#ifndef GODOT_CPP_EDITOREXPORTPLUGIN_HPP #define GODOT_CPP_EDITOREXPORTPLUGIN_HPP #include #include #include #include #include "Reference.hpp" namespace godot { class EditorExportPlugin : public Reference { struct ___method_bindings { godot_method_bind *mb__export_begin; godot_method_bind *mb__export_end; godot_method_bind *mb__export_file; godot_method_bind *mb_add_file; godot_method_bind *mb_add_ios_bundle_file; godot_method_bind *mb_add_ios_cpp_code; godot_method_bind *mb_add_ios_framework; godot_method_bind *mb_add_ios_linker_flags; godot_method_bind *mb_add_ios_plist_content; godot_method_bind *mb_add_shared_object; godot_method_bind *mb_skip; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "EditorExportPlugin"; } 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 _export_begin(const PoolStringArray features, const bool is_debug, const String path, const int64_t flags); void _export_end(); void _export_file(const String path, const String type, const PoolStringArray features); void add_file(const String path, const PoolByteArray file, const bool remap); void add_ios_bundle_file(const String path); void add_ios_cpp_code(const String code); void add_ios_framework(const String path); void add_ios_linker_flags(const String flags); void add_ios_plist_content(const String plist_content); void add_shared_object(const String path, const PoolStringArray tags); void skip(); }; } #endif