#ifndef GODOT_CPP_VISUALSCRIPTINPUTACTION_HPP #define GODOT_CPP_VISUALSCRIPTINPUTACTION_HPP #include #include #include #include #include "VisualScriptInputAction.hpp" #include "VisualScriptNode.hpp" namespace godot { class VisualScriptInputAction : public VisualScriptNode { struct ___method_bindings { godot_method_bind *mb_get_action_mode; godot_method_bind *mb_get_action_name; godot_method_bind *mb_set_action_mode; godot_method_bind *mb_set_action_name; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "VisualScriptInputAction"; } 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 Mode { MODE_PRESSED = 0, MODE_RELEASED = 1, MODE_JUST_PRESSED = 2, MODE_JUST_RELEASED = 3, }; // constants static VisualScriptInputAction *_new(); // methods VisualScriptInputAction::Mode get_action_mode() const; String get_action_name() const; void set_action_mode(const int64_t mode); void set_action_name(const String name); }; } #endif