract class ResourceImporter extends godot.Reference {} 15 | -------------------------------------------------------------------------------- /godot/ResourceImporter_ImportOrder.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.ResourceImporter.ImportOrder") 6 | @:csNative 7 | extern enum ResourceImporter_ImportOrder { 8 | /** 9 | The default import order. 10 | **/ 11 | Default; 12 | 13 | /** 14 | The import order for scenes, which ensures scenes are imported after all other core resources such as textures. Custom importers should generally have an import order lower than `100` to avoid issues when importing scenes that rely on custom resources. 15 | **/ 16 | Scene; 17 | } 18 | -------------------------------------------------------------------------------- /godot/RichTextLabel_Align.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.RichTextLabel.Align") 6 | @:csNative 7 | extern enum RichTextLabel_Align { 8 | /** 9 | Makes text left aligned. 10 | **/ 11 | Left; 12 | 13 | /** 14 | Makes text centered. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Makes text right aligned. 20 | **/ 21 | Right; 22 | 23 | /** 24 | Makes text fill width. 25 | **/ 26 | Fill; 27 | } 28 | -------------------------------------------------------------------------------- /godot/RichTextLabel_ItemType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.RichTextLabel.ItemType") 6 | @:csNative 7 | extern enum RichTextLabel_ItemType { 8 | Frame; 9 | 10 | Text; 11 | 12 | Image; 13 | 14 | Newline; 15 | 16 | Font; 17 | 18 | Color; 19 | 20 | Underline; 21 | 22 | Strikethrough; 23 | 24 | Align; 25 | 26 | Indent; 27 | 28 | List; 29 | 30 | Table; 31 | 32 | Fade; 33 | 34 | Shake; 35 | 36 | Wave; 37 | 38 | Tornado; 39 | 40 | Rainbow; 41 | 42 | Meta; 43 | 44 | Customfx; 45 | } 46 | -------------------------------------------------------------------------------- /godot/RichTextLabel_ListType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.RichTextLabel.ListType") 6 | @:csNative 7 | extern enum RichTextLabel_ListType { 8 | /** 9 | Each list item has a number marker. 10 | **/ 11 | Numbers; 12 | 13 | /** 14 | Each list item has a letter marker. 15 | **/ 16 | Letters; 17 | 18 | /** 19 | Each list item has a filled circle marker. 20 | **/ 21 | Dots; 22 | } 23 | -------------------------------------------------------------------------------- /godot/RigidBody2D_CCDMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.RigidBody2D.CCDMode") 6 | @:csNative 7 | extern enum RigidBody2D_CCDMode { 8 | /** 9 | Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise. 15 | **/ 16 | CastRay; 17 | 18 | /** 19 | Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise. 20 | **/ 21 | CastShape; 22 | } 23 | -------------------------------------------------------------------------------- /godot/RoomManager_PVSMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.RoomManager.PVSMode") 6 | @:csNative 7 | extern enum RoomManager_PVSMode { 8 | /** 9 | Use only `godot.Portal`s at runtime to determine visibility. PVS will not be generated at `godot.Room`s conversion, and gameplay notifications cannot be used. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Use a combination of PVS and `godot.Portal`s to determine visibility (this is usually fastest and most accurate). 15 | **/ 16 | Partial; 17 | 18 | /** 19 | Use only the PVS (potentially visible set) of `godot.Room`s to determine visibility. 20 | **/ 21 | Full; 22 | } 23 | -------------------------------------------------------------------------------- /godot/SceneTree_GroupCallFlags.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SceneTree.GroupCallFlags") 6 | @:csNative 7 | extern enum SceneTree_GroupCallFlags { 8 | /** 9 | Call a group with no flags (default). 10 | **/ 11 | Default; 12 | 13 | /** 14 | Call a group in reverse scene order. 15 | **/ 16 | Reverse; 17 | 18 | /** 19 | Call a group immediately (calls are normally made on idle). 20 | **/ 21 | Realtime; 22 | 23 | /** 24 | Call a group only once even if the call is executed many times. 25 | **/ 26 | Unique; 27 | } 28 | -------------------------------------------------------------------------------- /godot/SceneTree_StretchMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SceneTree.StretchMode") 6 | @:csNative 7 | extern enum SceneTree_StretchMode { 8 | /** 9 | No stretching. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Render stretching in higher resolution (interpolated). 15 | **/ 16 | Mode2d; 17 | 18 | /** 19 | Keep the specified display resolution. No interpolation. Content may appear pixelated. 20 | **/ 21 | Viewport; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Separator.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Separator is a `godot.Control` used for separating other controls. It's purely a visual decoration. Horizontal (`godot.HSeparator`) and Vertical (`godot.VSeparator`) versions are available. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.Separator") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern abstract class Separator extends godot.Control {} 15 | -------------------------------------------------------------------------------- /godot/Shader_Mode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Shader.Mode") 6 | @:csNative 7 | extern enum Shader_Mode { 8 | /** 9 | Mode used to draw all 3D objects. 10 | **/ 11 | Spatial; 12 | 13 | /** 14 | Mode used to draw all 2D objects. 15 | **/ 16 | CanvasItem; 17 | 18 | /** 19 | Mode used to calculate particle information on a per-particle basis. Not used for drawing. 20 | **/ 21 | Particles; 22 | } 23 | -------------------------------------------------------------------------------- /godot/SignalAttribute.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.SignalAttribute") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class SignalAttribute extends cs.system.Attribute { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/SignalUsings.hx: -------------------------------------------------------------------------------- 1 | package godot; 2 | 3 | import haxe.Rest; 4 | import haxe.macro.Expr; 5 | 6 | @:dox(hide) 7 | @:noCompletion 8 | class SignalUsings { 9 | /** 10 | Emit the signal. 11 | 12 | The arguments type and number are checked at compile time. 13 | **/ 14 | public macro static function emitSignal(signal:ExprOf>, args:Rest) { 15 | return macro @:privateAccess $signal.from.emitSignal(signal.signal, $a{args}); 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /godot/SkinReference.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.SkinReference") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern abstract class SkinReference extends godot.Reference { 12 | @:native("GetSkeleton") 13 | public function getSkeleton():godot.RID; 14 | 15 | @:native("GetSkin") 16 | public function getSkin():godot.Skin; 17 | } 18 | -------------------------------------------------------------------------------- /godot/SlaveAttribute.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.SlaveAttribute") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class SlaveAttribute extends cs.system.Attribute { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/SpatialGizmo.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.SpatialGizmo") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern abstract class SpatialGizmo extends godot.Reference {} 12 | -------------------------------------------------------------------------------- /godot/SpatialMaterial_BlendMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SpatialMaterial.BlendMode") 6 | @:csNative 7 | extern enum SpatialMaterial_BlendMode { 8 | /** 9 | Default blend mode. The color of the object is blended over the background based on the object's alpha value. 10 | **/ 11 | Mix; 12 | 13 | /** 14 | The color of the object is added to the background. 15 | **/ 16 | Add; 17 | 18 | /** 19 | The color of the object is subtracted from the background. 20 | **/ 21 | Sub; 22 | 23 | /** 24 | The color of the object is multiplied by the background. 25 | **/ 26 | Mul; 27 | } 28 | -------------------------------------------------------------------------------- /godot/SpatialMaterial_CullMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SpatialMaterial.CullMode") 6 | @:csNative 7 | extern enum SpatialMaterial_CullMode { 8 | /** 9 | Default cull mode. The back of the object is culled when not visible. 10 | **/ 11 | Back; 12 | 13 | /** 14 | The front of the object is culled when not visible. 15 | **/ 16 | Front; 17 | 18 | /** 19 | No culling is performed. 20 | **/ 21 | Disabled; 22 | } 23 | -------------------------------------------------------------------------------- /godot/SpatialMaterial_DepthDrawMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SpatialMaterial.DepthDrawMode") 6 | @:csNative 7 | extern enum SpatialMaterial_DepthDrawMode { 8 | /** 9 | Default depth draw mode. Depth is drawn only for opaque objects. 10 | **/ 11 | OpaqueOnly; 12 | 13 | /** 14 | Depth draw is calculated for both opaque and transparent objects. 15 | **/ 16 | Always; 17 | 18 | /** 19 | No depth draw. 20 | **/ 21 | Disabled; 22 | 23 | /** 24 | For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn. 25 | **/ 26 | AlphaOpaquePrepass; 27 | } 28 | -------------------------------------------------------------------------------- /godot/SpatialMaterial_DetailUV.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SpatialMaterial.DetailUV") 6 | @:csNative 7 | extern enum SpatialMaterial_DetailUV { 8 | /** 9 | Use `UV` with the detail texture. 