content: {-# LANGUAGE DerivingStrategies, GeneralizedNewtypeDeriving,
    TypeFamilies, TypeOperators, FlexibleContexts, DataKinds,
    MultiParamTypeClasses #-}
  module Godot.Core.Area2D
         (Godot.Core.Area2D._SPACE_OVERRIDE_REPLACE,
          Godot.Core.Area2D._SPACE_OVERRIDE_DISABLED,
          Godot.Core.Area2D._SPACE_OVERRIDE_COMBINE_REPLACE,
          Godot.Core.Area2D._SPACE_OVERRIDE_REPLACE_COMBINE,
          Godot.Core.Area2D._SPACE_OVERRIDE_COMBINE,
          Godot.Core.Area2D.sig_area_entered,
          Godot.Core.Area2D.sig_area_exited,
          Godot.Core.Area2D.sig_area_shape_entered,
          Godot.Core.Area2D.sig_area_shape_exited,
          Godot.Core.Area2D.sig_body_entered,
          Godot.Core.Area2D.sig_body_exited,
          Godot.Core.Area2D.sig_body_shape_entered,
          Godot.Core.Area2D.sig_body_shape_exited,
          Godot.Core.Area2D._area_enter_tree,
          Godot.Core.Area2D._area_exit_tree, Godot.Core.Area2D._area_inout,
          Godot.Core.Area2D._body_enter_tree,
          Godot.Core.Area2D._body_exit_tree, Godot.Core.Area2D._body_inout,
          Godot.Core.Area2D.get_angular_damp,
          Godot.Core.Area2D.get_audio_bus_name,
          Godot.Core.Area2D.get_collision_layer,
          Godot.Core.Area2D.get_collision_layer_bit,
          Godot.Core.Area2D.get_collision_mask,
          Godot.Core.Area2D.get_collision_mask_bit,
          Godot.Core.Area2D.get_gravity,
          Godot.Core.Area2D.get_gravity_distance_scale,
          Godot.Core.Area2D.get_gravity_vector,
          Godot.Core.Area2D.get_linear_damp,
          Godot.Core.Area2D.get_overlapping_areas,
          Godot.Core.Area2D.get_overlapping_bodies,
          Godot.Core.Area2D.get_priority,
          Godot.Core.Area2D.get_space_override_mode,
          Godot.Core.Area2D.is_gravity_a_point,
          Godot.Core.Area2D.is_monitorable, Godot.Core.Area2D.is_monitoring,
          Godot.Core.Area2D.is_overriding_audio_bus,
          Godot.Core.Area2D.overlaps_area, Godot.Core.Area2D.overlaps_body,
          Godot.Core.Area2D.set_angular_damp,
          Godot.Core.Area2D.set_audio_bus_name,
          Godot.Core.Area2D.set_audio_bus_override,
          Godot.Core.Area2D.set_collision_layer,
          Godot.Core.Area2D.set_collision_layer_bit,
          Godot.Core.Area2D.set_collision_mask,
          Godot.Core.Area2D.set_collision_mask_bit,
          Godot.Core.Area2D.set_gravity,
          Godot.Core.Area2D.set_gravity_distance_scale,
          Godot.Core.Area2D.set_gravity_is_point,
          Godot.Core.Area2D.set_gravity_vector,
          Godot.Core.Area2D.set_linear_damp,
          Godot.Core.Area2D.set_monitorable,
          Godot.Core.Area2D.set_monitoring, Godot.Core.Area2D.set_priority,
          Godot.Core.Area2D.set_space_override_mode)
         where
  import Data.Coerce
  import Foreign.C
  import Godot.Internal.Dispatch
  import qualified Data.Vector as V
  import Linear(V2(..),V3(..),M22)
  import Data.Colour(withOpacity)
  import Data.Colour.SRGB(sRGB)
  import System.IO.Unsafe
  import Godot.Gdnative.Internal
  import Godot.Api.Types
  import Godot.Core.CollisionObject2D()
  
  _SPACE_OVERRIDE_REPLACE :: Int
  _SPACE_OVERRIDE_REPLACE = 3
  
  _SPACE_OVERRIDE_DISABLED :: Int
  _SPACE_OVERRIDE_DISABLED = 0
  
  _SPACE_OVERRIDE_COMBINE_REPLACE :: Int
  _SPACE_OVERRIDE_COMBINE_REPLACE = 2
  
  _SPACE_OVERRIDE_REPLACE_COMBINE :: Int
  _SPACE_OVERRIDE_REPLACE_COMBINE = 4
  
  _SPACE_OVERRIDE_COMBINE :: Int
  _SPACE_OVERRIDE_COMBINE = 1
  
  -- | Emitted when another area enters.
  sig_area_entered :: Godot.Internal.Dispatch.Signal Area2D
  sig_area_entered = Godot.Internal.Dispatch.Signal "area_entered"
  
  instance NodeSignal Area2D "area_entered" '[Area2D]
  
