#ifndef GODOT_CPP_REMOTETRANSFORM2D_HPP #define GODOT_CPP_REMOTETRANSFORM2D_HPP #include #include #include #include #include "Node2D.hpp" namespace godot { class RemoteTransform2D : public Node2D { struct ___method_bindings { godot_method_bind *mb_force_update_cache; godot_method_bind *mb_get_remote_node; godot_method_bind *mb_get_update_position; godot_method_bind *mb_get_update_rotation; godot_method_bind *mb_get_update_scale; godot_method_bind *mb_get_use_global_coordinates; godot_method_bind *mb_set_remote_node; godot_method_bind *mb_set_update_position; godot_method_bind *mb_set_update_rotation; godot_method_bind *mb_set_update_scale; godot_method_bind *mb_set_use_global_coordinates; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "RemoteTransform2D"; } 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 RemoteTransform2D *_new(); // methods void force_update_cache(); NodePath get_remote_node() const; bool get_update_position() const; bool get_update_rotation() const; bool get_update_scale() const; bool get_use_global_coordinates() const; void set_remote_node(const NodePath path); void set_update_position(const bool update_remote_position); void set_update_rotation(const bool update_remote_rotation); void set_update_scale(const bool update_remote_scale); void set_use_global_coordinates(const bool use_global_coordinates); }; } #endif