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lib + include + Godot dossier
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54
GodoBinding/include/gen/EditorInspectorPlugin.hpp
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54
GodoBinding/include/gen/EditorInspectorPlugin.hpp
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#ifndef GODOT_CPP_EDITORINSPECTORPLUGIN_HPP
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#define GODOT_CPP_EDITORINSPECTORPLUGIN_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "Reference.hpp"
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namespace godot {
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class Control;
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class Object;
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class EditorInspectorPlugin : public Reference {
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struct ___method_bindings {
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godot_method_bind *mb_add_custom_control;
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godot_method_bind *mb_add_property_editor;
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godot_method_bind *mb_add_property_editor_for_multiple_properties;
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godot_method_bind *mb_can_handle;
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godot_method_bind *mb_parse_begin;
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godot_method_bind *mb_parse_category;
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godot_method_bind *mb_parse_end;
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godot_method_bind *mb_parse_property;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "EditorInspectorPlugin"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
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// enums
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// constants
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// methods
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void add_custom_control(const Control *control);
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void add_property_editor(const String property, const Control *editor);
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void add_property_editor_for_multiple_properties(const String label, const PoolStringArray properties, const Control *editor);
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bool can_handle(const Object *object);
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void parse_begin(const Object *object);
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void parse_category(const Object *object, const String category);
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void parse_end();
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bool parse_property(const Object *object, const int64_t type, const String path, const int64_t hint, const String hint_text, const int64_t usage);
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};
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}
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#endif
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