1 /**
2 Defines a 2D collision polygon.
3 
4 Copyright:
5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.  
6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)  
7 Copyright (c) 2017-2018 Godot-D contributors  
8 
9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License)
10 
11 
12 */
13 module godot.collisionpolygon2d;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.meta;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.object;
22 import godot.classdb;
23 import godot.node2d;
24 import godot.canvasitem;
25 import godot.node;
26 /**
27 Defines a 2D collision polygon.
28 
29 Provides a 2D collision polygon to a $(D CollisionObject2D) parent. Polygon can be drawn in the editor or specified by a list of vertices.
30 */
31 @GodotBaseClass struct CollisionPolygon2D
32 {
33 	enum string _GODOT_internal_name = "CollisionPolygon2D";
34 public:
35 @nogc nothrow:
36 	union { godot_object _godot_object; Node2D _GODOT_base; }
37 	alias _GODOT_base this;
38 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
39 	package(godot) __gshared bool _classBindingInitialized = false;
40 	package(godot) static struct _classBinding
41 	{
42 		__gshared:
43 		@GodotName("set_polygon") GodotMethod!(void, PoolVector2Array) setPolygon;
44 		@GodotName("get_polygon") GodotMethod!(PoolVector2Array) getPolygon;
45 		@GodotName("set_build_mode") GodotMethod!(void, long) setBuildMode;
46 		@GodotName("get_build_mode") GodotMethod!(CollisionPolygon2D.BuildMode) getBuildMode;
47 		@GodotName("set_disabled") GodotMethod!(void, bool) setDisabled;
48 		@GodotName("is_disabled") GodotMethod!(bool) isDisabled;
49 		@GodotName("set_one_way_collision") GodotMethod!(void, bool) setOneWayCollision;
50 		@GodotName("is_one_way_collision_enabled") GodotMethod!(bool) isOneWayCollisionEnabled;
51 	}
52 	bool opEquals(in CollisionPolygon2D other) const { return _godot_object.ptr is other._godot_object.ptr; }
53 	CollisionPolygon2D opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; }
54 	bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; }
55 	mixin baseCasts;
56 	static CollisionPolygon2D _new()
57 	{
58 		static godot_class_constructor constructor;
59 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("CollisionPolygon2D");
60 		if(constructor is null) return typeof(this).init;
61 		return cast(CollisionPolygon2D)(constructor());
62 	}
63 	@disable new(size_t s);
64 	/// 
65 	enum BuildMode : int
66 	{
67 		/**
68 		Collisions will include the polygon and its contained area.
69 		*/
70 		buildSolids = 0,
71 		/**
72 		Collisions will only include the polygon edges.
73 		*/
74 		buildSegments = 1,
75 	}
76 	/// 
77 	enum Constants : int
78 	{
79 		buildSolids = 0,
80 		buildSegments = 1,
81 	}
82 	/**
83 	
84 	*/
85 	void setPolygon(in PoolVector2Array polygon)
86 	{
87 		checkClassBinding!(typeof(this))();
88 		ptrcall!(void)(_classBinding.setPolygon, _godot_object, polygon);
89 	}
90 	/**
91 	
92 	*/
93 	PoolVector2Array getPolygon() const
94 	{
95 		checkClassBinding!(typeof(this))();
96 		return ptrcall!(PoolVector2Array)(_classBinding.getPolygon, _godot_object);
97 	}
98 	/**
99 	
100 	*/
101 	void setBuildMode(in long build_mode)
102 	{
103 		checkClassBinding!(typeof(this))();
104 		ptrcall!(void)(_classBinding.setBuildMode, _godot_object, build_mode);
105 	}
106 	/**
107 	
108 	*/
109 	CollisionPolygon2D.BuildMode getBuildMode() const
110 	{
111 		checkClassBinding!(typeof(this))();
112 		return ptrcall!(CollisionPolygon2D.BuildMode)(_classBinding.getBuildMode, _godot_object);
113 	}
114 	/**
115 	
116 	*/
117 	void setDisabled(in bool disabled)
118 	{
119 		checkClassBinding!(typeof(this))();
120 		ptrcall!(void)(_classBinding.setDisabled, _godot_object, disabled);
121 	}
122 	/**
123 	
124 	*/
125 	bool isDisabled() const
126 	{
127 		checkClassBinding!(typeof(this))();
128 		return ptrcall!(bool)(_classBinding.isDisabled, _godot_object);
129 	}
130 	/**
131 	
132 	*/
133 	void setOneWayCollision(in bool enabled)
134 	{
135 		checkClassBinding!(typeof(this))();
136 		ptrcall!(void)(_classBinding.setOneWayCollision, _godot_object, enabled);
137 	}
138 	/**
139 	
140 	*/
141 	bool isOneWayCollisionEnabled() const
142 	{
143 		checkClassBinding!(typeof(this))();
144 		return ptrcall!(bool)(_classBinding.isOneWayCollisionEnabled, _godot_object);
145 	}
146 	/**
147 	Collision build mode. Use one of the `BUILD_*` constants. Default value: `BUILD_SOLIDS`.
148 	*/
149 	@property CollisionPolygon2D.BuildMode buildMode()
150 	{
151 		return getBuildMode();
152 	}
153 	/// ditto
154 	@property void buildMode(long v)
155 	{
156 		setBuildMode(v);
157 	}
158 	/**
159 	The polygon's list of vertices. The final point will be connected to the first.
160 	*/
161 	@property PoolVector2Array polygon()
162 	{
163 		return getPolygon();
164 	}
165 	/// ditto
166 	@property void polygon(PoolVector2Array v)
167 	{
168 		setPolygon(v);
169 	}
170 	/**
171 	If `true` no collisions will be detected.
172 	*/
173 	@property bool disabled()
174 	{
175 		return isDisabled();
176 	}
177 	/// ditto
178 	@property void disabled(bool v)
179 	{
180 		setDisabled(v);
181 	}
182 	/**
183 	If `true` only edges that face up, relative to CollisionPolygon2D's rotation, will collide with other objects.
184 	*/
185 	@property bool oneWayCollision()
186 	{
187 		return isOneWayCollisionEnabled();
188 	}
189 	/// ditto
190 	@property void oneWayCollision(bool v)
191 	{
192 		setOneWayCollision(v);
193 	}
194 }