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

60 lines
1.5 KiB
C++

#ifndef GODOT_CPP_MARSHALLS_HPP
#define GODOT_CPP_MARSHALLS_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Reference.hpp"
namespace godot {
class Marshalls : public Reference {
static Marshalls *_singleton;
Marshalls();
struct ___method_bindings {
godot_method_bind *mb_base64_to_raw;
godot_method_bind *mb_base64_to_utf8;
godot_method_bind *mb_base64_to_variant;
godot_method_bind *mb_raw_to_base64;
godot_method_bind *mb_utf8_to_base64;
godot_method_bind *mb_variant_to_base64;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline Marshalls *get_singleton()
{
if (!Marshalls::_singleton) {
Marshalls::_singleton = new Marshalls;
}
return Marshalls::_singleton;
}
static inline const char *___get_class_name() { return (const char *) "Marshalls"; }
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
PoolByteArray base64_to_raw(const String base64_str);
String base64_to_utf8(const String base64_str);
Variant base64_to_variant(const String base64_str, const bool allow_objects = false);
String raw_to_base64(const PoolByteArray array);
String utf8_to_base64(const String utf8_str);
String variant_to_base64(const Variant variant, const bool full_objects = false);
};
}
#endif