dungeonanddeamon/GodoBinding/include/gen/VisibilityEnabler2D.hpp
2020-03-25 11:29:52 +01:00

55 lines
1.4 KiB
C++

#ifndef GODOT_CPP_VISIBILITYENABLER2D_HPP
#define GODOT_CPP_VISIBILITYENABLER2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "VisibilityNotifier2D.hpp"
namespace godot {
class Node;
class VisibilityEnabler2D : public VisibilityNotifier2D {
struct ___method_bindings {
godot_method_bind *mb__node_removed;
godot_method_bind *mb_is_enabler_enabled;
godot_method_bind *mb_set_enabler;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "VisibilityEnabler2D"; }
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 Enabler {
ENABLER_PAUSE_ANIMATIONS = 0,
ENABLER_FREEZE_BODIES = 1,
ENABLER_PAUSE_PARTICLES = 2,
ENABLER_PARENT_PROCESS = 3,
ENABLER_PARENT_PHYSICS_PROCESS = 4,
ENABLER_PAUSE_ANIMATED_SPRITES = 5,
ENABLER_MAX = 6,
};
// constants
static VisibilityEnabler2D *_new();
// methods
void _node_removed(const Node *arg0);
bool is_enabler_enabled(const int64_t enabler) const;
void set_enabler(const int64_t enabler, const bool enabled);
};
}
#endif