#ifndef GODOT_CPP_VISUALSCRIPTFUNCTIONSTATE_HPP #define GODOT_CPP_VISUALSCRIPTFUNCTIONSTATE_HPP #include #include #include #include #include "Reference.hpp" namespace godot { class Object; class VisualScriptFunctionState : public Reference { struct ___method_bindings { godot_method_bind *mb__signal_callback; godot_method_bind *mb_connect_to_signal; godot_method_bind *mb_is_valid; godot_method_bind *mb_resume; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "VisualScriptFunctionState"; } 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 VisualScriptFunctionState *_new(); // methods Variant _signal_callback(const Array& __var_args = Array()); void connect_to_signal(const Object *obj, const String signals, const Array args); bool is_valid() const; Variant resume(const Array args = Array()); template Variant _signal_callback(Args... args){ return _signal_callback(Array::make(args...)); } }; } #endif