#ifndef GODOT_CPP_INPUTEVENT_HPP #define GODOT_CPP_INPUTEVENT_HPP #include #include #include #include #include "Resource.hpp" namespace godot { class InputEvent; class InputEvent : public Resource { struct ___method_bindings { godot_method_bind *mb_accumulate; godot_method_bind *mb_as_text; godot_method_bind *mb_get_action_strength; godot_method_bind *mb_get_device; godot_method_bind *mb_is_action; godot_method_bind *mb_is_action_pressed; godot_method_bind *mb_is_action_released; godot_method_bind *mb_is_action_type; godot_method_bind *mb_is_echo; godot_method_bind *mb_is_pressed; godot_method_bind *mb_set_device; godot_method_bind *mb_shortcut_match; godot_method_bind *mb_xformed_by; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "InputEvent"; } 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 bool accumulate(const Ref with_event); String as_text() const; real_t get_action_strength(const String action) const; int64_t get_device() const; bool is_action(const String action) const; bool is_action_pressed(const String action, const bool allow_echo = false) const; bool is_action_released(const String action) const; bool is_action_type() const; bool is_echo() const; bool is_pressed() const; void set_device(const int64_t device); bool shortcut_match(const Ref event) const; Ref xformed_by(const Transform2D xform, const Vector2 local_ofs = Vector2(0, 0)) const; }; } #endif