#ifndef GODOT_CPP_TRANSLATIONSERVER_HPP #define GODOT_CPP_TRANSLATIONSERVER_HPP #include #include #include #include #include "Object.hpp" namespace godot { class Translation; class TranslationServer : public Object { static TranslationServer *_singleton; TranslationServer(); struct ___method_bindings { godot_method_bind *mb_add_translation; godot_method_bind *mb_clear; godot_method_bind *mb_get_loaded_locales; godot_method_bind *mb_get_locale; godot_method_bind *mb_get_locale_name; godot_method_bind *mb_remove_translation; godot_method_bind *mb_set_locale; godot_method_bind *mb_translate; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline TranslationServer *get_singleton() { if (!TranslationServer::_singleton) { TranslationServer::_singleton = new TranslationServer; } return TranslationServer::_singleton; } static inline const char *___get_class_name() { return (const char *) "TranslationServer"; } 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 void add_translation(const Ref translation); void clear(); Array get_loaded_locales() const; String get_locale() const; String get_locale_name(const String locale) const; void remove_translation(const Ref translation); void set_locale(const String locale); String translate(const String message) const; }; } #endif