10 | **/ 11 | Uv1; 12 | 13 | /** 14 | Use `UV2` with the detail texture. 15 | **/ 16 | Uv2; 17 | } 18 | -------------------------------------------------------------------------------- /godot/SpatialMaterial_EmissionOperatorEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SpatialMaterial.EmissionOperatorEnum") 6 | @:csNative 7 | extern enum SpatialMaterial_EmissionOperatorEnum { 8 | /** 9 | Adds the emission color to the color from the emission texture. 10 | **/ 11 | Add; 12 | 13 | /** 14 | Multiplies the emission color by the color from the emission texture. 15 | **/ 16 | Multiply; 17 | } 18 | -------------------------------------------------------------------------------- /godot/SpatialMaterial_SpecularMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SpatialMaterial.SpecularMode") 6 | @:csNative 7 | extern enum SpatialMaterial_SpecularMode { 8 | /** 9 | Default specular blob. 10 | **/ 11 | SchlickGgx; 12 | 13 | /** 14 | Older specular algorithm, included for compatibility. 15 | **/ 16 | Blinn; 17 | 18 | /** 19 | Older specular algorithm, included for compatibility. 20 | **/ 21 | Phong; 22 | 23 | /** 24 | Toon blob which changes size based on roughness. 25 | **/ 26 | Toon; 27 | 28 | /** 29 | No specular blob. 30 | **/ 31 | Disabled; 32 | } 33 | -------------------------------------------------------------------------------- /godot/SpatialMaterial_TextureChannel.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SpatialMaterial.TextureChannel") 6 | @:csNative 7 | extern enum SpatialMaterial_TextureChannel { 8 | /** 9 | Used to read from the red channel of a texture. 10 | **/ 11 | Red; 12 | 13 | /** 14 | Used to read from the green channel of a texture. 15 | **/ 16 | Green; 17 | 18 | /** 19 | Used to read from the blue channel of a texture. 20 | **/ 21 | Blue; 22 | 23 | /** 24 | Used to read from the alpha channel of a texture. 25 | **/ 26 | Alpha; 27 | 28 | /** 29 | Currently unused. 30 | **/ 31 | Grayscale; 32 | } 33 | -------------------------------------------------------------------------------- /godot/SplitContainer_DraggerVisibilityEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SplitContainer.DraggerVisibilityEnum") 6 | @:csNative 7 | extern enum SplitContainer_DraggerVisibilityEnum { 8 | /** 9 | The split dragger is visible when the cursor hovers it. 10 | **/ 11 | Visible; 12 | 13 | /** 14 | The split dragger is never visible. 15 | **/ 16 | Hidden; 17 | 18 | /** 19 | The split dragger is never visible and its space collapsed. 20 | **/ 21 | HiddenCollapsed; 22 | } 23 | -------------------------------------------------------------------------------- /godot/SpriteBase3D_AlphaCutMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.SpriteBase3D.AlphaCutMode") 6 | @:csNative 7 | extern enum SpriteBase3D_AlphaCutMode { 8 | Disabled; 9 | 10 | Discard; 11 | 12 | OpaquePrepass; 13 | } 14 | -------------------------------------------------------------------------------- /godot/StreamPeerGDNative.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.StreamPeerGDNative") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class StreamPeerGDNative extends godot.StreamPeer { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/StreamPeerTCP_Status.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.StreamPeerTCP.Status") 6 | @:csNative 7 | extern enum StreamPeerTCP_Status { 8 | /** 9 | The initial status of the `godot.StreamPeerTCP`. This is also the status after disconnecting. 10 | **/ 11 | None; 12 | 13 | /** 14 | A status representing a `godot.StreamPeerTCP` that is connecting to a host. 15 | **/ 16 | Connecting; 17 | 18 | /** 19 | A status representing a `godot.StreamPeerTCP` that is connected to a host. 20 | **/ 21 | Connected; 22 | 23 | /** 24 | A status representing a `godot.StreamPeerTCP` in error state. 25 | **/ 26 | Error; 27 | } 28 | -------------------------------------------------------------------------------- /godot/StyleBoxEmpty.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Empty stylebox (really does not display anything). 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.StyleBoxEmpty") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class StyleBoxEmpty extends godot.StyleBox { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/SyncAttribute.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.SyncAttribute") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class SyncAttribute extends cs.system.Attribute { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/TabContainer_TabAlignEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TabContainer.TabAlignEnum") 6 | @:csNative 7 | extern enum TabContainer_TabAlignEnum { 8 | /** 9 | Align the tabs to the left. 10 | **/ 11 | Left; 12 | 13 | /** 14 | Align the tabs to the center. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Align the tabs to the right. 20 | **/ 21 | Right; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Tabs_CloseButtonDisplayPolicy.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Tabs.CloseButtonDisplayPolicy") 6 | @:csNative 7 | extern enum Tabs_CloseButtonDisplayPolicy { 8 | /** 9 | Never show the close buttons. 10 | **/ 11 | ShowNever; 12 | 13 | /** 14 | Only show the close button on the currently active tab. 15 | **/ 16 | ShowActiveOnly; 17 | 18 | /** 19 | Show the close button on all tabs. 20 | **/ 21 | ShowAlways; 22 | 23 | /** 24 | Represents the size of the `godot.Tabs_CloseButtonDisplayPolicy` enum. 25 | **/ 26 | Max; 27 | } 28 | -------------------------------------------------------------------------------- /godot/Tabs_TabAlignEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Tabs.TabAlignEnum") 6 | @:csNative 7 | extern enum Tabs_TabAlignEnum { 8 | /** 9 | Align the tabs to the left. 10 | **/ 11 | Left; 12 | 13 | /** 14 | Align the tabs to the center. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Align the tabs to the right. 20 | **/ 21 | Right; 22 | 23 | /** 24 | Represents the size of the `godot.Tabs_TabAlignEnum` enum. 25 | **/ 26 | Max; 27 | } 28 | -------------------------------------------------------------------------------- /godot/TextEdit_SearchFlags.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TextEdit.SearchFlags") 6 | @:csNative 7 | extern enum TextEdit_SearchFlags { 8 | /** 9 | Match case when searching. 10 | **/ 11 | MatchCase; 12 | 13 | /** 14 | Match whole words when searching. 15 | **/ 16 | WholeWords; 17 | 18 | /** 19 | Search from end to beginning. 20 | **/ 21 | Backwards; 22 | } 23 | -------------------------------------------------------------------------------- /godot/TextEdit_SearchResult.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TextEdit.SearchResult") 6 | @:csNative 7 | extern enum TextEdit_SearchResult { 8 | /** 9 | Used to access the result column from `godot.TextEdit.search`. 10 | **/ 11 | Column; 12 | 13 | /** 14 | Used to access the result line from `godot.TextEdit.search`. 15 | **/ 16 | Line; 17 | } 18 | -------------------------------------------------------------------------------- /godot/TextFile.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.TextFile") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class TextFile extends godot.Resource { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/Theme_DataType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Theme.DataType") 6 | @:csNative 7 | extern enum Theme_DataType { 8 | /** 9 | Theme's `godot.Color` item type. 10 | **/ 11 | Color; 12 | 13 | /** 14 | Theme's constant item type. 15 | **/ 16 | Constant; 17 | 18 | /** 19 | Theme's `godot.Font` item type. 20 | **/ 21 | Font; 22 | 23 | /** 24 | Theme's icon `godot.Texture` item type. 25 | **/ 26 | Icon; 27 | 28 | /** 29 | Theme's `godot.StyleBox` item type. 30 | **/ 31 | Stylebox; 32 | 33 | /** 34 | Maximum value for the DataType enum. 35 | **/ 36 | Max; 37 | } 38 | -------------------------------------------------------------------------------- /godot/Thread_Priority.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Thread.Priority") 6 | @:csNative 7 | extern enum Thread_Priority { 8 | /** 9 | A thread running with lower priority than normally. 10 | **/ 11 | Low; 12 | 13 | /** 14 | A thread with a standard priority. 15 | **/ 16 | Normal; 17 | 18 | /** 19 | A thread running with higher priority than normally. 20 | **/ 21 | High; 22 | } 23 | -------------------------------------------------------------------------------- /godot/TileMap_HalfOffset.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TileMap.HalfOffset") 6 | @:csNative 7 | extern enum TileMap_HalfOffset { 8 | /** 9 | Half offset on the X coordinate. 10 | **/ 11 | X; 12 | 13 | /** 14 | Half offset on the Y coordinate. 15 | **/ 16 | Y; 17 | 18 | /** 19 | Half offset disabled. 20 | **/ 21 | Disabled; 22 | 23 | /** 24 | Half offset on the X coordinate (negative). 25 | **/ 26 | NegativeX; 27 | 28 | /** 29 | Half offset on the Y coordinate (negative). 30 | **/ 31 | NegativeY; 32 | } 33 | -------------------------------------------------------------------------------- /godot/TileMap_ModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TileMap.ModeEnum") 6 | @:csNative 7 | extern enum TileMap_ModeEnum { 8 | /** 9 | Orthogonal orientation mode. 10 | **/ 11 | Square; 12 | 13 | /** 14 | Isometric orientation mode. 15 | **/ 16 | Isometric; 17 | 18 | /** 19 | Custom orientation mode. 20 | **/ 21 | Custom; 22 | } 23 | -------------------------------------------------------------------------------- /godot/TileMap_TileOrigin.