#ifndef GODOT_CPP_TOUCHSCREENBUTTON_HPP #define GODOT_CPP_TOUCHSCREENBUTTON_HPP #include #include #include #include #include "TouchScreenButton.hpp" #include "Node2D.hpp" namespace godot { class InputEvent; class BitMap; class Shape2D; class Texture; class TouchScreenButton : public Node2D { struct ___method_bindings { godot_method_bind *mb__input; godot_method_bind *mb_get_action; godot_method_bind *mb_get_bitmask; godot_method_bind *mb_get_shape; godot_method_bind *mb_get_texture; godot_method_bind *mb_get_texture_pressed; godot_method_bind *mb_get_visibility_mode; godot_method_bind *mb_is_passby_press_enabled; godot_method_bind *mb_is_pressed; godot_method_bind *mb_is_shape_centered; godot_method_bind *mb_is_shape_visible; godot_method_bind *mb_set_action; godot_method_bind *mb_set_bitmask; godot_method_bind *mb_set_passby_press; godot_method_bind *mb_set_shape; godot_method_bind *mb_set_shape_centered; godot_method_bind *mb_set_shape_visible; godot_method_bind *mb_set_texture; godot_method_bind *mb_set_texture_pressed; godot_method_bind *mb_set_visibility_mode; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "TouchScreenButton"; } 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 VisibilityMode { VISIBILITY_ALWAYS = 0, VISIBILITY_TOUCHSCREEN_ONLY = 1, }; // constants static TouchScreenButton *_new(); // methods void _input(const Ref arg0); String get_action() const; Ref get_bitmask() const; Ref get_shape() const; Ref get_texture() const; Ref get_texture_pressed() const; TouchScreenButton::VisibilityMode get_visibility_mode() const; bool is_passby_press_enabled() const; bool is_pressed() const; bool is_shape_centered() const; bool is_shape_visible() const; void set_action(const String action); void set_bitmask(const Ref bitmask); void set_passby_press(const bool enabled); void set_shape(const Ref shape); void set_shape_centered(const bool _bool); void set_shape_visible(const bool _bool); void set_texture(const Ref texture); void set_texture_pressed(const Ref texture_pressed); void set_visibility_mode(const int64_t mode); }; } #endif