arvr.gen.h 3.1 KB

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  1. // Copyright © 2019 - 2020 Oscar Campos <oscar.campos@thepimpam.com>
  2. // Copyright © 2017 - William Edwards
  3. //
  4. // Licensed under the Apache License, Version 2.0 (the "License");
  5. // you may not use this file except in compliance with the License.
  6. // You may obtain a copy of the License at
  7. //
  8. // http://www.apache.org/licenses/LICENSE-2.0
  9. //
  10. // Unless required by applicable law or agreed to in writing, software
  11. // distributed under the License is distributed on an "AS IS" BASIS,
  12. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  13. // See the License for the specific language governing permissions and
  14. // limitations under the License.
  15. #ifndef CGDNATIVE_ARVR_H
  16. #define CGDNATIVE_ARVR_H
  17. #include <gdnative/aabb.h>
  18. #include <gdnative/array.h>
  19. #include <gdnative/basis.h>
  20. #include <gdnative/color.h>
  21. #include <gdnative/dictionary.h>
  22. #include <gdnative/gdnative.h>
  23. #include <gdnative/node_path.h>
  24. #include <gdnative/plane.h>
  25. #include <gdnative/pool_arrays.h>
  26. #include <gdnative/quat.h>
  27. #include <gdnative/rect2.h>
  28. #include <gdnative/rid.h>
  29. #include <gdnative/string.h>
  30. #include <gdnative/string_name.h>
  31. #include <gdnative/transform.h>
  32. #include <gdnative/transform2d.h>
  33. #include <gdnative/variant.h>
  34. #include <gdnative/vector2.h>
  35. #include <gdnative/vector3.h>
  36. #include <gdnative_api_struct.gen.h>
  37. /*------------------------------------------------------------------------------
  38. // This file was autogenerated by PimPam GDNative-Go binding tools
  39. // Please do not modify this file, any change will be lost
  40. //----------------------------------------------------------------------------*/
  41. /* GDNative ARVR 1.1 */
  42. void go_godot_arvr_register_interface(godot_gdnative_ext_arvr_api_struct * p_api, const godot_arvr_interface_gdnative * p_interface);
  43. godot_real go_godot_arvr_get_worldscale(godot_gdnative_ext_arvr_api_struct * p_api);
  44. godot_transform go_godot_arvr_get_reference_frame(godot_gdnative_ext_arvr_api_struct * p_api);
  45. void go_godot_arvr_blit(godot_gdnative_ext_arvr_api_struct * p_api, int p_eye, godot_rid * p_render_target, godot_rect2 * p_screen_rect);
  46. godot_int go_godot_arvr_get_texid(godot_gdnative_ext_arvr_api_struct * p_api, godot_rid * p_render_target);
  47. godot_int go_godot_arvr_add_controller(godot_gdnative_ext_arvr_api_struct * p_api, char * p_device_name, godot_int p_hand, godot_bool p_tracks_orientation, godot_bool p_tracks_position);
  48. void go_godot_arvr_remove_controller(godot_gdnative_ext_arvr_api_struct * p_api, godot_int p_controller_id);
  49. void go_godot_arvr_set_controller_transform(godot_gdnative_ext_arvr_api_struct * p_api, godot_int p_controller_id, godot_transform * p_transform, godot_bool p_tracks_orientation, godot_bool p_tracks_position);
  50. void go_godot_arvr_set_controller_button(godot_gdnative_ext_arvr_api_struct * p_api, godot_int p_controller_id, godot_int p_button, godot_bool p_is_pressed);
  51. void go_godot_arvr_set_controller_axis(godot_gdnative_ext_arvr_api_struct * p_api, godot_int p_controller_id, godot_int p_exis, godot_real p_value, godot_bool p_can_be_negative);
  52. godot_real go_godot_arvr_get_controller_rumble(godot_gdnative_ext_arvr_api_struct * p_api, godot_int p_controller_id);
  53. #endif