#ifndef GODOT_CPP_THREAD_HPP #define GODOT_CPP_THREAD_HPP #include #include #include #include #include "Reference.hpp" namespace godot { class Object; class Thread : public Reference { struct ___method_bindings { godot_method_bind *mb_get_id; godot_method_bind *mb_is_active; godot_method_bind *mb_start; godot_method_bind *mb_wait_to_finish; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Thread"; } 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 Priority { PRIORITY_LOW = 0, PRIORITY_NORMAL = 1, PRIORITY_HIGH = 2, }; // constants static Thread *_new(); // methods String get_id() const; bool is_active() const; Error start(const Object *instance, const String method, const Variant userdata = Variant(), const int64_t priority = 1); Variant wait_to_finish(); }; } #endif