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53 lines
1.2 KiB
C++
53 lines
1.2 KiB
C++
#ifndef GODOT_CPP_THREAD_HPP
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#define GODOT_CPP_THREAD_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 "Reference.hpp"
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namespace godot {
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class Object;
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class Thread : public Reference {
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struct ___method_bindings {
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godot_method_bind *mb_get_id;
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godot_method_bind *mb_is_active;
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godot_method_bind *mb_start;
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godot_method_bind *mb_wait_to_finish;
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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 *) "Thread"; }
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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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enum Priority {
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PRIORITY_LOW = 0,
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PRIORITY_NORMAL = 1,
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PRIORITY_HIGH = 2,
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};
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// constants
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static Thread *_new();
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// methods
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String get_id() const;
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bool is_active() const;
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Error start(const Object *instance, const String method, const Variant userdata = Variant(), const int64_t priority = 1);
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Variant wait_to_finish();
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};
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}
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#endif |