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

65 lines
1.7 KiB
C++

#ifndef GODOT_CPP_RESOURCE_HPP
#define GODOT_CPP_RESOURCE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Reference.hpp"
namespace godot {
class Resource;
class Node;
class Resource : public Reference {
struct ___method_bindings {
godot_method_bind *mb__setup_local_to_scene;
godot_method_bind *mb_duplicate;
godot_method_bind *mb_get_local_scene;
godot_method_bind *mb_get_name;
godot_method_bind *mb_get_path;
godot_method_bind *mb_get_rid;
godot_method_bind *mb_is_local_to_scene;
godot_method_bind *mb_set_local_to_scene;
godot_method_bind *mb_set_name;
godot_method_bind *mb_set_path;
godot_method_bind *mb_setup_local_to_scene;
godot_method_bind *mb_take_over_path;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "Resource"; }
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 Resource *_new();
// methods
void _setup_local_to_scene();
Ref<Resource> duplicate(const bool subresources = false) const;
Node *get_local_scene() const;
String get_name() const;
String get_path() const;
RID get_rid() const;
bool is_local_to_scene() const;
void set_local_to_scene(const bool enable);
void set_name(const String name);
void set_path(const String path);
void setup_local_to_scene();
void take_over_path(const String path);
};
}
#endif