  -- | Emitted when another area exits.
  sig_area_exited :: Godot.Internal.Dispatch.Signal Area2D
  sig_area_exited = Godot.Internal.Dispatch.Signal "area_exited"
  
  instance NodeSignal Area2D "area_exited" '[Area2D]
  
  -- | Emitted when another area enters, reporting which shapes overlapped. @shape_owner_get_owner(shape_find_owner(shape))@ returns the parent object of the owner of the @shape@.
  sig_area_shape_entered :: Godot.Internal.Dispatch.Signal Area2D
  sig_area_shape_entered
    = Godot.Internal.Dispatch.Signal "area_shape_entered"
  
  instance NodeSignal Area2D "area_shape_entered"
             '[Int, Area2D, Int, Int]
  
  -- | Emitted when another area exits, reporting which shapes were overlapping.
  sig_area_shape_exited :: Godot.Internal.Dispatch.Signal Area2D
  sig_area_shape_exited
    = Godot.Internal.Dispatch.Signal "area_shape_exited"
  
  instance NodeSignal Area2D "area_shape_exited"
             '[Int, Area2D, Int, Int]
  
  -- | Emitted when a physics body enters.
  --   				The @body@ argument can either be a @PhysicsBody2D@ or a @TileMap@ instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
  sig_body_entered :: Godot.Internal.Dispatch.Signal Area2D
  sig_body_entered = Godot.Internal.Dispatch.Signal "body_entered"
  
  instance NodeSignal Area2D "body_entered" '[Node]
  
  -- | Emitted when a physics body exits.
  --   				The @body@ argument can either be a @PhysicsBody2D@ or a @TileMap@ instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
  sig_body_exited :: Godot.Internal.Dispatch.Signal Area2D
  sig_body_exited = Godot.Internal.Dispatch.Signal "body_exited"
  
  instance NodeSignal Area2D "body_exited" '[Node]
  
  -- | Emitted when a physics body enters, reporting which shapes overlapped.
  --   				The @body@ argument can either be a @PhysicsBody2D@ or a @TileMap@ instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
  sig_body_shape_entered :: Godot.Internal.Dispatch.Signal Area2D
  sig_body_shape_entered
    = Godot.Internal.Dispatch.Signal "body_shape_entered"
  
  instance NodeSignal Area2D "body_shape_entered"
             '[Int, Node, Int, Int]
  
  -- | Emitted when a physics body exits, reporting which shapes were overlapping.
  --   				The @body@ argument can either be a @PhysicsBody2D@ or a @TileMap@ instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
  sig_body_shape_exited :: Godot.Internal.Dispatch.Signal Area2D
  sig_body_shape_exited
    = Godot.Internal.Dispatch.Signal "body_shape_exited"
  
  instance NodeSignal Area2D "body_shape_exited"
             '[Int, Node, Int, Int]
  
  instance NodeProperty Area2D "angular_damp" Float 'False where
          nodeProperty
            = (get_angular_damp, wrapDroppingSetter set_angular_damp, Nothing)
  
  instance NodeProperty Area2D "audio_bus_name" GodotString 'False
           where
          nodeProperty
            = (get_audio_bus_name, wrapDroppingSetter set_audio_bus_name,
               Nothing)
  
  instance NodeProperty Area2D "audio_bus_override" Bool 'False where
          nodeProperty
            = (is_overriding_audio_bus,
               wrapDroppingSetter set_audio_bus_override, Nothing)
  
  instance NodeProperty Area2D "collision_layer" Int 'False where
          nodeProperty
            = (get_collision_layer, wrapDroppingSetter set_collision_layer,
               Nothing)
  
  instance NodeProperty Area2D "collision_mask" Int 'False where
          nodeProperty
            = (get_collision_mask, wrapDroppingSetter set_collision_mask,
               Nothing)
  
  instance NodeProperty Area2D "gravity" Float 'False where
          nodeProperty
            = (get_gravity, wrapDroppingSetter set_gravity, Nothing)
  
  instance NodeProperty Area2D "gravity_distance_scale" Float 'False
           where
          nodeProperty
            = (get_gravity_distance_scale,
               wrapDroppingSetter set_gravity_distance_scale, Nothing)
  
