#ifndef GODOT_CPP_VISUALSCRIPT_HPP #define GODOT_CPP_VISUALSCRIPT_HPP #include #include #include #include #include "Variant.hpp" #include "Script.hpp" namespace godot { class VisualScriptNode; class VisualScript : public Script { struct ___method_bindings { godot_method_bind *mb__get_data; godot_method_bind *mb__node_ports_changed; godot_method_bind *mb__set_data; godot_method_bind *mb_add_custom_signal; godot_method_bind *mb_add_function; godot_method_bind *mb_add_node; godot_method_bind *mb_add_variable; godot_method_bind *mb_custom_signal_add_argument; godot_method_bind *mb_custom_signal_get_argument_count; godot_method_bind *mb_custom_signal_get_argument_name; godot_method_bind *mb_custom_signal_get_argument_type; godot_method_bind *mb_custom_signal_remove_argument; godot_method_bind *mb_custom_signal_set_argument_name; godot_method_bind *mb_custom_signal_set_argument_type; godot_method_bind *mb_custom_signal_swap_argument; godot_method_bind *mb_data_connect; godot_method_bind *mb_data_disconnect; godot_method_bind *mb_get_function_node_id; godot_method_bind *mb_get_function_scroll; godot_method_bind *mb_get_node; godot_method_bind *mb_get_node_position; godot_method_bind *mb_get_variable_default_value; godot_method_bind *mb_get_variable_export; godot_method_bind *mb_get_variable_info; godot_method_bind *mb_has_custom_signal; godot_method_bind *mb_has_data_connection; godot_method_bind *mb_has_function; godot_method_bind *mb_has_node; godot_method_bind *mb_has_sequence_connection; godot_method_bind *mb_has_variable; godot_method_bind *mb_remove_custom_signal; godot_method_bind *mb_remove_function; godot_method_bind *mb_remove_node; godot_method_bind *mb_remove_variable; godot_method_bind *mb_rename_custom_signal; godot_method_bind *mb_rename_function; godot_method_bind *mb_rename_variable; godot_method_bind *mb_sequence_connect; godot_method_bind *mb_sequence_disconnect; godot_method_bind *mb_set_function_scroll; godot_method_bind *mb_set_instance_base_type; godot_method_bind *mb_set_node_position; godot_method_bind *mb_set_variable_default_value; godot_method_bind *mb_set_variable_export; godot_method_bind *mb_set_variable_info; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "VisualScript"; } 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 static VisualScript *_new(); // methods Dictionary _get_data() const; void _node_ports_changed(const int64_t arg0); void _set_data(const Dictionary data); void add_custom_signal(const String name); void add_function(const String name); void add_node(const String func, const int64_t id, const Ref node, const Vector2 position = Vector2(0, 0)); void add_variable(const String name, const Variant default_value = Variant(), const bool _export = false); void custom_signal_add_argument(const String name, const int64_t type, const String argname, const int64_t index = -1); int64_t custom_signal_get_argument_count(const String name) const; String custom_signal_get_argument_name(const String name, const int64_t argidx) const; Variant::Type custom_signal_get_argument_type(const String name, const int64_t argidx) const; void custom_signal_remove_argument(const String name, const int64_t argidx); void custom_signal_set_argument_name(const String name, const int64_t argidx, const String argname); void custom_signal_set_argument_type(const String name, const int64_t argidx, const int64_t type); void custom_signal_swap_argument(const String name, const int64_t argidx, const int64_t withidx); void data_connect(const String func, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port); void data_disconnect(const String func, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port); int64_t get_function_node_id(const String name) const; Vector2 get_function_scroll(const String name) const; Ref get_node(const String func, const int64_t id) const; Vector2 get_node_position(const String func, const int64_t id) const; Variant get_variable_default_value(const String name) const; bool get_variable_export(const String name) const; Dictionary get_variable_info(const String name) const; bool has_custom_signal(const String name) const; bool has_data_connection(const String func, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port) const; bool has_function(const String name) const; bool has_node(const String func, const int64_t id) const; bool has_sequence_connection(const String func, const int64_t from_node, const int64_t from_output, const int64_t to_node) const; bool has_variable(const String name) const; void remove_custom_signal(const String name); void remove_function(const String name); void remove_node(const String func, const int64_t id); void remove_variable(const String name); void rename_custom_signal(const String name, const String new_name); void rename_function(const String name, const String new_name); void rename_variable(const String name, const String new_name); void sequence_connect(const String func, const int64_t from_node, const int64_t from_output, const int64_t to_node); void sequence_disconnect(const String func, const int64_t from_node, const int64_t from_output, const int64_t to_node); void set_function_scroll(const String name, const Vector2 ofs); void set_instance_base_type(const String type); void set_node_position(const String func, const int64_t id, const Vector2 position); void set_variable_default_value(const String name, const Variant value); void set_variable_export(const String name, const bool enable); void set_variable_info(const String name, const Dictionary value); }; } #endif