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

50 lines
1.3 KiB
C++

#ifndef GODOT_CPP_NAVIGATIONPOLYGONINSTANCE_HPP
#define GODOT_CPP_NAVIGATIONPOLYGONINSTANCE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Node2D.hpp"
namespace godot {
class NavigationPolygon;
class NavigationPolygonInstance : public Node2D {
struct ___method_bindings {
godot_method_bind *mb__navpoly_changed;
godot_method_bind *mb_get_navigation_polygon;
godot_method_bind *mb_is_enabled;
godot_method_bind *mb_set_enabled;
godot_method_bind *mb_set_navigation_polygon;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "NavigationPolygonInstance"; }
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 NavigationPolygonInstance *_new();
// methods
void _navpoly_changed();
Ref<NavigationPolygon> get_navigation_polygon() const;
bool is_enabled() const;
void set_enabled(const bool enabled);
void set_navigation_polygon(const Ref<NavigationPolygon> navpoly);
};
}
#endif