#ifndef GODOT_CPP_VISIBILITYENABLER2D_HPP #define GODOT_CPP_VISIBILITYENABLER2D_HPP #include #include #include #include #include "VisibilityNotifier2D.hpp" namespace godot { class Node; class VisibilityEnabler2D : public VisibilityNotifier2D { struct ___method_bindings { godot_method_bind *mb__node_removed; godot_method_bind *mb_is_enabler_enabled; godot_method_bind *mb_set_enabler; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "VisibilityEnabler2D"; } 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 Enabler { ENABLER_PAUSE_ANIMATIONS = 0, ENABLER_FREEZE_BODIES = 1, ENABLER_PAUSE_PARTICLES = 2, ENABLER_PARENT_PROCESS = 3, ENABLER_PARENT_PHYSICS_PROCESS = 4, ENABLER_PAUSE_ANIMATED_SPRITES = 5, ENABLER_MAX = 6, }; // constants static VisibilityEnabler2D *_new(); // methods void _node_removed(const Node *arg0); bool is_enabler_enabled(const int64_t enabler) const; void set_enabler(const int64_t enabler, const bool enabled); }; } #endif