#ifndef GODOT_CPP_SKELETON2D_HPP #define GODOT_CPP_SKELETON2D_HPP #include #include #include #include #include "Node2D.hpp" namespace godot { class Bone2D; class Skeleton2D : public Node2D { struct ___method_bindings { godot_method_bind *mb__update_bone_setup; godot_method_bind *mb__update_transform; godot_method_bind *mb_get_bone; godot_method_bind *mb_get_bone_count; godot_method_bind *mb_get_skeleton; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Skeleton2D"; } 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 Skeleton2D *_new(); // methods void _update_bone_setup(); void _update_transform(); Bone2D *get_bone(const int64_t idx); int64_t get_bone_count() const; RID get_skeleton() const; }; } #endif