  instance NodeProperty Area2D "gravity_point" Bool 'False where
          nodeProperty
            = (is_gravity_a_point, wrapDroppingSetter set_gravity_is_point,
               Nothing)
  
  instance NodeProperty Area2D "gravity_vec" Vector2 'False where
          nodeProperty
            = (get_gravity_vector, wrapDroppingSetter set_gravity_vector,
               Nothing)
  
  instance NodeProperty Area2D "linear_damp" Float 'False where
          nodeProperty
            = (get_linear_damp, wrapDroppingSetter set_linear_damp, Nothing)
  
  instance NodeProperty Area2D "monitorable" Bool 'False where
          nodeProperty
            = (is_monitorable, wrapDroppingSetter set_monitorable, Nothing)
  
  instance NodeProperty Area2D "monitoring" Bool 'False where
          nodeProperty
            = (is_monitoring, wrapDroppingSetter set_monitoring, Nothing)
  
  instance NodeProperty Area2D "priority" Float 'False where
          nodeProperty
            = (get_priority, wrapDroppingSetter set_priority, Nothing)
  
  instance NodeProperty Area2D "space_override" Int 'False where
          nodeProperty
            = (get_space_override_mode,
               wrapDroppingSetter set_space_override_mode, Nothing)
  
  {-# NOINLINE bindArea2D__area_enter_tree #-}
  
  bindArea2D__area_enter_tree :: MethodBind
  bindArea2D__area_enter_tree
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "_area_enter_tree" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  _area_enter_tree ::
                     (Area2D :< cls, Object :< cls) => cls -> Int -> IO ()
  _area_enter_tree cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D__area_enter_tree (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "_area_enter_tree" '[Int] (IO ()) where
          nodeMethod = Godot.Core.Area2D._area_enter_tree
  
  {-# NOINLINE bindArea2D__area_exit_tree #-}
  
  bindArea2D__area_exit_tree :: MethodBind
  bindArea2D__area_exit_tree
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "_area_exit_tree" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  _area_exit_tree ::
                    (Area2D :< cls, Object :< cls) => cls -> Int -> IO ()
  _area_exit_tree cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D__area_exit_tree (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "_area_exit_tree" '[Int] (IO ()) where
          nodeMethod = Godot.Core.Area2D._area_exit_tree
  
  {-# NOINLINE bindArea2D__area_inout #-}
  
  bindArea2D__area_inout :: MethodBind
  bindArea2D__area_inout
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "_area_inout" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  _area_inout ::
                (Area2D :< cls, Object :< cls) =>
                cls -> Int -> Rid -> Int -> Int -> Int -> IO ()
  _area_inout cls arg1 arg2 arg3 arg4 arg5
    = withVariantArray
        [toVariant arg1, toVariant arg2, toVariant arg3, toVariant arg4,
         toVariant arg5]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D__area_inout (upcast cls) arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "_area_inout" '[Int, Rid, Int, Int, Int]
             (IO ())
           where
          nodeMethod = Godot.Core.Area2D._area_inout
  
  {-# NOINLINE bindArea2D__body_enter_tree #-}
  
  bindArea2D__body_enter_tree :: MethodBind
  bindArea2D__body_enter_tree
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "_body_enter_tree" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  _body_enter_tree ::
                     (Area2D :< cls, Object :< cls) => cls -> Int -> IO ()
  _body_enter_tree cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D__body_enter_tree (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "_body_enter_tree" '[Int] (IO ()) where
          nodeMethod = Godot.Core.Area2D._body_enter_tree
  
  {-# NOINLINE bindArea2D__body_exit_tree #-}
  
  bindArea2D__body_exit_tree :: MethodBind
  bindArea2D__body_exit_tree
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "_body_exit_tree" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  _body_exit_tree ::
                    (Area2D :< cls, Object :< cls) => cls -> Int -> IO ()
  _body_exit_tree cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D__body_exit_tree (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "_body_exit_tree" '[Int] (IO ()) where
          nodeMethod = Godot.Core.Area2D._body_exit_tree
  
  {-# NOINLINE bindArea2D__body_inout #-}
  
  bindArea2D__body_inout :: MethodBind
  bindArea2D__body_inout
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "_body_inout" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  _body_inout ::
                (Area2D :< cls, Object :< cls) =>
                cls -> Int -> Rid -> Int -> Int -> Int -> IO ()
  _body_inout cls arg1 arg2 arg3 arg4 arg5
    = withVariantArray
        [toVariant arg1, toVariant arg2, toVariant arg3, toVariant arg4,
         toVariant arg5]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D__body_inout (upcast cls) arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "_body_inout" '[Int, Rid, Int, Int, Int]
             (IO ())
           where
          nodeMethod = Godot.Core.Area2D._body_inout
  
