#ifndef GODOT_CPP_EDITORRESOURCEPREVIEW_HPP #define GODOT_CPP_EDITORRESOURCEPREVIEW_HPP #include #include #include #include #include "Node.hpp" namespace godot { class Texture; class EditorResourcePreviewGenerator; class Resource; class Object; class EditorResourcePreview : public Node { struct ___method_bindings { godot_method_bind *mb__preview_ready; godot_method_bind *mb_add_preview_generator; godot_method_bind *mb_check_for_invalidation; godot_method_bind *mb_queue_edited_resource_preview; godot_method_bind *mb_queue_resource_preview; godot_method_bind *mb_remove_preview_generator; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "EditorResourcePreview"; } 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 // methods void _preview_ready(const String arg0, const Ref arg1, const Ref arg2, const int64_t arg3, const String arg4, const Variant arg5); void add_preview_generator(const Ref generator); void check_for_invalidation(const String path); void queue_edited_resource_preview(const Ref resource, const Object *receiver, const String receiver_func, const Variant userdata); void queue_resource_preview(const String path, const Object *receiver, const String receiver_func, const Variant userdata); void remove_preview_generator(const Ref generator); }; } #endif