#ifndef GODOT_CPP_RESOURCE_HPP #define GODOT_CPP_RESOURCE_HPP #include #include #include #include #include "Reference.hpp" namespace godot { class Resource; class Node; class Resource : public Reference { struct ___method_bindings { godot_method_bind *mb__setup_local_to_scene; godot_method_bind *mb_duplicate; godot_method_bind *mb_get_local_scene; godot_method_bind *mb_get_name; godot_method_bind *mb_get_path; godot_method_bind *mb_get_rid; godot_method_bind *mb_is_local_to_scene; godot_method_bind *mb_set_local_to_scene; godot_method_bind *mb_set_name; godot_method_bind *mb_set_path; godot_method_bind *mb_setup_local_to_scene; godot_method_bind *mb_take_over_path; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Resource"; } 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 Resource *_new(); // methods void _setup_local_to_scene(); Ref duplicate(const bool subresources = false) const; Node *get_local_scene() const; String get_name() const; String get_path() const; RID get_rid() const; bool is_local_to_scene() const; void set_local_to_scene(const bool enable); void set_name(const String name); void set_path(const String path); void setup_local_to_scene(); void take_over_path(const String path); }; } #endif