#ifndef GODOT_CPP_ACCEPTDIALOG_HPP #define GODOT_CPP_ACCEPTDIALOG_HPP #include #include #include #include #include "WindowDialog.hpp" namespace godot { class Button; class Label; class Node; class AcceptDialog : public WindowDialog { struct ___method_bindings { godot_method_bind *mb__builtin_text_entered; godot_method_bind *mb__custom_action; godot_method_bind *mb__ok; godot_method_bind *mb_add_button; godot_method_bind *mb_add_cancel; godot_method_bind *mb_get_hide_on_ok; godot_method_bind *mb_get_label; godot_method_bind *mb_get_ok; godot_method_bind *mb_get_text; godot_method_bind *mb_has_autowrap; godot_method_bind *mb_register_text_enter; godot_method_bind *mb_set_autowrap; godot_method_bind *mb_set_hide_on_ok; godot_method_bind *mb_set_text; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "AcceptDialog"; } 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; } // enums // constants static AcceptDialog *_new(); // methods void _builtin_text_entered(const String arg0); void _custom_action(const String arg0); void _ok(); Button *add_button(const String text, const bool right = false, const String action = ""); Button *add_cancel(const String name); bool get_hide_on_ok() const; Label *get_label(); Button *get_ok(); String get_text() const; bool has_autowrap(); void register_text_enter(const Node *line_edit); void set_autowrap(const bool autowrap); void set_hide_on_ok(const bool enabled); void set_text(const String text); }; } #endif