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

60 lines
1.6 KiB
C++

#ifndef GODOT_CPP_PROXIMITYGROUP_HPP
#define GODOT_CPP_PROXIMITYGROUP_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "ProximityGroup.hpp"
#include "Spatial.hpp"
namespace godot {
class ProximityGroup : public Spatial {
struct ___method_bindings {
godot_method_bind *mb__proximity_group_broadcast;
godot_method_bind *mb_broadcast;
godot_method_bind *mb_get_dispatch_mode;
godot_method_bind *mb_get_grid_radius;
godot_method_bind *mb_get_group_name;
godot_method_bind *mb_set_dispatch_mode;
godot_method_bind *mb_set_grid_radius;
godot_method_bind *mb_set_group_name;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "ProximityGroup"; }
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 DispatchMode {
MODE_PROXY = 0,
MODE_SIGNAL = 1,
};
// constants
static ProximityGroup *_new();
// methods
void _proximity_group_broadcast(const String name, const Variant params);
void broadcast(const String name, const Variant parameters);
ProximityGroup::DispatchMode get_dispatch_mode() const;
Vector3 get_grid_radius() const;
String get_group_name() const;
void set_dispatch_mode(const int64_t mode);
void set_grid_radius(const Vector3 radius);
void set_group_name(const String name);
};
}
#endif