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TileMap.TileOrigin") 6 | @:csNative 7 | extern enum TileMap_TileOrigin { 8 | /** 9 | Tile origin at its top-left corner. 10 | **/ 11 | TopLeft; 12 | 13 | /** 14 | Tile origin at its center. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Tile origin at its bottom-left corner. 20 | **/ 21 | BottomLeft; 22 | } 23 | -------------------------------------------------------------------------------- /godot/TileSet_AutotileBindings.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TileSet.AutotileBindings") 6 | @:csNative 7 | extern enum TileSet_AutotileBindings { 8 | Topleft; 9 | 10 | Top; 11 | 12 | Topright; 13 | 14 | Left; 15 | 16 | Center; 17 | 18 | Right; 19 | 20 | Bottomleft; 21 | 22 | Bottom; 23 | 24 | Bottomright; 25 | } 26 | -------------------------------------------------------------------------------- /godot/TileSet_BitmaskMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TileSet.BitmaskMode") 6 | @:csNative 7 | extern enum TileSet_BitmaskMode { 8 | Bitmask2x2; 9 | 10 | Bitmask3x3Minimal; 11 | 12 | Bitmask3x3; 13 | } 14 | -------------------------------------------------------------------------------- /godot/TileSet_TileMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TileSet.TileMode") 6 | @:csNative 7 | extern enum TileSet_TileMode { 8 | SingleTile; 9 | 10 | AutoTile; 11 | 12 | AtlasTile; 13 | } 14 | -------------------------------------------------------------------------------- /godot/Timer_TimerProcessMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Timer.TimerProcessMode") 6 | @:csNative 7 | extern enum Timer_TimerProcessMode { 8 | /** 9 | Update the timer during the physics step at each frame (fixed framerate processing). 10 | **/ 11 | Physics; 12 | 13 | /** 14 | Update the timer during the idle time at each frame. 15 | **/ 16 | Idle; 17 | } 18 | -------------------------------------------------------------------------------- /godot/ToolAttribute.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.ToolAttribute") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class ToolAttribute extends cs.system.Attribute { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/ToolButton.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | This is a helper class to generate a flat `godot.Button` (see `godot.Button.flat`), creating a `godot.ToolButton` is equivalent to: 9 | 10 | ``` 11 | 12 | var btn = Button.new() 13 | btn.flat = true 14 | 15 | ``` 16 | **/ 17 | @:libType 18 | @:csNative 19 | @:native("Godot.ToolButton") 20 | @:autoBuild(godot.Godot.buildUserClass()) 21 | extern class ToolButton extends godot.Button { 22 | @:native("new") 23 | public function new():Void; 24 | } 25 | -------------------------------------------------------------------------------- /godot/TouchScreenButton_VisibilityModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TouchScreenButton.VisibilityModeEnum") 6 | @:csNative 7 | extern enum TouchScreenButton_VisibilityModeEnum { 8 | /** 9 | Always visible. 10 | **/ 11 | Always; 12 | 13 | /** 14 | Visible on touch screens only. 15 | **/ 16 | TouchscreenOnly; 17 | } 18 | -------------------------------------------------------------------------------- /godot/TreeItem_TextAlign.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TreeItem.TextAlign") 6 | @:csNative 7 | extern enum TreeItem_TextAlign { 8 | /** 9 | Align text to the left. See `set_text_align()`. 10 | **/ 11 | Left; 12 | 13 | /** 14 | Center text. See `set_text_align()`. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Align text to the right. See `set_text_align()`. 20 | **/ 21 | Right; 22 | } 23 | -------------------------------------------------------------------------------- /godot/TreeItem_TreeCellMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.TreeItem.TreeCellMode") 6 | @:csNative 7 | extern enum TreeItem_TreeCellMode { 8 | /** 9 | Cell contains a string. 10 | **/ 11 | String; 12 | 13 | /** 14 | Cell contains a checkbox. 15 | **/ 16 | Check; 17 | 18 | /** 19 | Cell contains a range. 20 | **/ 21 | Range; 22 | 23 | /** 24 | Cell contains an icon. 25 | **/ 26 | Icon; 27 | 28 | Custom; 29 | } 30 | -------------------------------------------------------------------------------- /godot/TriangleMesh.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Mesh type used internally for collision calculations. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.TriangleMesh") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class TriangleMesh extends godot.Reference { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/Tween_TweenProcessMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Tween.TweenProcessMode") 6 | @:csNative 7 | extern enum Tween_TweenProcessMode { 8 | /** 9 | The tween updates with the `_physics_process` callback. 10 | **/ 11 | Physics; 12 | 13 | /** 14 | The tween updates with the `_process` callback. 15 | **/ 16 | Idle; 17 | } 18 | -------------------------------------------------------------------------------- /godot/UndoRedo_MergeMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.UndoRedo.MergeMode") 6 | @:csNative 7 | extern enum UndoRedo_MergeMode { 8 | /** 9 | Makes "do"/"undo" operations stay in separate actions. 10 | **/ 11 | Disable; 12 | 13 | /** 14 | Makes so that the action's "do" operation is from the first action created and the "undo" operation is from the last subsequent action with the same name. 15 | **/ 16 | Ends; 17 | 18 | /** 19 | Makes subsequent actions with the same name be merged into one. 20 | **/ 21 | All; 22 | } 23 | -------------------------------------------------------------------------------- /godot/UnhandledExceptionArgs.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Event arguments for when unhandled exceptions occur. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.UnhandledExceptionArgs") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class UnhandledExceptionArgs { 15 | /** 16 | Exception object. 17 | **/ 18 | @:native("Exception") 19 | public var exception(default, never):cs.system.Exception; 20 | } 21 | -------------------------------------------------------------------------------- /godot/Utils.hx: -------------------------------------------------------------------------------- 1 | package godot; 2 | 3 | class Utils { 4 | public static inline function as(obj:Dynamic, type:Class):T { 5 | return cs.Lib.as(obj, type); 6 | } 7 | } 8 | -------------------------------------------------------------------------------- /godot/VAlign.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VAlign") 6 | @:csNative 7 | extern enum VAlign { 8 | /** 9 | Vertical top alignment, usually for text-derived classes. 10 | **/ 11 | Top; 12 | 13 | /** 14 | Vertical center alignment, usually for text-derived classes. 15 | **/ 16 | Center; 17 | 18 | /** 19 | Vertical bottom alignment, usually for text-derived classes. 20 | **/ 21 | Bottom; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VBoxContainer.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Vertical box container. See `godot.BoxContainer`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VBoxContainer") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VBoxContainer extends godot.BoxContainer { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VScrollBar.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Vertical version of `godot.ScrollBar`, which goes from top (min) to bottom (max). 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VScrollBar") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VScrollBar extends godot.ScrollBar { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VSeparator.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Vertical version of `godot.Separator`. Even though it looks vertical, it is used to separate objects horizontally. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VSeparator") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VSeparator extends godot.Separator { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VSlider.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Vertical slider. See `godot.Slider`. This one goes from bottom (min) to top (max). 9 | 10 | Note: The `Range.changed` and `Range.value_changed` signals are part of the `godot.Range` class which this class inherits from. 11 | **/ 12 | @:libType 13 | @:csNative 14 | @:native("Godot.VSlider") 15 | @:autoBuild(godot.Godot.buildUserClass()) 16 | extern class VSlider extends godot.Slider { 17 | @:native("new") 18 | public function new():Void; 19 | } 20 | -------------------------------------------------------------------------------- /godot/VSplitContainer.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Vertical split container. See `godot.SplitContainer`. This goes from top to bottom. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VSplitContainer") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VSplitContainer extends godot.SplitContainer { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/Variant.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.Variant") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class Variant {} 12 | -------------------------------------------------------------------------------- /godot/Vector2_Axis.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | /** 6 | Enumerated index values for the axes. 7 | Returned by `godot.Vector2.maxAxis` and `godot.Vector2.minAxis`. 8 | **/ 9 | @:native("Godot.Vector2.Axis") 10 | @:csNative 11 | extern enum Vector2_Axis { 12 | /** 13 | The vector's X axis. 14 | **/ 15 | X; 16 | 17 | /** 18 | The vector's Y axis. 19 | **/ 20 | Y; 21 | } 22 | -------------------------------------------------------------------------------- /godot/Vector3_Axis.