#ifndef GODOT_CPP_MARSHALLS_HPP #define GODOT_CPP_MARSHALLS_HPP #include #include #include #include #include "Reference.hpp" namespace godot { class Marshalls : public Reference { static Marshalls *_singleton; Marshalls(); struct ___method_bindings { godot_method_bind *mb_base64_to_raw; godot_method_bind *mb_base64_to_utf8; godot_method_bind *mb_base64_to_variant; godot_method_bind *mb_raw_to_base64; godot_method_bind *mb_utf8_to_base64; godot_method_bind *mb_variant_to_base64; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline Marshalls *get_singleton() { if (!Marshalls::_singleton) { Marshalls::_singleton = new Marshalls; } return Marshalls::_singleton; } static inline const char *___get_class_name() { return (const char *) "Marshalls"; } 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 PoolByteArray base64_to_raw(const String base64_str); String base64_to_utf8(const String base64_str); Variant base64_to_variant(const String base64_str, const bool allow_objects = false); String raw_to_base64(const PoolByteArray array); String utf8_to_base64(const String utf8_str); String variant_to_base64(const Variant variant, const bool full_objects = false); }; } #endif