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131 lines
6.1 KiB
C++
131 lines
6.1 KiB
C++
#ifndef GODOT_CPP_VISUALSCRIPT_HPP
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#define GODOT_CPP_VISUALSCRIPT_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 "Variant.hpp"
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#include "Script.hpp"
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namespace godot {
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class VisualScriptNode;
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class VisualScript : public Script {
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struct ___method_bindings {
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godot_method_bind *mb__get_data;
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godot_method_bind *mb__node_ports_changed;
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godot_method_bind *mb__set_data;
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godot_method_bind *mb_add_custom_signal;
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godot_method_bind *mb_add_function;
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godot_method_bind *mb_add_node;
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godot_method_bind *mb_add_variable;
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godot_method_bind *mb_custom_signal_add_argument;
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godot_method_bind *mb_custom_signal_get_argument_count;
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godot_method_bind *mb_custom_signal_get_argument_name;
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godot_method_bind *mb_custom_signal_get_argument_type;
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godot_method_bind *mb_custom_signal_remove_argument;
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godot_method_bind *mb_custom_signal_set_argument_name;
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godot_method_bind *mb_custom_signal_set_argument_type;
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godot_method_bind *mb_custom_signal_swap_argument;
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godot_method_bind *mb_data_connect;
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godot_method_bind *mb_data_disconnect;
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godot_method_bind *mb_get_function_node_id;
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godot_method_bind *mb_get_function_scroll;
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godot_method_bind *mb_get_node;
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godot_method_bind *mb_get_node_position;
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godot_method_bind *mb_get_variable_default_value;
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godot_method_bind *mb_get_variable_export;
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godot_method_bind *mb_get_variable_info;
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godot_method_bind *mb_has_custom_signal;
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godot_method_bind *mb_has_data_connection;
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godot_method_bind *mb_has_function;
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godot_method_bind *mb_has_node;
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godot_method_bind *mb_has_sequence_connection;
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godot_method_bind *mb_has_variable;
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godot_method_bind *mb_remove_custom_signal;
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godot_method_bind *mb_remove_function;
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godot_method_bind *mb_remove_node;
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godot_method_bind *mb_remove_variable;
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godot_method_bind *mb_rename_custom_signal;
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godot_method_bind *mb_rename_function;
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godot_method_bind *mb_rename_variable;
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godot_method_bind *mb_sequence_connect;
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godot_method_bind *mb_sequence_disconnect;
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godot_method_bind *mb_set_function_scroll;
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godot_method_bind *mb_set_instance_base_type;
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godot_method_bind *mb_set_node_position;
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godot_method_bind *mb_set_variable_default_value;
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godot_method_bind *mb_set_variable_export;
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godot_method_bind *mb_set_variable_info;
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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 *) "VisualScript"; }
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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 VisualScript *_new();
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// methods
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Dictionary _get_data() const;
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void _node_ports_changed(const int64_t arg0);
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void _set_data(const Dictionary data);
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void add_custom_signal(const String name);
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void add_function(const String name);
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void add_node(const String func, const int64_t id, const Ref<VisualScriptNode> node, const Vector2 position = Vector2(0, 0));
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void add_variable(const String name, const Variant default_value = Variant(), const bool _export = false);
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void custom_signal_add_argument(const String name, const int64_t type, const String argname, const int64_t index = -1);
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int64_t custom_signal_get_argument_count(const String name) const;
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String custom_signal_get_argument_name(const String name, const int64_t argidx) const;
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Variant::Type custom_signal_get_argument_type(const String name, const int64_t argidx) const;
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void custom_signal_remove_argument(const String name, const int64_t argidx);
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void custom_signal_set_argument_name(const String name, const int64_t argidx, const String argname);
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void custom_signal_set_argument_type(const String name, const int64_t argidx, const int64_t type);
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void custom_signal_swap_argument(const String name, const int64_t argidx, const int64_t withidx);
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void data_connect(const String func, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port);
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void data_disconnect(const String func, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port);
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int64_t get_function_node_id(const String name) const;
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Vector2 get_function_scroll(const String name) const;
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Ref<VisualScriptNode> get_node(const String func, const int64_t id) const;
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Vector2 get_node_position(const String func, const int64_t id) const;
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Variant get_variable_default_value(const String name) const;
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bool get_variable_export(const String name) const;
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Dictionary get_variable_info(const String name) const;
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bool has_custom_signal(const String name) const;
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bool has_data_connection(const String func, const int64_t from_node, const int64_t from_port, const int64_t to_node, const int64_t to_port) const;
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bool has_function(const String name) const;
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bool has_node(const String func, const int64_t id) const;
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bool has_sequence_connection(const String func, const int64_t from_node, const int64_t from_output, const int64_t to_node) const;
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bool has_variable(const String name) const;
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void remove_custom_signal(const String name);
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void remove_function(const String name);
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void remove_node(const String func, const int64_t id);
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void remove_variable(const String name);
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void rename_custom_signal(const String name, const String new_name);
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void rename_function(const String name, const String new_name);
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void rename_variable(const String name, const String new_name);
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void sequence_connect(const String func, const int64_t from_node, const int64_t from_output, const int64_t to_node);
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void sequence_disconnect(const String func, const int64_t from_node, const int64_t from_output, const int64_t to_node);
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void set_function_scroll(const String name, const Vector2 ofs);
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void set_instance_base_type(const String type);
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void set_node_position(const String func, const int64_t id, const Vector2 position);
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void set_variable_default_value(const String name, const Variant value);
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void set_variable_export(const String name, const bool enable);
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void set_variable_info(const String name, const Dictionary value);
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};
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}
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#endif |