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50 lines
1.1 KiB
C++
50 lines
1.1 KiB
C++
#ifndef GODOT_CPP_SKELETON2D_HPP
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#define GODOT_CPP_SKELETON2D_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "Node2D.hpp"
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namespace godot {
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class Bone2D;
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class Skeleton2D : public Node2D {
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struct ___method_bindings {
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godot_method_bind *mb__update_bone_setup;
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godot_method_bind *mb__update_transform;
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godot_method_bind *mb_get_bone;
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godot_method_bind *mb_get_bone_count;
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godot_method_bind *mb_get_skeleton;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "Skeleton2D"; }
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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; }
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// enums
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// constants
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static Skeleton2D *_new();
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// methods
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void _update_bone_setup();
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void _update_transform();
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Bone2D *get_bone(const int64_t idx);
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int64_t get_bone_count() const;
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RID get_skeleton() const;
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};
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}
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#endif |