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | /** 6 | Enumerated index values for the axes. 7 | Returned by `godot.Vector3.maxAxis` and `godot.Vector3.minAxis`. 8 | **/ 9 | @:native("Godot.Vector3.Axis") 10 | @:csNative 11 | extern enum Vector3_Axis { 12 | /** 13 | The vector's X axis. 14 | **/ 15 | X; 16 | 17 | /** 18 | The vector's Y axis. 19 | **/ 20 | Y; 21 | 22 | /** 23 | The vector's Z axis. 24 | **/ 25 | Z; 26 | } 27 | -------------------------------------------------------------------------------- /godot/VideoStream.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Base resource type for all video streams. Classes that derive from `godot.VideoStream` can all be used as resource types to play back videos in `godot.VideoPlayer`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VideoStream") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern abstract class VideoStream extends godot.Resource {} 15 | -------------------------------------------------------------------------------- /godot/Viewport_ClearMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Viewport.ClearMode") 6 | @:csNative 7 | extern enum Viewport_ClearMode { 8 | /** 9 | Always clear the render target before drawing. 10 | **/ 11 | Always; 12 | 13 | /** 14 | Never clear the render target. 15 | **/ 16 | Never; 17 | 18 | /** 19 | Clear the render target next frame, then switch to `godot.Viewport_ClearMode.never`. 20 | **/ 21 | OnlyNextFrame; 22 | } 23 | -------------------------------------------------------------------------------- /godot/Viewport_DebugDrawEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Viewport.DebugDrawEnum") 6 | @:csNative 7 | extern enum Viewport_DebugDrawEnum { 8 | /** 9 | Objects are displayed normally. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Objects are displayed without light information. 15 | **/ 16 | Unshaded; 17 | 18 | /** 19 | Objected are displayed semi-transparent with additive blending so you can see where they intersect. 20 | **/ 21 | Overdraw; 22 | 23 | /** 24 | Objects are displayed in wireframe style. 25 | **/ 26 | Wireframe; 27 | } 28 | -------------------------------------------------------------------------------- /godot/Viewport_UpdateMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.Viewport.UpdateMode") 6 | @:csNative 7 | extern enum Viewport_UpdateMode { 8 | /** 9 | Do not update the render target. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Update the render target once, then switch to `godot.Viewport_UpdateMode.disabled`. 15 | **/ 16 | Once; 17 | 18 | /** 19 | Update the render target only when it is visible. This is the default value. 20 | **/ 21 | WhenVisible; 22 | 23 | /** 24 | Always update the render target. 25 | **/ 26 | Always; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisibilityEnabler_Enabler.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisibilityEnabler.Enabler") 6 | @:csNative 7 | extern enum VisibilityEnabler_Enabler { 8 | /** 9 | This enabler will pause `godot.AnimationPlayer` nodes. 10 | **/ 11 | PauseAnimations; 12 | 13 | /** 14 | This enabler will freeze `godot.RigidBody` nodes. 15 | **/ 16 | FreezeBodies; 17 | 18 | /** 19 | Represents the size of the `godot.VisibilityEnabler_Enabler` enum. 20 | **/ 21 | Max; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualScriptComposeArray.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | A Visual Script Node used to compose array from the list of elements provided with custom in-graph UI hard coded in the VisualScript Editor. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualScriptComposeArray") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualScriptComposeArray extends godot.VisualScriptLists { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualScriptExpression.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | A Visual Script node that can execute a custom expression. Values can be provided for the input and the expression result can be retrieved from the output. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualScriptExpression") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualScriptExpression extends godot.VisualScriptNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualScriptFunction.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | `godot.VisualScriptFunction` represents a function header. It is the starting point for the function body and can be used to tweak the function's properties (e.g. RPC mode). 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualScriptFunction") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualScriptFunction extends godot.VisualScriptNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualScriptIndexGet.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | `godot.VisualScriptIndexGet` will return the value stored in an array or a dictionary under the given index. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualScriptIndexGet") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualScriptIndexGet extends godot.VisualScriptNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualScriptIndexSet.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | `godot.VisualScriptIndexSet` will set the value stored in an array or a dictionary under the given index to the provided new value. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualScriptIndexSet") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualScriptIndexSet extends godot.VisualScriptNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualScriptInputAction_ModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualScriptInputAction.ModeEnum") 6 | @:csNative 7 | extern enum VisualScriptInputAction_ModeEnum { 8 | /** 9 | `True` if action is pressed. 10 | **/ 11 | Pressed; 12 | 13 | /** 14 | `True` if action is released (i.e. not pressed). 15 | **/ 16 | Released; 17 | 18 | /** 19 | `True` on the frame the action was pressed. 20 | **/ 21 | JustPressed; 22 | 23 | /** 24 | `True` on the frame the action was released. 25 | **/ 26 | JustReleased; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualScriptPropertySet_CallMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualScriptPropertySet.CallMode") 6 | @:csNative 7 | extern enum VisualScriptPropertySet_CallMode { 8 | /** 9 | The property will be set on this `godot.Object`. 10 | **/ 11 | Self; 12 | 13 | /** 14 | The property will be set on the given `godot.Node` in the scene tree. 15 | **/ 16 | NodePath; 17 | 18 | /** 19 | The property will be set on an instanced node with the given type and script. 20 | **/ 21 | Instance; 22 | 23 | /** 24 | The property will be set on a GDScript basic type (e.g. `godot.Vector2`). 25 | **/ 26 | BasicType; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualScriptResourcePath.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.VisualScriptResourcePath") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class VisualScriptResourcePath extends godot.VisualScriptNode { 12 | @:native("Path") 13 | public var path:std.String; 14 | 15 | @:native("new") 16 | public function new():Void; 17 | 18 | @:native("SetResourcePath") 19 | public function setResourcePath(path:std.String):Void; 20 | 21 | @:native("GetResourcePath") 22 | public function getResourcePath():std.String; 23 | } 24 | -------------------------------------------------------------------------------- /godot/VisualScriptSceneTree.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | A Visual Script node for accessing `godot.SceneTree` methods. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualScriptSceneTree") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualScriptSceneTree extends godot.VisualScriptNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualScriptSelf.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Provides a reference to the node running the visual script. 9 | 10 | Input Ports: 11 | 12 | none 13 | 14 | Output Ports: 15 | 16 | - Data (object): `instance` 17 | **/ 18 | @:libType 19 | @:csNative 20 | @:native("Godot.VisualScriptSelf") 21 | @:autoBuild(godot.Godot.buildUserClass()) 22 | extern class VisualScriptSelf extends godot.VisualScriptNode { 23 | @:native("new") 24 | public function new():Void; 25 | } 26 | -------------------------------------------------------------------------------- /godot/VisualScriptSubCall.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | `godot.VisualScriptSubCall` will call method named `_subcall` in the current script. It will fail if the method doesn't exist or the provided arguments are wrong. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualScriptSubCall") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualScriptSubCall extends godot.VisualScriptNode { 15 | @:native("new") 16 | public function new():Void; 17 | 18 | /** 19 | Called by this node. 20 | **/ 21 | @:native("_Subcall") 22 | public function _Subcall(arguments:Dynamic):Dynamic; 23 | } 24 | -------------------------------------------------------------------------------- /godot/VisualScriptWhile.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Loops while a condition is `true`. Execution continues out the `exit` Sequence port when the loop terminates. 