  {-# NOINLINE bindArea2D_get_angular_damp #-}
  
  -- | The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from @0@ (no damping) to @1@ (full damping).
  bindArea2D_get_angular_damp :: MethodBind
  bindArea2D_get_angular_damp
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_angular_damp" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from @0@ (no damping) to @1@ (full damping).
  get_angular_damp ::
                     (Area2D :< cls, Object :< cls) => cls -> IO Float
  get_angular_damp cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_angular_damp (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_angular_damp" '[] (IO Float) where
          nodeMethod = Godot.Core.Area2D.get_angular_damp
  
  {-# NOINLINE bindArea2D_get_audio_bus_name #-}
  
  -- | The name of the area's audio bus.
  bindArea2D_get_audio_bus_name :: MethodBind
  bindArea2D_get_audio_bus_name
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_audio_bus_name" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The name of the area's audio bus.
  get_audio_bus_name ::
                       (Area2D :< cls, Object :< cls) => cls -> IO GodotString
  get_audio_bus_name cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_audio_bus_name (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_audio_bus_name" '[]
             (IO GodotString)
           where
          nodeMethod = Godot.Core.Area2D.get_audio_bus_name
  
  {-# NOINLINE bindArea2D_get_collision_layer #-}
  
  -- | The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also @collision_mask@. See @url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks@Collision layers and masks@/url@ in the documentation for more information.
  bindArea2D_get_collision_layer :: MethodBind
  bindArea2D_get_collision_layer
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_collision_layer" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also @collision_mask@. See @url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks@Collision layers and masks@/url@ in the documentation for more information.
  get_collision_layer ::
                        (Area2D :< cls, Object :< cls) => cls -> IO Int
  get_collision_layer cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_collision_layer (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_collision_layer" '[] (IO Int) where
          nodeMethod = Godot.Core.Area2D.get_collision_layer
  
  {-# NOINLINE bindArea2D_get_collision_layer_bit #-}
  
  -- | Returns an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
  bindArea2D_get_collision_layer_bit :: MethodBind
  bindArea2D_get_collision_layer_bit
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_collision_layer_bit" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Returns an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
  get_collision_layer_bit ::
                            (Area2D :< cls, Object :< cls) => cls -> Int -> IO Bool
  get_collision_layer_bit cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_collision_layer_bit
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_collision_layer_bit" '[Int]
             (IO Bool)
           where
          nodeMethod = Godot.Core.Area2D.get_collision_layer_bit
  
  {-# NOINLINE bindArea2D_get_collision_mask #-}
  
  -- | The physics layers this area scans to determine collision detection. See @url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks@Collision layers and masks@/url@ in the documentation for more information.
  bindArea2D_get_collision_mask :: MethodBind
  bindArea2D_get_collision_mask
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_collision_mask" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The physics layers this area scans to determine collision detection. See @url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks@Collision layers and masks@/url@ in the documentation for more information.
  get_collision_mask ::
                       (Area2D :< cls, Object :< cls) => cls -> IO Int
  get_collision_mask cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_collision_mask (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_collision_mask" '[] (IO Int) where
          nodeMethod = Godot.Core.Area2D.get_collision_mask
  
  {-# NOINLINE bindArea2D_get_collision_mask_bit #-}
  
  -- | Returns an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
  bindArea2D_get_collision_mask_bit :: MethodBind
  bindArea2D_get_collision_mask_bit
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_collision_mask_bit" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Returns an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
  get_collision_mask_bit ::
                           (Area2D :< cls, Object :< cls) => cls -> Int -> IO Bool
  get_collision_mask_bit cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_collision_mask_bit
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_collision_mask_bit" '[Int]
             (IO Bool)
           where
          nodeMethod = Godot.Core.Area2D.get_collision_mask_bit
  
  {-# NOINLINE bindArea2D_get_gravity #-}
  
  -- | The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
  bindArea2D_get_gravity :: MethodBind
  bindArea2D_get_gravity
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_gravity" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
  get_gravity :: (Area2D :< cls, Object :< cls) => cls -> IO Float
  get_gravity cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_gravity (upcast cls) arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_gravity" '[] (IO Float) where
          nodeMethod = Godot.Core.Area2D.get_gravity
  
