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lib + include + Godot dossier
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65
GodoBinding/include/gen/Resource.hpp
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65
GodoBinding/include/gen/Resource.hpp
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#ifndef GODOT_CPP_RESOURCE_HPP
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#define GODOT_CPP_RESOURCE_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 Resource;
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class Node;
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class Resource : public Reference {
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struct ___method_bindings {
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godot_method_bind *mb__setup_local_to_scene;
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godot_method_bind *mb_duplicate;
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godot_method_bind *mb_get_local_scene;
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godot_method_bind *mb_get_name;
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godot_method_bind *mb_get_path;
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godot_method_bind *mb_get_rid;
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godot_method_bind *mb_is_local_to_scene;
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godot_method_bind *mb_set_local_to_scene;
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godot_method_bind *mb_set_name;
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godot_method_bind *mb_set_path;
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godot_method_bind *mb_setup_local_to_scene;
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godot_method_bind *mb_take_over_path;
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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 *) "Resource"; }
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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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static Resource *_new();
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// methods
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void _setup_local_to_scene();
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Ref<Resource> duplicate(const bool subresources = false) const;
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Node *get_local_scene() const;
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String get_name() const;
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String get_path() const;
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RID get_rid() const;
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bool is_local_to_scene() const;
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void set_local_to_scene(const bool enable);
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void set_name(const String name);
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void set_path(const String path);
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void setup_local_to_scene();
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void take_over_path(const String path);
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};
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}
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#endif
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