9 | 10 | Input Ports: 11 | 12 | - Sequence: `while(cond)` 13 | 14 | - Data (bool): `cond` 15 | 16 | Output Ports: 17 | 18 | - Sequence: `repeat` 19 | 20 | - Sequence: `exit` 21 | **/ 22 | @:libType 23 | @:csNative 24 | @:native("Godot.VisualScriptWhile") 25 | @:autoBuild(godot.Godot.buildUserClass()) 26 | extern class VisualScriptWhile extends godot.VisualScriptNode { 27 | @:native("new") 28 | public function new():Void; 29 | } 30 | -------------------------------------------------------------------------------- /godot/VisualScriptYieldSignal_CallModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualScriptYieldSignal.CallModeEnum") 6 | @:csNative 7 | extern enum VisualScriptYieldSignal_CallModeEnum { 8 | /** 9 | A signal from this `godot.Object` will be used. 10 | **/ 11 | Self; 12 | 13 | /** 14 | A signal from the given `godot.Node` in the scene tree will be used. 15 | **/ 16 | NodePath; 17 | 18 | /** 19 | A signal from an instanced node with the given type will be used. 20 | **/ 21 | Instance; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualScriptYield_YieldMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualScriptYield.YieldMode") 6 | @:csNative 7 | extern enum VisualScriptYield_YieldMode { 8 | /** 9 | Yields during an idle frame. 10 | **/ 11 | Frame; 12 | 13 | /** 14 | Yields during a physics frame. 15 | **/ 16 | PhysicsFrame; 17 | 18 | /** 19 | Yields a function and waits the given time. 20 | **/ 21 | Wait; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_BlendShapeMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.BlendShapeMode") 6 | @:csNative 7 | extern enum VisualServer_BlendShapeMode { 8 | /** 9 | Blend shapes are normalized. 10 | **/ 11 | Normalized; 12 | 13 | /** 14 | Blend shapes are relative to base weight. 15 | **/ 16 | Relative; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualServer_CanvasLightMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.CanvasLightMode") 6 | @:csNative 7 | extern enum VisualServer_CanvasLightMode { 8 | /** 9 | Adds light color additive to the canvas. 10 | **/ 11 | Add; 12 | 13 | /** 14 | Adds light color subtractive to the canvas. 15 | **/ 16 | Sub; 17 | 18 | /** 19 | The light adds color depending on transparency. 20 | **/ 21 | Mix; 22 | 23 | /** 24 | The light adds color depending on mask. 25 | **/ 26 | Mask; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualServer_CanvasOccluderPolygonCullMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.CanvasOccluderPolygonCullMode") 6 | @:csNative 7 | extern enum VisualServer_CanvasOccluderPolygonCullMode { 8 | /** 9 | Culling of the canvas occluder is disabled. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Culling of the canvas occluder is clockwise. 15 | **/ 16 | Clockwise; 17 | 18 | /** 19 | Culling of the canvas occluder is counterclockwise. 20 | **/ 21 | CounterClockwise; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_CubeMapSide.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.CubeMapSide") 6 | @:csNative 7 | extern enum VisualServer_CubeMapSide { 8 | /** 9 | Marks the left side of a cubemap. 10 | **/ 11 | Left; 12 | 13 | /** 14 | Marks the right side of a cubemap. 15 | **/ 16 | Right; 17 | 18 | /** 19 | Marks the bottom side of a cubemap. 20 | **/ 21 | Bottom; 22 | 23 | /** 24 | Marks the top side of a cubemap. 25 | **/ 26 | Top; 27 | 28 | /** 29 | Marks the front side of a cubemap. 30 | **/ 31 | Front; 32 | 33 | /** 34 | Marks the back side of a cubemap. 35 | **/ 36 | Back; 37 | } 38 | -------------------------------------------------------------------------------- /godot/VisualServer_EnvironmentDOFBlurQuality.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.EnvironmentDOFBlurQuality") 6 | @:csNative 7 | extern enum VisualServer_EnvironmentDOFBlurQuality { 8 | /** 9 | Use lowest blur quality. Fastest, but may look bad. 10 | **/ 11 | Low; 12 | 13 | /** 14 | Use medium blur quality. 15 | **/ 16 | Medium; 17 | 18 | /** 19 | Used highest blur quality. Looks the best, but is the slowest. 20 | **/ 21 | High; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_EnvironmentGlowBlendMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.EnvironmentGlowBlendMode") 6 | @:csNative 7 | extern enum VisualServer_EnvironmentGlowBlendMode { 8 | /** 9 | Add the effect of the glow on top of the scene. 10 | **/ 11 | Additive; 12 | 13 | /** 14 | Blends the glow effect with the screen. Does not get as bright as additive. 15 | **/ 16 | Screen; 17 | 18 | /** 19 | Produces a subtle color disturbance around objects. 20 | **/ 21 | Softlight; 22 | 23 | /** 24 | Shows the glow effect by itself without the underlying scene. 25 | **/ 26 | Replace; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualServer_EnvironmentSSAOBlur.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.EnvironmentSSAOBlur") 6 | @:csNative 7 | extern enum VisualServer_EnvironmentSSAOBlur { 8 | /** 9 | Disables the blur set for SSAO. Will make SSAO look noisier. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Perform a 1x1 blur on the SSAO output. 15 | **/ 16 | Blur1x1; 17 | 18 | /** 19 | Performs a 2x2 blur on the SSAO output. 20 | **/ 21 | Blur2x2; 22 | 23 | /** 24 | Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO. 25 | **/ 26 | Blur3x3; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualServer_EnvironmentSSAOQuality.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.EnvironmentSSAOQuality") 6 | @:csNative 7 | extern enum VisualServer_EnvironmentSSAOQuality { 8 | /** 9 | Lowest quality of screen space ambient occlusion. 10 | **/ 11 | Low; 12 | 13 | /** 14 | Medium quality screen space ambient occlusion. 15 | **/ 16 | Medium; 17 | 18 | /** 19 | Highest quality screen space ambient occlusion. 20 | **/ 21 | High; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_Features.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.Features") 6 | @:csNative 7 | extern enum VisualServer_Features { 8 | /** 9 | Hardware supports shaders. This enum is currently unused in Godot 3.x. 10 | **/ 11 | Shaders; 12 | 13 | /** 14 | Hardware supports multithreading. This enum is currently unused in Godot 3.x. 15 | **/ 16 | Multithreaded; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualServer_InstanceFlags.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.InstanceFlags") 6 | @:csNative 7 | extern enum VisualServer_InstanceFlags { 8 | /** 9 | Allows the instance to be used in baked lighting. 10 | **/ 11 | UseBakedLight; 12 | 13 | /** 14 | When set, manually requests to draw geometry on next frame. 15 | **/ 16 | DrawNextFrameIfVisible; 17 | 18 | /** 19 | Represents the size of the `godot.VisualServer_InstanceFlags` enum. 20 | **/ 21 | Max; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_LightBakeMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.LightBakeMode") 6 | @:csNative 7 | extern enum VisualServer_LightBakeMode { 8 | Disabled; 9 | 10 | Indirect; 11 | 12 | All; 13 | } 14 | -------------------------------------------------------------------------------- /godot/VisualServer_LightDirectionalShadowDepthRangeMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.LightDirectionalShadowDepthRangeMode") 6 | @:csNative 7 | extern enum VisualServer_LightDirectionalShadowDepthRangeMode { 8 | /** 9 | Keeps shadows stable as camera moves but has lower effective resolution. 10 | **/ 11 | Stable; 12 | 13 | /** 14 | Optimize use of shadow maps, increasing the effective resolution. But may result in shadows moving or flickering slightly. 15 | **/ 16 | Optimized; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualServer_LightDirectionalShadowMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.LightDirectionalShadowMode") 6 | @:csNative 7 | extern enum VisualServer_LightDirectionalShadowMode { 8 | /** 9 | Use orthogonal shadow projection for directional light. 10 | **/ 11 | Orthogonal; 12 | 13 | /** 14 | Use 2 splits for shadow projection when using directional light. 15 | **/ 16 | Parallel2Splits; 17 | 18 | /** 19 | Use 4 splits for shadow projection when using directional light. 20 | **/ 21 | Parallel4Splits; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_LightOmniShadowDetail.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.LightOmniShadowDetail") 6 | @:csNative 7 | extern enum VisualServer_LightOmniShadowDetail { 8 | /** 9 | Use more detail vertically when computing shadow map. 10 | **/ 11 | Vertical; 12 | 13 | /** 14 | Use more detail horizontally when computing shadow map. 15 | **/ 16 | Horizontal; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualServer_LightOmniShadowMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.LightOmniShadowMode") 6 | @:csNative 7 | extern enum VisualServer_LightOmniShadowMode { 8 | /** 9 | Use a dual paraboloid shadow map for omni lights. 10 | **/ 11 | DualParaboloid; 12 | 13 | /** 14 | Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid. 15 | **/ 16 | Cube; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualServer_LightType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.LightType") 6 | @:csNative 7 | extern enum VisualServer_LightType { 8 | /** 9 | Is a directional (sun) light. 10 | **/ 11 | Directional; 12 | 13 | /** 14 | Is an omni light. 15 | **/ 16 | Omni; 17 | 18 | /** 19 | Is a spot light. 20 | **/ 21 | Spot; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_MultimeshColorFormat.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.MultimeshColorFormat") 6 | @:csNative 7 | extern enum VisualServer_MultimeshColorFormat { 8 | /** 9 | MultiMesh does not use per-instance color. 10 | **/ 11 | None; 12 | 13 | /** 14 | MultiMesh color uses 8 bits per component. This packs the color into a single float. 15 | **/ 16 | Color8bit; 17 | 18 | /** 19 | MultiMesh color uses a float per channel. 