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

54 lines
1.3 KiB
C++

#ifndef GODOT_CPP_VISUALSCRIPTINPUTACTION_HPP
#define GODOT_CPP_VISUALSCRIPTINPUTACTION_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "VisualScriptInputAction.hpp"
#include "VisualScriptNode.hpp"
namespace godot {
class VisualScriptInputAction : public VisualScriptNode {
struct ___method_bindings {
godot_method_bind *mb_get_action_mode;
godot_method_bind *mb_get_action_name;
godot_method_bind *mb_set_action_mode;
godot_method_bind *mb_set_action_name;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "VisualScriptInputAction"; }
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 Mode {
MODE_PRESSED = 0,
MODE_RELEASED = 1,
MODE_JUST_PRESSED = 2,
MODE_JUST_RELEASED = 3,
};
// constants
static VisualScriptInputAction *_new();
// methods
VisualScriptInputAction::Mode get_action_mode() const;
String get_action_name() const;
void set_action_mode(const int64_t mode);
void set_action_name(const String name);
};
}
#endif