#ifndef GODOT_CPP_WEBSOCKETCLIENT_HPP #define GODOT_CPP_WEBSOCKETCLIENT_HPP #include #include #include #include #include "WebSocketMultiplayerPeer.hpp" namespace godot { class X509Certificate; class WebSocketClient : public WebSocketMultiplayerPeer { struct ___method_bindings { godot_method_bind *mb_connect_to_url; godot_method_bind *mb_disconnect_from_host; godot_method_bind *mb_get_connected_host; godot_method_bind *mb_get_connected_port; godot_method_bind *mb_get_trusted_ssl_certificate; godot_method_bind *mb_is_verify_ssl_enabled; godot_method_bind *mb_set_trusted_ssl_certificate; godot_method_bind *mb_set_verify_ssl_enabled; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "WebSocketClient"; } 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 WebSocketClient *_new(); // methods Error connect_to_url(const String url, const PoolStringArray protocols = PoolStringArray(), const bool gd_mp_api = false, const PoolStringArray custom_headers = PoolStringArray()); void disconnect_from_host(const int64_t code = 1000, const String reason = ""); String get_connected_host() const; int64_t get_connected_port() const; Ref get_trusted_ssl_certificate() const; bool is_verify_ssl_enabled() const; void set_trusted_ssl_certificate(const Ref arg0); void set_verify_ssl_enabled(const bool enabled); }; } #endif