#ifndef GODOT_CPP_WEBSOCKETPEER_HPP #define GODOT_CPP_WEBSOCKETPEER_HPP #include #include #include #include #include "WebSocketPeer.hpp" #include "PacketPeer.hpp" namespace godot { class WebSocketPeer : public PacketPeer { struct ___method_bindings { godot_method_bind *mb_close; godot_method_bind *mb_get_connected_host; godot_method_bind *mb_get_connected_port; godot_method_bind *mb_get_write_mode; godot_method_bind *mb_is_connected_to_host; godot_method_bind *mb_set_no_delay; godot_method_bind *mb_set_write_mode; godot_method_bind *mb_was_string_packet; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "WebSocketPeer"; } 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 WriteMode { WRITE_MODE_TEXT = 0, WRITE_MODE_BINARY = 1, }; // constants static WebSocketPeer *_new(); // methods void close(const int64_t code = 1000, const String reason = ""); String get_connected_host() const; int64_t get_connected_port() const; WebSocketPeer::WriteMode get_write_mode() const; bool is_connected_to_host() const; void set_no_delay(const bool enabled); void set_write_mode(const int64_t mode); bool was_string_packet() const; }; } #endif