  {-# NOINLINE bindArea2D_get_gravity_distance_scale #-}
  
  -- | The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
  bindArea2D_get_gravity_distance_scale :: MethodBind
  bindArea2D_get_gravity_distance_scale
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_gravity_distance_scale" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
  get_gravity_distance_scale ::
                               (Area2D :< cls, Object :< cls) => cls -> IO Float
  get_gravity_distance_scale cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_gravity_distance_scale
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_gravity_distance_scale" '[]
             (IO Float)
           where
          nodeMethod = Godot.Core.Area2D.get_gravity_distance_scale
  
  {-# NOINLINE bindArea2D_get_gravity_vector #-}
  
  -- | The area's gravity vector (not normalized). If gravity is a point (see @gravity_point@), this will be the point of attraction.
  bindArea2D_get_gravity_vector :: MethodBind
  bindArea2D_get_gravity_vector
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_gravity_vector" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The area's gravity vector (not normalized). If gravity is a point (see @gravity_point@), this will be the point of attraction.
  get_gravity_vector ::
                       (Area2D :< cls, Object :< cls) => cls -> IO Vector2
  get_gravity_vector cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_gravity_vector (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_gravity_vector" '[] (IO Vector2)
           where
          nodeMethod = Godot.Core.Area2D.get_gravity_vector
  
  {-# NOINLINE bindArea2D_get_linear_damp #-}
  
  -- | The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from @0@ (no damping) to @1@ (full damping).
  bindArea2D_get_linear_damp :: MethodBind
  bindArea2D_get_linear_damp
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_linear_damp" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from @0@ (no damping) to @1@ (full damping).
  get_linear_damp ::
                    (Area2D :< cls, Object :< cls) => cls -> IO Float
  get_linear_damp cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_linear_damp (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_linear_damp" '[] (IO Float) where
          nodeMethod = Godot.Core.Area2D.get_linear_damp
  
  {-# NOINLINE bindArea2D_get_overlapping_areas #-}
  
  -- | Returns a list of intersecting @Area2D@s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
  bindArea2D_get_overlapping_areas :: MethodBind
  bindArea2D_get_overlapping_areas
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_overlapping_areas" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Returns a list of intersecting @Area2D@s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
  get_overlapping_areas ::
                          (Area2D :< cls, Object :< cls) => cls -> IO Array
  get_overlapping_areas cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_overlapping_areas
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_overlapping_areas" '[] (IO Array)
           where
          nodeMethod = Godot.Core.Area2D.get_overlapping_areas
  
  {-# NOINLINE bindArea2D_get_overlapping_bodies #-}
  
  -- | Returns a list of intersecting @PhysicsBody2D@s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
  bindArea2D_get_overlapping_bodies :: MethodBind
  bindArea2D_get_overlapping_bodies
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_overlapping_bodies" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Returns a list of intersecting @PhysicsBody2D@s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
  get_overlapping_bodies ::
                           (Area2D :< cls, Object :< cls) => cls -> IO Array
  get_overlapping_bodies cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_overlapping_bodies
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_overlapping_bodies" '[] (IO Array)
           where
          nodeMethod = Godot.Core.Area2D.get_overlapping_bodies
  
  {-# NOINLINE bindArea2D_get_priority #-}
  
  -- | The area's priority. Higher priority areas are processed first.
  bindArea2D_get_priority :: MethodBind
  bindArea2D_get_priority
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_priority" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The area's priority. Higher priority areas are processed first.
  get_priority :: (Area2D :< cls, Object :< cls) => cls -> IO Float
  get_priority cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_priority (upcast cls) arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_priority" '[] (IO Float) where
          nodeMethod = Godot.Core.Area2D.get_priority
  
  {-# NOINLINE bindArea2D_get_space_override_mode #-}
  
  -- | Override mode for gravity and damping calculations within this area. See @enum SpaceOverride@ for possible values.
  bindArea2D_get_space_override_mode :: MethodBind
  bindArea2D_get_space_override_mode
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "get_space_override_mode" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Override mode for gravity and damping calculations within this area. See @enum SpaceOverride@ for possible values.
  get_space_override_mode ::
                            (Area2D :< cls, Object :< cls) => cls -> IO Int
  get_space_override_mode cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_get_space_override_mode
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "get_space_override_mode" '[] (IO Int)
           where
          nodeMethod = Godot.Core.Area2D.get_space_override_mode
  
