#ifndef GODOT_CPP_STREAMPEERTCP_HPP #define GODOT_CPP_STREAMPEERTCP_HPP #include #include #include #include #include "StreamPeerTCP.hpp" #include "StreamPeer.hpp" namespace godot { class StreamPeerTCP : public StreamPeer { struct ___method_bindings { godot_method_bind *mb_connect_to_host; godot_method_bind *mb_disconnect_from_host; godot_method_bind *mb_get_connected_host; godot_method_bind *mb_get_connected_port; godot_method_bind *mb_get_status; godot_method_bind *mb_is_connected_to_host; godot_method_bind *mb_set_no_delay; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "StreamPeerTCP"; } 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 enum Status { STATUS_NONE = 0, STATUS_CONNECTING = 1, STATUS_CONNECTED = 2, STATUS_ERROR = 3, }; // constants static StreamPeerTCP *_new(); // methods Error connect_to_host(const String host, const int64_t port); void disconnect_from_host(); String get_connected_host() const; int64_t get_connected_port() const; StreamPeerTCP::Status get_status(); bool is_connected_to_host() const; void set_no_delay(const bool enabled); }; } #endif