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

82 lines
2.9 KiB
C++

#ifndef GODOT_CPP_SCENESTATE_HPP
#define GODOT_CPP_SCENESTATE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Reference.hpp"
namespace godot {
class PackedScene;
class SceneState : public Reference {
struct ___method_bindings {
godot_method_bind *mb_get_connection_binds;
godot_method_bind *mb_get_connection_count;
godot_method_bind *mb_get_connection_flags;
godot_method_bind *mb_get_connection_method;
godot_method_bind *mb_get_connection_signal;
godot_method_bind *mb_get_connection_source;
godot_method_bind *mb_get_connection_target;
godot_method_bind *mb_get_node_count;
godot_method_bind *mb_get_node_groups;
godot_method_bind *mb_get_node_index;
godot_method_bind *mb_get_node_instance;
godot_method_bind *mb_get_node_instance_placeholder;
godot_method_bind *mb_get_node_name;
godot_method_bind *mb_get_node_owner_path;
godot_method_bind *mb_get_node_path;
godot_method_bind *mb_get_node_property_count;
godot_method_bind *mb_get_node_property_name;
godot_method_bind *mb_get_node_property_value;
godot_method_bind *mb_get_node_type;
godot_method_bind *mb_is_node_instance_placeholder;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "SceneState"; }
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 GenEditState {
GEN_EDIT_STATE_DISABLED = 0,
GEN_EDIT_STATE_INSTANCE = 1,
GEN_EDIT_STATE_MAIN = 2,
};
// constants
// methods
Array get_connection_binds(const int64_t idx) const;
int64_t get_connection_count() const;
int64_t get_connection_flags(const int64_t idx) const;
String get_connection_method(const int64_t idx) const;
String get_connection_signal(const int64_t idx) const;
NodePath get_connection_source(const int64_t idx) const;
NodePath get_connection_target(const int64_t idx) const;
int64_t get_node_count() const;
PoolStringArray get_node_groups(const int64_t idx) const;
int64_t get_node_index(const int64_t idx) const;
Ref<PackedScene> get_node_instance(const int64_t idx) const;
String get_node_instance_placeholder(const int64_t idx) const;
String get_node_name(const int64_t idx) const;
NodePath get_node_owner_path(const int64_t idx) const;
NodePath get_node_path(const int64_t idx, const bool for_parent = false) const;
int64_t get_node_property_count(const int64_t idx) const;
String get_node_property_name(const int64_t idx, const int64_t prop_idx) const;
Variant get_node_property_value(const int64_t idx, const int64_t prop_idx) const;
String get_node_type(const int64_t idx) const;
bool is_node_instance_placeholder(const int64_t idx) const;
};
}
#endif