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

94 lines
3.1 KiB
C++

#ifndef GODOT_CPP_EDITORINTERFACE_HPP
#define GODOT_CPP_EDITORINTERFACE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Node.hpp"
namespace godot {
class Resource;
class Control;
class Node;
class EditorSettings;
class EditorInspector;
class EditorFileSystem;
class EditorResourcePreview;
class ScriptEditor;
class EditorSelection;
class Object;
class EditorInterface : public Node {
struct ___method_bindings {
godot_method_bind *mb_edit_resource;
godot_method_bind *mb_get_base_control;
godot_method_bind *mb_get_current_path;
godot_method_bind *mb_get_edited_scene_root;
godot_method_bind *mb_get_editor_settings;
godot_method_bind *mb_get_editor_viewport;
godot_method_bind *mb_get_inspector;
godot_method_bind *mb_get_open_scenes;
godot_method_bind *mb_get_resource_filesystem;
godot_method_bind *mb_get_resource_previewer;
godot_method_bind *mb_get_script_editor;
godot_method_bind *mb_get_selected_path;
godot_method_bind *mb_get_selection;
godot_method_bind *mb_inspect_object;
godot_method_bind *mb_is_plugin_enabled;
godot_method_bind *mb_make_mesh_previews;
godot_method_bind *mb_open_scene_from_path;
godot_method_bind *mb_reload_scene_from_path;
godot_method_bind *mb_save_scene;
godot_method_bind *mb_save_scene_as;
godot_method_bind *mb_select_file;
godot_method_bind *mb_set_distraction_free_mode;
godot_method_bind *mb_set_main_screen_editor;
godot_method_bind *mb_set_plugin_enabled;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "EditorInterface"; }
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
void edit_resource(const Ref<Resource> resource);
Control *get_base_control();
String get_current_path() const;
Node *get_edited_scene_root();
Ref<EditorSettings> get_editor_settings();
Control *get_editor_viewport();
EditorInspector *get_inspector() const;
Array get_open_scenes() const;
EditorFileSystem *get_resource_filesystem();
EditorResourcePreview *get_resource_previewer();
ScriptEditor *get_script_editor();
String get_selected_path() const;
EditorSelection *get_selection();
void inspect_object(const Object *object, const String for_property = "");
bool is_plugin_enabled(const String plugin) const;
Array make_mesh_previews(const Array meshes, const int64_t preview_size);
void open_scene_from_path(const String scene_filepath);
void reload_scene_from_path(const String scene_filepath);
Error save_scene();
void save_scene_as(const String path, const bool with_preview = true);
void select_file(const String file);
void set_distraction_free_mode(const bool enter);
void set_main_screen_editor(const String name);
void set_plugin_enabled(const String plugin, const bool enabled);
};
}
#endif