dungeonanddeamon/GodoBinding/include/gen/Bone2D.hpp
2020-03-25 11:29:52 +01:00

53 lines
1.3 KiB
C++

#ifndef GODOT_CPP_BONE2D_HPP
#define GODOT_CPP_BONE2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Node2D.hpp"
namespace godot {
class Bone2D : public Node2D {
struct ___method_bindings {
godot_method_bind *mb_apply_rest;
godot_method_bind *mb_get_default_length;
godot_method_bind *mb_get_index_in_skeleton;
godot_method_bind *mb_get_rest;
godot_method_bind *mb_get_skeleton_rest;
godot_method_bind *mb_set_default_length;
godot_method_bind *mb_set_rest;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "Bone2D"; }
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 Bone2D *_new();
// methods
void apply_rest();
real_t get_default_length() const;
int64_t get_index_in_skeleton() const;
Transform2D get_rest() const;
Transform2D get_skeleton_rest() const;
void set_default_length(const real_t default_length);
void set_rest(const Transform2D rest);
};
}
#endif