#ifndef GODOT_CPP_BASEBUTTON_HPP #define GODOT_CPP_BASEBUTTON_HPP #include #include #include #include #include "BaseButton.hpp" #include "Control.hpp" #include "Control.hpp" namespace godot { class InputEvent; class ButtonGroup; class ShortCut; class BaseButton : public Control { struct ___method_bindings { godot_method_bind *mb__gui_input; godot_method_bind *mb__pressed; godot_method_bind *mb__toggled; godot_method_bind *mb__unhandled_input; godot_method_bind *mb_get_action_mode; godot_method_bind *mb_get_button_group; godot_method_bind *mb_get_button_mask; godot_method_bind *mb_get_draw_mode; godot_method_bind *mb_get_enabled_focus_mode; godot_method_bind *mb_get_shortcut; godot_method_bind *mb_is_disabled; godot_method_bind *mb_is_hovered; godot_method_bind *mb_is_keep_pressed_outside; godot_method_bind *mb_is_pressed; godot_method_bind *mb_is_shortcut_in_tooltip_enabled; godot_method_bind *mb_is_toggle_mode; godot_method_bind *mb_set_action_mode; godot_method_bind *mb_set_button_group; godot_method_bind *mb_set_button_mask; godot_method_bind *mb_set_disabled; godot_method_bind *mb_set_enabled_focus_mode; godot_method_bind *mb_set_keep_pressed_outside; godot_method_bind *mb_set_pressed; godot_method_bind *mb_set_shortcut; godot_method_bind *mb_set_shortcut_in_tooltip; godot_method_bind *mb_set_toggle_mode; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "BaseButton"; } 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 ActionMode { ACTION_MODE_BUTTON_PRESS = 0, ACTION_MODE_BUTTON_RELEASE = 1, }; enum DrawMode { DRAW_NORMAL = 0, DRAW_PRESSED = 1, DRAW_HOVER = 2, DRAW_DISABLED = 3, DRAW_HOVER_PRESSED = 4, }; // constants // methods void _gui_input(const Ref arg0); void _pressed(); void _toggled(const bool button_pressed); void _unhandled_input(const Ref arg0); BaseButton::ActionMode get_action_mode() const; Ref get_button_group() const; int64_t get_button_mask() const; BaseButton::DrawMode get_draw_mode() const; Control::FocusMode get_enabled_focus_mode() const; Ref get_shortcut() const; bool is_disabled() const; bool is_hovered() const; bool is_keep_pressed_outside() const; bool is_pressed() const; bool is_shortcut_in_tooltip_enabled() const; bool is_toggle_mode() const; void set_action_mode(const int64_t mode); void set_button_group(const Ref button_group); void set_button_mask(const int64_t mask); void set_disabled(const bool disabled); void set_enabled_focus_mode(const int64_t mode); void set_keep_pressed_outside(const bool enabled); void set_pressed(const bool pressed); void set_shortcut(const Ref shortcut); void set_shortcut_in_tooltip(const bool enabled); void set_toggle_mode(const bool enabled); }; } #endif