20 | **/ 21 | Float; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_MultimeshCustomDataFormat.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.MultimeshCustomDataFormat") 6 | @:csNative 7 | extern enum VisualServer_MultimeshCustomDataFormat { 8 | /** 9 | MultiMesh does not use custom data. 10 | **/ 11 | None; 12 | 13 | /** 14 | MultiMesh custom data uses 8 bits per component. This packs the 4-component custom data into a single float. 15 | **/ 16 | Data8bit; 17 | 18 | /** 19 | MultiMesh custom data uses a float per component. 20 | **/ 21 | Float; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_MultimeshTransformFormat.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.MultimeshTransformFormat") 6 | @:csNative 7 | extern enum VisualServer_MultimeshTransformFormat { 8 | /** 9 | Use `godot.Transform2D` to store MultiMesh transform. 10 | **/ 11 | Transform2d; 12 | 13 | /** 14 | Use `godot.Transform` to store MultiMesh transform. 15 | **/ 16 | Transform3d; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualServer_NinePatchAxisMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.NinePatchAxisMode") 6 | @:csNative 7 | extern enum VisualServer_NinePatchAxisMode { 8 | /** 9 | The nine patch gets stretched where needed. 10 | **/ 11 | Stretch; 12 | 13 | /** 14 | The nine patch gets filled with tiles where needed. 15 | **/ 16 | Tile; 17 | 18 | /** 19 | The nine patch gets filled with tiles where needed and stretches them a bit if needed. 20 | **/ 21 | TileFit; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_ParticlesDrawOrder.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.ParticlesDrawOrder") 6 | @:csNative 7 | extern enum VisualServer_ParticlesDrawOrder { 8 | /** 9 | Draw particles in the order that they appear in the particles array. 10 | **/ 11 | Index; 12 | 13 | /** 14 | Sort particles based on their lifetime. 15 | **/ 16 | Lifetime; 17 | 18 | /** 19 | Sort particles based on their distance to the camera. 20 | **/ 21 | ViewDepth; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_ReflectionProbeUpdateMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.ReflectionProbeUpdateMode") 6 | @:csNative 7 | extern enum VisualServer_ReflectionProbeUpdateMode { 8 | /** 9 | Reflection probe will update reflections once and then stop. 10 | **/ 11 | Once; 12 | 13 | /** 14 | Reflection probe will update each frame. This mode is necessary to capture moving objects. 15 | **/ 16 | Always; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualServer_ShaderMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.ShaderMode") 6 | @:csNative 7 | extern enum VisualServer_ShaderMode { 8 | /** 9 | Shader is a 3D shader. 10 | **/ 11 | Spatial; 12 | 13 | /** 14 | Shader is a 2D shader. 15 | **/ 16 | CanvasItem; 17 | 18 | /** 19 | Shader is a particle shader. 20 | **/ 21 | Particles; 22 | 23 | /** 24 | Represents the size of the `godot.VisualServer_ShaderMode` enum. 25 | **/ 26 | Max; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualServer_ShadowCastingSetting.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.ShadowCastingSetting") 6 | @:csNative 7 | extern enum VisualServer_ShadowCastingSetting { 8 | /** 9 | Disable shadows from this instance. 10 | **/ 11 | Off; 12 | 13 | /** 14 | Cast shadows from this instance. 15 | **/ 16 | On; 17 | 18 | /** 19 | Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows. 20 | **/ 21 | DoubleSided; 22 | 23 | /** 24 | Only render the shadows from the object. The object itself will not be drawn. 25 | **/ 26 | ShadowsOnly; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualServer_TextureType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.TextureType") 6 | @:csNative 7 | extern enum VisualServer_TextureType { 8 | /** 9 | Normal texture with 2 dimensions, width and height. 10 | **/ 11 | Type2d; 12 | 13 | /** 14 | Texture made up of six faces, can be looked up with a `vec3` in shader. 15 | **/ 16 | Cubemap; 17 | 18 | /** 19 | An array of 2-dimensional textures. 20 | **/ 21 | Type2dArray; 22 | 23 | /** 24 | A 3-dimensional texture with width, height, and depth. 25 | **/ 26 | Type3d; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualServer_ViewportClearMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.ViewportClearMode") 6 | @:csNative 7 | extern enum VisualServer_ViewportClearMode { 8 | /** 9 | The viewport is always cleared before drawing. 10 | **/ 11 | Always; 12 | 13 | /** 14 | The viewport is never cleared before drawing. 15 | **/ 16 | Never; 17 | 18 | /** 19 | The viewport is cleared once, then the clear mode is set to `godot.VisualServer_ViewportClearMode.never`. 20 | **/ 21 | OnlyNextFrame; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualServer_ViewportDebugDraw.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.ViewportDebugDraw") 6 | @:csNative 7 | extern enum VisualServer_ViewportDebugDraw { 8 | /** 9 | Debug draw is disabled. Default setting. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Debug draw sets objects to unshaded. 15 | **/ 16 | Unshaded; 17 | 18 | /** 19 | Overwrites clear color to `(0,0,0,0)`. 20 | **/ 21 | Overdraw; 22 | 23 | /** 24 | Debug draw draws objects in wireframe. 25 | **/ 26 | Wireframe; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualServer_ViewportUpdateMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.ViewportUpdateMode") 6 | @:csNative 7 | extern enum VisualServer_ViewportUpdateMode { 8 | /** 9 | Do not update the viewport. 10 | **/ 11 | Disabled; 12 | 13 | /** 14 | Update the viewport once then set to disabled. 15 | **/ 16 | Once; 17 | 18 | /** 19 | Update the viewport whenever it is visible. 20 | **/ 21 | WhenVisible; 22 | 23 | /** 24 | Always update the viewport. 25 | **/ 26 | Always; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualServer_ViewportUsage.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualServer.ViewportUsage") 6 | @:csNative 7 | extern enum VisualServer_ViewportUsage { 8 | /** 9 | The Viewport does not render 3D but samples. 10 | **/ 11 | Usage2d; 12 | 13 | /** 14 | The Viewport does not render 3D and does not sample. 15 | **/ 16 | Usage2dNoSampling; 17 | 18 | /** 19 | The Viewport renders 3D with effects. 20 | **/ 21 | Usage3d; 22 | 23 | /** 24 | The Viewport renders 3D but without effects. 25 | **/ 26 | Usage3dNoEffects; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeBooleanUniform.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translated to `uniform bool` in the shader language. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeBooleanUniform") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeBooleanUniform extends godot.VisualShaderNodeUniform { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeColorUniform.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translated to `uniform vec4` in the shader language. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeColorUniform") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeColorUniform extends godot.VisualShaderNodeUniform { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeCompare_ComparisonType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeCompare.ComparisonType") 6 | @:csNative 7 | extern enum VisualShaderNodeCompare_ComparisonType { 8 | /** 9 | A floating-point scalar. 10 | **/ 11 | Scalar; 12 | 13 | /** 14 | A 3D vector type. 15 | **/ 16 | Vector; 17 | 18 | /** 19 | A boolean type. 20 | **/ 21 | Boolean; 22 | 23 | /** 24 | A transform (`mat4`) type. 25 | **/ 26 | Transform; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeCompare_ConditionEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeCompare.ConditionEnum") 6 | @:csNative 7 | extern enum VisualShaderNodeCompare_ConditionEnum { 8 | /** 9 | The result will be true if all of component in vector satisfy the comparison condition. 10 | **/ 11 | All; 12 | 13 | /** 14 | The result will be true if any of component in vector satisfy the comparison condition. 15 | **/ 16 | Any; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeCubeMapUniform.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translated to `uniform samplerCube` in the shader language. The output value can be used as port for `godot.VisualShaderNodeCubeMap`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeCubeMapUniform") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeCubeMapUniform extends godot.VisualShaderNodeTextureUniform { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeCubeMap_SourceEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeCubeMap.SourceEnum") 6 | @:csNative 7 | extern enum VisualShaderNodeCubeMap_SourceEnum { 8 | /** 9 | Use the `godot.CubeMap` set via `godot.VisualShaderNodeCubeMap.cubeMap`. If this is set to `godot.VisualShaderNodeCubeMap.source`, the `samplerCube` port is ignored. 10 | **/ 11 | Texture; 12 | 13 | /** 14 | Use the `godot.CubeMap` sampler reference passed via the `samplerCube` port. If this is set to `godot.VisualShaderNodeCubeMap.source`, the `godot.VisualShaderNodeCubeMap.cubeMap` texture is ignored. 15 | **/ 16 | Port; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeCubeMap_TextureTypeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeCubeMap.TextureTypeEnum") 6 | @:csNative 7 | extern enum VisualShaderNodeCubeMap_TextureTypeEnum { 8 | /** 9 | No hints are added to the uniform declaration. 10 | **/ 11 | Data; 12 | 13 | /** 14 | Adds `hint_albedo` as hint to the uniform declaration for proper sRGB to linear conversion. 15 | **/ 16 | Color; 17 | 18 | /** 19 | Adds `hint_normal` as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. 