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

63 lines
1.9 KiB
C++

#ifndef GODOT_CPP_INPUTEVENT_HPP
#define GODOT_CPP_INPUTEVENT_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Resource.hpp"
namespace godot {
class InputEvent;
class InputEvent : public Resource {
struct ___method_bindings {
godot_method_bind *mb_accumulate;
godot_method_bind *mb_as_text;
godot_method_bind *mb_get_action_strength;
godot_method_bind *mb_get_device;
godot_method_bind *mb_is_action;
godot_method_bind *mb_is_action_pressed;
godot_method_bind *mb_is_action_released;
godot_method_bind *mb_is_action_type;
godot_method_bind *mb_is_echo;
godot_method_bind *mb_is_pressed;
godot_method_bind *mb_set_device;
godot_method_bind *mb_shortcut_match;
godot_method_bind *mb_xformed_by;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "InputEvent"; }
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
// methods
bool accumulate(const Ref<InputEvent> with_event);
String as_text() const;
real_t get_action_strength(const String action) const;
int64_t get_device() const;
bool is_action(const String action) const;
bool is_action_pressed(const String action, const bool allow_echo = false) const;
bool is_action_released(const String action) const;
bool is_action_type() const;
bool is_echo() const;
bool is_pressed() const;
void set_device(const int64_t device);
bool shortcut_match(const Ref<InputEvent> event) const;
Ref<InputEvent> xformed_by(const Transform2D xform, const Vector2 local_ofs = Vector2(0, 0)) const;
};
}
#endif