#ifndef GODOT_CPP_EDITORSELECTION_HPP #define GODOT_CPP_EDITORSELECTION_HPP #include #include #include #include #include "Object.hpp" namespace godot { class Node; class EditorSelection : public Object { struct ___method_bindings { godot_method_bind *mb__emit_change; godot_method_bind *mb__node_removed; godot_method_bind *mb_add_node; godot_method_bind *mb_clear; godot_method_bind *mb_get_selected_nodes; godot_method_bind *mb_get_transformable_selected_nodes; godot_method_bind *mb_remove_node; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "EditorSelection"; } 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 _emit_change(); void _node_removed(const Node *arg0); void add_node(const Node *node); void clear(); Array get_selected_nodes(); Array get_transformable_selected_nodes(); void remove_node(const Node *node); }; } #endif