20 | **/ 21 | Normalmap; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeDeterminant.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translates to `determinant(x)` in the shader language. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeDeterminant") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeDeterminant extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeDotProduct.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translates to `dot(a, b)` in the shader language. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeDotProduct") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeDotProduct extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeFresnel.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it). 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeFresnel") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeFresnel extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeIf.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.VisualShaderNodeIf") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class VisualShaderNodeIf extends godot.VisualShaderNode { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeIs_FunctionEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeIs.FunctionEnum") 6 | @:csNative 7 | extern enum VisualShaderNodeIs_FunctionEnum { 8 | /** 9 | Comparison with `INF` (Infinity). 10 | **/ 11 | Inf; 12 | 13 | /** 14 | Comparison with `NaN` (Not a Number; denotes invalid numeric results, e.g. division by zero). 15 | **/ 16 | Nan; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeOutput.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeOutput") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern abstract class VisualShaderNodeOutput extends godot.VisualShaderNode {} 15 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeScalarClamp.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Constrains a value to lie between `min` and `max` values. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeScalarClamp") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeScalarClamp extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeScalarConstant.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.VisualShaderNodeScalarConstant") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class VisualShaderNodeScalarConstant extends godot.VisualShaderNode { 12 | @:native("Constant") 13 | public var constant:Single; 14 | 15 | @:native("new") 16 | public function new():Void; 17 | 18 | @:native("SetConstant") 19 | public function setConstant(value:Single):Void; 20 | 21 | @:native("GetConstant") 22 | public function getConstant():Single; 23 | } 24 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeScalarDerivativeFunc_FunctionEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeScalarDerivativeFunc.FunctionEnum") 6 | @:csNative 7 | extern enum VisualShaderNodeScalarDerivativeFunc_FunctionEnum { 8 | /** 9 | Sum of absolute derivative in `x` and `y`. 10 | **/ 11 | Sum; 12 | 13 | /** 14 | Derivative in `x` using local differencing. 15 | **/ 16 | X; 17 | 18 | /** 19 | Derivative in `y` using local differencing. 20 | **/ 21 | Y; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeScalarInterp.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translates to `mix(a, b, weight)` in the shader language. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeScalarInterp") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeScalarInterp extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeScalarOp_OperatorEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeScalarOp.OperatorEnum") 6 | @:csNative 7 | extern enum VisualShaderNodeScalarOp_OperatorEnum { 8 | Add; 9 | 10 | Sub; 11 | 12 | Mul; 13 | 14 | Div; 15 | 16 | Mod; 17 | 18 | Pow; 19 | 20 | Max; 21 | 22 | Min; 23 | 24 | Atan2; 25 | 26 | Step; 27 | } 28 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeScalarSmoothStep.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translates to `smoothstep(edge0, edge1, x)` in the shader language. 9 | 10 | Returns `0.0` if `x` is smaller than `edge0` and `1.0` if `x` is larger than `edge1`. Otherwise the return value is interpolated between `0.0` and `1.0` using Hermite polynomials. 11 | **/ 12 | @:libType 13 | @:csNative 14 | @:native("Godot.VisualShaderNodeScalarSmoothStep") 15 | @:autoBuild(godot.Godot.buildUserClass()) 16 | extern class VisualShaderNodeScalarSmoothStep extends godot.VisualShaderNode { 17 | @:native("new") 18 | public function new():Void; 19 | } 20 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeScalarSwitch.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Returns an associated scalar if the provided boolean value is `true` or `false`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeScalarSwitch") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeScalarSwitch extends godot.VisualShaderNodeSwitch { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeScalarUniform.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.VisualShaderNodeScalarUniform") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class VisualShaderNodeScalarUniform extends godot.VisualShaderNodeUniform { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeSwitch.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Returns an associated vector if the provided boolean value is `true` or `false`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeSwitch") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeSwitch extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeTextureUniformTriplanar.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Performs a lookup operation on the texture provided as a uniform for the shader, with support for triplanar mapping. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeTextureUniformTriplanar") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeTextureUniformTriplanar extends godot.VisualShaderNodeTextureUniform { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeTextureUniform_ColorDefaultEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeTextureUniform.ColorDefaultEnum") 6 | @:csNative 7 | extern enum VisualShaderNodeTextureUniform_ColorDefaultEnum { 8 | /** 9 | Defaults to white color. 10 | **/ 11 | White; 12 | 13 | /** 14 | Defaults to black color. 15 | **/ 16 | Black; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeTexture_TextureTypeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeTexture.TextureTypeEnum") 6 | @:csNative 7 | extern enum VisualShaderNodeTexture_TextureTypeEnum { 8 | /** 9 | No hints are added to the uniform declaration. 10 | **/ 11 | Data; 12 | 13 | /** 14 | Adds `hint_albedo` as hint to the uniform declaration for proper sRGB to linear conversion. 15 | **/ 16 | Color; 17 | 18 | /** 19 | Adds `hint_normal` as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. 20 | **/ 21 | Normalmap; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeTransformCompose.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Creates a 4x4 transform matrix using four vectors of type `vec3`. Each vector is one row in the matrix and the last column is a `vec4(0, 0, 0, 1)`. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeTransformCompose") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeTransformCompose extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeTransformDecompose.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Takes a 4x4 transform matrix and decomposes it into four `vec3` values, one from each row of the matrix. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeTransformDecompose") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeTransformDecompose extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeTransformFunc_FunctionEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeTransformFunc.FunctionEnum") 6 | @:csNative 7 | extern enum VisualShaderNodeTransformFunc_FunctionEnum { 8 | /** 9 | Perform the inverse operation on the `godot.Transform` matrix. 10 | **/ 11 | Inverse; 12 | 13 | /** 14 | Perform the transpose operation on the `godot.Transform` matrix. 15 | **/ 16 | Transpose; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeTransformUniform.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translated to `uniform mat4` in the shader language. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeTransformUniform") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeTransformUniform extends godot.VisualShaderNodeUniform { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVec3Uniform.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translated to `uniform vec3` in the shader language. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeVec3Uniform") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeVec3Uniform extends godot.VisualShaderNodeUniform { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVectorClamp.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Constrains a value to lie between `min` and `max` values. The operation is performed on each component of the vector individually. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeVectorClamp") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeVectorClamp extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVectorCompose.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Creates a `vec3` using three scalar values that can be provided from separate inputs. