#ifndef GODOT_CPP_EDITORFILESYSTEM_HPP #define GODOT_CPP_EDITORFILESYSTEM_HPP #include #include #include #include #include "Node.hpp" namespace godot { class EditorFileSystemDirectory; class EditorFileSystem : public Node { struct ___method_bindings { godot_method_bind *mb_get_file_type; godot_method_bind *mb_get_filesystem; godot_method_bind *mb_get_filesystem_path; godot_method_bind *mb_get_scanning_progress; godot_method_bind *mb_is_scanning; godot_method_bind *mb_scan; godot_method_bind *mb_scan_sources; godot_method_bind *mb_update_file; godot_method_bind *mb_update_script_classes; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "EditorFileSystem"; } 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 String get_file_type(const String path) const; EditorFileSystemDirectory *get_filesystem(); EditorFileSystemDirectory *get_filesystem_path(const String path); real_t get_scanning_progress() const; bool is_scanning() const; void scan(); void scan_sources(); void update_file(const String path); void update_script_classes(); }; } #endif