  {-# NOINLINE bindArea2D_is_gravity_a_point #-}
  
  -- | If @true@, gravity is calculated from a point (set via @gravity_vec@). See also @space_override@.
  bindArea2D_is_gravity_a_point :: MethodBind
  bindArea2D_is_gravity_a_point
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "is_gravity_a_point" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | If @true@, gravity is calculated from a point (set via @gravity_vec@). See also @space_override@.
  is_gravity_a_point ::
                       (Area2D :< cls, Object :< cls) => cls -> IO Bool
  is_gravity_a_point cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_is_gravity_a_point (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "is_gravity_a_point" '[] (IO Bool) where
          nodeMethod = Godot.Core.Area2D.is_gravity_a_point
  
  {-# NOINLINE bindArea2D_is_monitorable #-}
  
  -- | If @true@, other monitoring areas can detect this area.
  bindArea2D_is_monitorable :: MethodBind
  bindArea2D_is_monitorable
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "is_monitorable" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | If @true@, other monitoring areas can detect this area.
  is_monitorable :: (Area2D :< cls, Object :< cls) => cls -> IO Bool
  is_monitorable cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_is_monitorable (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "is_monitorable" '[] (IO Bool) where
          nodeMethod = Godot.Core.Area2D.is_monitorable
  
  {-# NOINLINE bindArea2D_is_monitoring #-}
  
  -- | If @true@, the area detects bodies or areas entering and exiting it.
  bindArea2D_is_monitoring :: MethodBind
  bindArea2D_is_monitoring
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "is_monitoring" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | If @true@, the area detects bodies or areas entering and exiting it.
  is_monitoring :: (Area2D :< cls, Object :< cls) => cls -> IO Bool
  is_monitoring cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_is_monitoring (upcast cls) arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "is_monitoring" '[] (IO Bool) where
          nodeMethod = Godot.Core.Area2D.is_monitoring
  
  {-# NOINLINE bindArea2D_is_overriding_audio_bus #-}
  
  -- | If @true@, the area's audio bus overrides the default audio bus.
  bindArea2D_is_overriding_audio_bus :: MethodBind
  bindArea2D_is_overriding_audio_bus
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "is_overriding_audio_bus" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | If @true@, the area's audio bus overrides the default audio bus.
  is_overriding_audio_bus ::
                            (Area2D :< cls, Object :< cls) => cls -> IO Bool
  is_overriding_audio_bus cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_is_overriding_audio_bus
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "is_overriding_audio_bus" '[] (IO Bool)
           where
          nodeMethod = Godot.Core.Area2D.is_overriding_audio_bus
  
  {-# NOINLINE bindArea2D_overlaps_area #-}
  
  -- | If @true@, the given area overlaps the Area2D.
  --   				__Note:__ The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
  bindArea2D_overlaps_area :: MethodBind
  bindArea2D_overlaps_area
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "overlaps_area" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | If @true@, the given area overlaps the Area2D.
  --   				__Note:__ The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
  overlaps_area ::
                  (Area2D :< cls, Object :< cls) => cls -> Node -> IO Bool
  overlaps_area cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_overlaps_area (upcast cls) arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "overlaps_area" '[Node] (IO Bool) where
          nodeMethod = Godot.Core.Area2D.overlaps_area
  
  {-# NOINLINE bindArea2D_overlaps_body #-}
  
  -- | If @true@, the given physics body overlaps the Area2D.
  --   				__Note:__ The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
  --   				The @body@ argument can either be a @PhysicsBody2D@ or a @TileMap@ instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
  bindArea2D_overlaps_body :: MethodBind
  bindArea2D_overlaps_body
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "overlaps_body" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | If @true@, the given physics body overlaps the Area2D.
  --   				__Note:__ The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
  --   				The @body@ argument can either be a @PhysicsBody2D@ or a @TileMap@ instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
  overlaps_body ::
                  (Area2D :< cls, Object :< cls) => cls -> Node -> IO Bool
  overlaps_body cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_overlaps_body (upcast cls) arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "overlaps_body" '[Node] (IO Bool) where
          nodeMethod = Godot.Core.Area2D.overlaps_body
  
  {-# NOINLINE bindArea2D_set_angular_damp #-}
  
  -- | The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from @0@ (no damping) to @1@ (full damping).
  bindArea2D_set_angular_damp :: MethodBind
  bindArea2D_set_angular_damp
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_angular_damp" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from @0@ (no damping) to @1@ (full damping).
  set_angular_damp ::
                     (Area2D :< cls, Object :< cls) => cls -> Float -> IO ()
  set_angular_damp cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_angular_damp (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_angular_damp" '[Float] (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_angular_damp
  