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeVectorCompose") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeVectorCompose extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVectorDecompose.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Takes a `vec3` and decomposes it into three scalar values that can be used as separate inputs. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeVectorDecompose") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeVectorDecompose extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVectorDerivativeFunc_FunctionEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShaderNodeVectorDerivativeFunc.FunctionEnum") 6 | @:csNative 7 | extern enum VisualShaderNodeVectorDerivativeFunc_FunctionEnum { 8 | /** 9 | Sum of absolute derivative in `x` and `y`. 10 | **/ 11 | Sum; 12 | 13 | /** 14 | Derivative in `x` using local differencing. 15 | **/ 16 | X; 17 | 18 | /** 19 | Derivative in `y` using local differencing. 20 | **/ 21 | Y; 22 | } 23 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVectorDistance.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Calculates distance from point represented by vector `p0` to vector `p1`. 9 | 10 | Translated to `distance(p0, p1)` in the shader language. 11 | **/ 12 | @:libType 13 | @:csNative 14 | @:native("Godot.VisualShaderNodeVectorDistance") 15 | @:autoBuild(godot.Godot.buildUserClass()) 16 | extern class VisualShaderNodeVectorDistance extends godot.VisualShaderNode { 17 | @:native("new") 18 | public function new():Void; 19 | } 20 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVectorInterp.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translates to `mix(a, b, weight)` in the shader language, where `weight` is a `godot.Vector3` with weights for each component. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeVectorInterp") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeVectorInterp extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVectorLen.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translated to `length(p0)` in the shader language. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeVectorLen") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeVectorLen extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVectorRefract.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translated to `refract(I, N, eta)` in the shader language, where `I` is the incident vector, `N` is the normal vector and `eta` is the ratio of the indices of the refraction. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeVectorRefract") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeVectorRefract extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVectorScalarMix.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translates to `mix(a, b, weight)` in the shader language, where `a` and `b` are vectors and `weight` is a scalar. 9 | **/ 10 | @:libType 11 | @:csNative 12 | @:native("Godot.VisualShaderNodeVectorScalarMix") 13 | @:autoBuild(godot.Godot.buildUserClass()) 14 | extern class VisualShaderNodeVectorScalarMix extends godot.VisualShaderNode { 15 | @:native("new") 16 | public function new():Void; 17 | } 18 | -------------------------------------------------------------------------------- /godot/VisualShaderNodeVectorScalarStep.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | /** 8 | Translates to `step(edge, x)` in the shader language. 9 | 10 | Returns `0.0` if `x` is smaller than `edge` and `1.0` otherwise. 11 | **/ 12 | @:libType 13 | @:csNative 14 | @:native("Godot.VisualShaderNodeVectorScalarStep") 15 | @:autoBuild(godot.Godot.buildUserClass()) 16 | extern class VisualShaderNodeVectorScalarStep extends godot.VisualShaderNode { 17 | @:native("new") 18 | public function new():Void; 19 | } 20 | -------------------------------------------------------------------------------- /godot/VisualShader_Type.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.VisualShader.Type") 6 | @:csNative 7 | extern enum VisualShader_Type { 8 | /** 9 | A vertex shader, operating on vertices. 10 | **/ 11 | Vertex; 12 | 13 | /** 14 | A fragment shader, operating on fragments (pixels). 15 | **/ 16 | Fragment; 17 | 18 | /** 19 | A shader for light calculations. 20 | **/ 21 | Light; 22 | 23 | /** 24 | Represents the size of the `godot.VisualShader_Type` enum. 25 | **/ 26 | Max; 27 | } 28 | -------------------------------------------------------------------------------- /godot/WebRTCDataChannelGDNative.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.WebRTCDataChannelGDNative") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class WebRTCDataChannelGDNative extends godot.WebRTCDataChannel { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/WebRTCDataChannel_ChannelState.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.WebRTCDataChannel.ChannelState") 6 | @:csNative 7 | extern enum WebRTCDataChannel_ChannelState { 8 | /** 9 | The channel was created, but it's still trying to connect. 10 | **/ 11 | Connecting; 12 | 13 | /** 14 | The channel is currently open, and data can flow over it. 15 | **/ 16 | Open; 17 | 18 | /** 19 | The channel is being closed, no new messages will be accepted, but those already in queue will be flushed. 20 | **/ 21 | Closing; 22 | 23 | /** 24 | The channel was closed, or connection failed. 25 | **/ 26 | Closed; 27 | } 28 | -------------------------------------------------------------------------------- /godot/WebRTCDataChannel_WriteModeEnum.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.WebRTCDataChannel.WriteModeEnum") 6 | @:csNative 7 | extern enum WebRTCDataChannel_WriteModeEnum { 8 | /** 9 | Tells the channel to send data over this channel as text. An external peer (non-Godot) would receive this as a string. 10 | **/ 11 | Text; 12 | 13 | /** 14 | Tells the channel to send data over this channel as binary. An external peer (non-Godot) would receive this as array buffer or blob. 15 | **/ 16 | Binary; 17 | } 18 | -------------------------------------------------------------------------------- /godot/WebRTCPeerConnectionGDNative.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.WebRTCPeerConnectionGDNative") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class WebRTCPeerConnectionGDNative extends godot.WebRTCPeerConnection { 12 | @:native("new") 13 | public function new():Void; 14 | } 15 | -------------------------------------------------------------------------------- /godot/WebSocketPeer_WriteMode.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.WebSocketPeer.WriteMode") 6 | @:csNative 7 | extern enum WebSocketPeer_WriteMode { 8 | /** 9 | Specifies that WebSockets messages should be transferred as text payload (only valid UTF-8 is allowed). 10 | **/ 11 | Text; 12 | 13 | /** 14 | Specifies that WebSockets messages should be transferred as binary payload (any byte combination is allowed). 15 | **/ 16 | Binary; 17 | } 18 | -------------------------------------------------------------------------------- /godot/XMLParser_NodeType.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot; 4 | 5 | @:native("Godot.XMLParser.NodeType") 6 | @:csNative 7 | extern enum XMLParser_NodeType { 8 | /** 9 | There's no node (no file or buffer opened). 10 | **/ 11 | None; 12 | 13 | /** 14 | Element (tag). 15 | **/ 16 | Element; 17 | 18 | /** 19 | End of element. 20 | **/ 21 | ElementEnd; 22 | 23 | /** 24 | Text node. 25 | **/ 26 | Text; 27 | 28 | /** 29 | Comment node. 30 | **/ 31 | Comment; 32 | 33 | /** 34 | CDATA content. 35 | **/ 36 | Cdata; 37 | 38 | /** 39 | Unknown node. 40 | **/ 41 | Unknown; 42 | } 43 | -------------------------------------------------------------------------------- /godot/collections/ArraySafeHandle.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot.collections; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.Collections.ArraySafeHandle") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class ArraySafeHandle extends cs.system.runtime.interopservices.SafeHandle { 12 | @:native("IsInvalid") 13 | public var isInvalid(default, never):Bool; 14 | 15 | @:native("new") 16 | public function new(handle:cs.system.IntPtr):Void; 17 | 18 | @:native("ReleaseHandle") @:protected 19 | public function releaseHandle():Bool; 20 | } 21 | -------------------------------------------------------------------------------- /godot/collections/DictionarySafeHandle.hx: -------------------------------------------------------------------------------- 1 | // Automatically generated Godot externs: DO NOT EDIT 2 | // MIT licensed, see LICENSE.md 3 | package godot.collections; 4 | 5 | import cs.system.*; 6 | 7 | @:libType 8 | @:csNative 9 | @:native("Godot.Collections.DictionarySafeHandle") 10 | @:autoBuild(godot.Godot.buildUserClass()) 11 | extern class DictionarySafeHandle extends cs.system.runtime.interopservices.SafeHandle { 12 | @:native("IsInvalid") 13 | public var isInvalid(default, never):Bool; 14 | 15 | @:native("new") 16 | public function new(handle:cs.system.IntPtr):Void; 17 | 18 | @:native("ReleaseHandle") @:protected 19 | public function releaseHandle():Bool; 20 | } 21 | -------------------------------------------------------------------------------- /haxelib.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "godot", 3 | "url" : "https://github.com/HaxeGodot/godot/", 4 | "license": "MIT", 5 | "tags": ["godot", "game", "extern", "cs", "3d"], 6 | "description": "Haxe/C# externs for Godot", 7 | "version": "3.4.1", 8 | "releasenote": "Version 3.4.1", 9 | "contributors": ["_ibilon"] 10 | } 11 | --------------------------------------------------------------------------------