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

53 lines
1.3 KiB
C++

#ifndef GODOT_CPP_VISUALSCRIPTEDITOR_HPP
#define GODOT_CPP_VISUALSCRIPTEDITOR_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Object.hpp"
namespace godot {
class Script;
class VisualScriptEditor : public Object {
static VisualScriptEditor *_singleton;
VisualScriptEditor();
struct ___method_bindings {
godot_method_bind *mb_add_custom_node;
godot_method_bind *mb_remove_custom_node;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline VisualScriptEditor *get_singleton()
{
if (!VisualScriptEditor::_singleton) {
VisualScriptEditor::_singleton = new VisualScriptEditor;
}
return VisualScriptEditor::_singleton;
}
static inline const char *___get_class_name() { return (const char *) "VisualScriptEditor"; }
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 add_custom_node(const String name, const String category, const Ref<Script> script);
void remove_custom_node(const String name, const String category);
};
}
#endif