  {-# NOINLINE bindArea2D_set_audio_bus_name #-}
  
  -- | The name of the area's audio bus.
  bindArea2D_set_audio_bus_name :: MethodBind
  bindArea2D_set_audio_bus_name
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_audio_bus_name" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The name of the area's audio bus.
  set_audio_bus_name ::
                       (Area2D :< cls, Object :< cls) => cls -> GodotString -> IO ()
  set_audio_bus_name cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_audio_bus_name (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_audio_bus_name" '[GodotString]
             (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_audio_bus_name
  
  {-# NOINLINE bindArea2D_set_audio_bus_override #-}
  
  -- | If @true@, the area's audio bus overrides the default audio bus.
  bindArea2D_set_audio_bus_override :: MethodBind
  bindArea2D_set_audio_bus_override
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_audio_bus_override" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | If @true@, the area's audio bus overrides the default audio bus.
  set_audio_bus_override ::
                           (Area2D :< cls, Object :< cls) => cls -> Bool -> IO ()
  set_audio_bus_override cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_audio_bus_override
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_audio_bus_override" '[Bool] (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_audio_bus_override
  
  {-# NOINLINE bindArea2D_set_collision_layer #-}
  
  -- | The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also @collision_mask@. See @url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks@Collision layers and masks@/url@ in the documentation for more information.
  bindArea2D_set_collision_layer :: MethodBind
  bindArea2D_set_collision_layer
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_collision_layer" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also @collision_mask@. See @url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks@Collision layers and masks@/url@ in the documentation for more information.
  set_collision_layer ::
                        (Area2D :< cls, Object :< cls) => cls -> Int -> IO ()
  set_collision_layer cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_collision_layer (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_collision_layer" '[Int] (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_collision_layer
  
  {-# NOINLINE bindArea2D_set_collision_layer_bit #-}
  
  -- | Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
  bindArea2D_set_collision_layer_bit :: MethodBind
  bindArea2D_set_collision_layer_bit
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_collision_layer_bit" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
  set_collision_layer_bit ::
                            (Area2D :< cls, Object :< cls) => cls -> Int -> Bool -> IO ()
  set_collision_layer_bit cls arg1 arg2
    = withVariantArray [toVariant arg1, toVariant arg2]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_collision_layer_bit
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_collision_layer_bit" '[Int, Bool]
             (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_collision_layer_bit
  
  {-# NOINLINE bindArea2D_set_collision_mask #-}
  
  -- | The physics layers this area scans to determine collision detection. See @url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks@Collision layers and masks@/url@ in the documentation for more information.
  bindArea2D_set_collision_mask :: MethodBind
  bindArea2D_set_collision_mask
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_collision_mask" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The physics layers this area scans to determine collision detection. See @url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks@Collision layers and masks@/url@ in the documentation for more information.
  set_collision_mask ::
                       (Area2D :< cls, Object :< cls) => cls -> Int -> IO ()
  set_collision_mask cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_collision_mask (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_collision_mask" '[Int] (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_collision_mask
  
  {-# NOINLINE bindArea2D_set_collision_mask_bit #-}
  
  -- | Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
  bindArea2D_set_collision_mask_bit :: MethodBind
  bindArea2D_set_collision_mask_bit
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_collision_mask_bit" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
  set_collision_mask_bit ::
                           (Area2D :< cls, Object :< cls) => cls -> Int -> Bool -> IO ()
  set_collision_mask_bit cls arg1 arg2
    = withVariantArray [toVariant arg1, toVariant arg2]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_collision_mask_bit
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_collision_mask_bit" '[Int, Bool]
             (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_collision_mask_bit
  
  {-# NOINLINE bindArea2D_set_gravity #-}
  
  -- | The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
  bindArea2D_set_gravity :: MethodBind
  bindArea2D_set_gravity
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_gravity" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
  set_gravity ::
                (Area2D :< cls, Object :< cls) => cls -> Float -> IO ()
  set_gravity cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_gravity (upcast cls) arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_gravity" '[Float] (IO ()) where
          nodeMethod = Godot.Core.Area2D.set_gravity
  
  {-# NOINLINE bindArea2D_set_gravity_distance_scale #-}
  
  -- | The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
  bindArea2D_set_gravity_distance_scale :: MethodBind
  bindArea2D_set_gravity_distance_scale
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_gravity_distance_scale" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
  set_gravity_distance_scale ::
                               (Area2D :< cls, Object :< cls) => cls -> Float -> IO ()
  set_gravity_distance_scale cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_gravity_distance_scale
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_gravity_distance_scale" '[Float]
             (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_gravity_distance_scale
  
