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55 lines
1.5 KiB
C++
55 lines
1.5 KiB
C++
#ifndef GODOT_CPP_EDITORFILESYSTEM_HPP
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#define GODOT_CPP_EDITORFILESYSTEM_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 "Node.hpp"
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namespace godot {
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class EditorFileSystemDirectory;
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class EditorFileSystem : public Node {
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struct ___method_bindings {
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godot_method_bind *mb_get_file_type;
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godot_method_bind *mb_get_filesystem;
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godot_method_bind *mb_get_filesystem_path;
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godot_method_bind *mb_get_scanning_progress;
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godot_method_bind *mb_is_scanning;
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godot_method_bind *mb_scan;
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godot_method_bind *mb_scan_sources;
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godot_method_bind *mb_update_file;
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godot_method_bind *mb_update_script_classes;
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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 *) "EditorFileSystem"; }
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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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// methods
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String get_file_type(const String path) const;
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EditorFileSystemDirectory *get_filesystem();
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EditorFileSystemDirectory *get_filesystem_path(const String path);
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real_t get_scanning_progress() const;
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bool is_scanning() const;
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void scan();
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void scan_sources();
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void update_file(const String path);
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void update_script_classes();
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};
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}
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#endif |