godot/scene/2d/light_2d.cpp

/**************************************************************************/
/*  light_2d.cpp                                                          */
/**************************************************************************/
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/*                             GODOT ENGINE                               */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "light_2d.h"

void Light2D::owner_changed_notify() {}

void Light2D::_update_light_visibility() {}

void Light2D::set_enabled(bool p_enabled) {}

bool Light2D::is_enabled() const {}

void Light2D::set_editor_only(bool p_editor_only) {}

bool Light2D::is_editor_only() const {}

void Light2D::set_color(const Color &p_color) {}

Color Light2D::get_color() const {}

void Light2D::set_height(real_t p_height) {}

real_t Light2D::get_height() const {}

void Light2D::set_energy(real_t p_energy) {}

real_t Light2D::get_energy() const {}

void Light2D::set_z_range_min(int p_min_z) {}

int Light2D::get_z_range_min() const {}

void Light2D::set_z_range_max(int p_max_z) {}

int Light2D::get_z_range_max() const {}

void Light2D::set_layer_range_min(int p_min_layer) {}

int Light2D::get_layer_range_min() const {}

void Light2D::set_layer_range_max(int p_max_layer) {}

int Light2D::get_layer_range_max() const {}

void Light2D::set_item_cull_mask(int p_mask) {}

int Light2D::get_item_cull_mask() const {}

void Light2D::set_item_shadow_cull_mask(int p_mask) {}

int Light2D::get_item_shadow_cull_mask() const {}

void Light2D::set_shadow_enabled(bool p_enabled) {}

bool Light2D::is_shadow_enabled() const {}

void Light2D::set_shadow_filter(ShadowFilter p_filter) {}

Light2D::ShadowFilter Light2D::get_shadow_filter() const {}

void Light2D::set_shadow_color(const Color &p_shadow_color) {}

Color Light2D::get_shadow_color() const {}

void Light2D::set_blend_mode(BlendMode p_mode) {}

Light2D::BlendMode Light2D::get_blend_mode() const {}

void Light2D::_physics_interpolated_changed() {}

void Light2D::_notification(int p_what) {}

void Light2D::set_shadow_smooth(real_t p_amount) {}

real_t Light2D::get_shadow_smooth() const {}

void Light2D::_validate_property(PropertyInfo &p_property) const {}

void Light2D::_bind_methods() {}

Light2D::Light2D() {}

Light2D::~Light2D() {}

//////////////////////////////

#ifdef TOOLS_ENABLED
Dictionary PointLight2D::_edit_get_state() const {}

void PointLight2D::_edit_set_state(const Dictionary &p_state) {}

void PointLight2D::_edit_set_pivot(const Point2 &p_pivot) {}

Point2 PointLight2D::_edit_get_pivot() const {}

bool PointLight2D::_edit_use_pivot() const {}
#endif // TOOLS_ENABLED

#ifdef DEBUG_ENABLED
Rect2 PointLight2D::_edit_get_rect() const {}

bool PointLight2D::_edit_use_rect() const {}
#endif // DEBUG_ENABLED

Rect2 PointLight2D::get_anchorable_rect() const {}

void PointLight2D::set_texture(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> PointLight2D::get_texture() const {}

void PointLight2D::set_texture_offset(const Vector2 &p_offset) {}

Vector2 PointLight2D::get_texture_offset() const {}

PackedStringArray PointLight2D::get_configuration_warnings() const {}

void PointLight2D::set_texture_scale(real_t p_scale) {}

real_t PointLight2D::get_texture_scale() const {}

#ifndef DISABLE_DEPRECATED
bool PointLight2D::_set(const StringName &p_name, const Variant &p_value) {}
#endif // DISABLE_DEPRECATED

void PointLight2D::_bind_methods() {}

PointLight2D::PointLight2D() {}

//////////

void DirectionalLight2D::set_max_distance(real_t p_distance) {}

real_t DirectionalLight2D::get_max_distance() const {}

void DirectionalLight2D::_bind_methods() {}

DirectionalLight2D::DirectionalLight2D() {}