  {-# NOINLINE bindArea2D_set_gravity_is_point #-}
  
  -- | If @true@, gravity is calculated from a point (set via @gravity_vec@). See also @space_override@.
  bindArea2D_set_gravity_is_point :: MethodBind
  bindArea2D_set_gravity_is_point
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_gravity_is_point" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | If @true@, gravity is calculated from a point (set via @gravity_vec@). See also @space_override@.
  set_gravity_is_point ::
                         (Area2D :< cls, Object :< cls) => cls -> Bool -> IO ()
  set_gravity_is_point cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_gravity_is_point (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_gravity_is_point" '[Bool] (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_gravity_is_point
  
  {-# NOINLINE bindArea2D_set_gravity_vector #-}
  
  -- | The area's gravity vector (not normalized). If gravity is a point (see @gravity_point@), this will be the point of attraction.
  bindArea2D_set_gravity_vector :: MethodBind
  bindArea2D_set_gravity_vector
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_gravity_vector" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The area's gravity vector (not normalized). If gravity is a point (see @gravity_point@), this will be the point of attraction.
  set_gravity_vector ::
                       (Area2D :< cls, Object :< cls) => cls -> Vector2 -> IO ()
  set_gravity_vector cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_gravity_vector (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_gravity_vector" '[Vector2] (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_gravity_vector
  
  {-# NOINLINE bindArea2D_set_linear_damp #-}
  
  -- | The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from @0@ (no damping) to @1@ (full damping).
  bindArea2D_set_linear_damp :: MethodBind
  bindArea2D_set_linear_damp
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_linear_damp" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from @0@ (no damping) to @1@ (full damping).
  set_linear_damp ::
                    (Area2D :< cls, Object :< cls) => cls -> Float -> IO ()
  set_linear_damp cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_linear_damp (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_linear_damp" '[Float] (IO ()) where
          nodeMethod = Godot.Core.Area2D.set_linear_damp
  
  {-# NOINLINE bindArea2D_set_monitorable #-}
  
  -- | If @true@, other monitoring areas can detect this area.
  bindArea2D_set_monitorable :: MethodBind
  bindArea2D_set_monitorable
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_monitorable" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | If @true@, other monitoring areas can detect this area.
  set_monitorable ::
                    (Area2D :< cls, Object :< cls) => cls -> Bool -> IO ()
  set_monitorable cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_monitorable (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_monitorable" '[Bool] (IO ()) where
          nodeMethod = Godot.Core.Area2D.set_monitorable
  
  {-# NOINLINE bindArea2D_set_monitoring #-}
  
  -- | If @true@, the area detects bodies or areas entering and exiting it.
  bindArea2D_set_monitoring :: MethodBind
  bindArea2D_set_monitoring
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_monitoring" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | If @true@, the area detects bodies or areas entering and exiting it.
  set_monitoring ::
                   (Area2D :< cls, Object :< cls) => cls -> Bool -> IO ()
  set_monitoring cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_monitoring (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_monitoring" '[Bool] (IO ()) where
          nodeMethod = Godot.Core.Area2D.set_monitoring
  
  {-# NOINLINE bindArea2D_set_priority #-}
  
  -- | The area's priority. Higher priority areas are processed first.
  bindArea2D_set_priority :: MethodBind
  bindArea2D_set_priority
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_priority" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The area's priority. Higher priority areas are processed first.
  set_priority ::
                 (Area2D :< cls, Object :< cls) => cls -> Float -> IO ()
  set_priority cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_priority (upcast cls) arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_priority" '[Float] (IO ()) where
          nodeMethod = Godot.Core.Area2D.set_priority
  
  {-# NOINLINE bindArea2D_set_space_override_mode #-}
  
  -- | Override mode for gravity and damping calculations within this area. See @enum SpaceOverride@ for possible values.
  bindArea2D_set_space_override_mode :: MethodBind
  bindArea2D_set_space_override_mode
    = unsafePerformIO $
        withCString "Area2D" $
          \ clsNamePtr ->
            withCString "set_space_override_mode" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Override mode for gravity and damping calculations within this area. See @enum SpaceOverride@ for possible values.
  set_space_override_mode ::
                            (Area2D :< cls, Object :< cls) => cls -> Int -> IO ()
  set_space_override_mode cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindArea2D_set_space_override_mode
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod Area2D "set_space_override_mode" '[Int] (IO ())
           where
          nodeMethod = Godot.Core.Area2D.set_space_override_mode