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

92 lines
2.8 KiB
C++

#ifndef GODOT_CPP_MULTIPLAYERAPI_HPP
#define GODOT_CPP_MULTIPLAYERAPI_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Reference.hpp"
namespace godot {
class NetworkedMultiplayerPeer;
class Node;
class MultiplayerAPI : public Reference {
struct ___method_bindings {
godot_method_bind *mb__add_peer;
godot_method_bind *mb__connected_to_server;
godot_method_bind *mb__connection_failed;
godot_method_bind *mb__del_peer;
godot_method_bind *mb__server_disconnected;
godot_method_bind *mb_clear;
godot_method_bind *mb_get_network_connected_peers;
godot_method_bind *mb_get_network_peer;
godot_method_bind *mb_get_network_unique_id;
godot_method_bind *mb_get_rpc_sender_id;
godot_method_bind *mb_has_network_peer;
godot_method_bind *mb_is_network_server;
godot_method_bind *mb_is_object_decoding_allowed;
godot_method_bind *mb_is_refusing_new_network_connections;
godot_method_bind *mb_poll;
godot_method_bind *mb_send_bytes;
godot_method_bind *mb_set_allow_object_decoding;
godot_method_bind *mb_set_network_peer;
godot_method_bind *mb_set_refuse_new_network_connections;
godot_method_bind *mb_set_root_node;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "MultiplayerAPI"; }
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 RPCMode {
RPC_MODE_DISABLED = 0,
RPC_MODE_REMOTE = 1,
RPC_MODE_MASTER = 2,
RPC_MODE_PUPPET = 3,
RPC_MODE_SLAVE = 3,
RPC_MODE_REMOTESYNC = 4,
RPC_MODE_SYNC = 4,
RPC_MODE_MASTERSYNC = 5,
RPC_MODE_PUPPETSYNC = 6,
};
// constants
static MultiplayerAPI *_new();
// methods
void _add_peer(const int64_t id);
void _connected_to_server();
void _connection_failed();
void _del_peer(const int64_t id);
void _server_disconnected();
void clear();
PoolIntArray get_network_connected_peers() const;
Ref<NetworkedMultiplayerPeer> get_network_peer() const;
int64_t get_network_unique_id() const;
int64_t get_rpc_sender_id() const;
bool has_network_peer() const;
bool is_network_server() const;
bool is_object_decoding_allowed() const;
bool is_refusing_new_network_connections() const;
void poll();
Error send_bytes(const PoolByteArray bytes, const int64_t id = 0, const int64_t mode = 2);
void set_allow_object_decoding(const bool enable);
void set_network_peer(const Ref<NetworkedMultiplayerPeer> peer);
void set_refuse_new_network_connections(const bool refuse);
void set_root_node(const Node *node);
};
}
#endif