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

51 lines
1.3 KiB
C++

#ifndef GODOT_CPP_VISUALSCRIPTFUNCTIONSTATE_HPP
#define GODOT_CPP_VISUALSCRIPTFUNCTIONSTATE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Reference.hpp"
namespace godot {
class Object;
class VisualScriptFunctionState : public Reference {
struct ___method_bindings {
godot_method_bind *mb__signal_callback;
godot_method_bind *mb_connect_to_signal;
godot_method_bind *mb_is_valid;
godot_method_bind *mb_resume;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "VisualScriptFunctionState"; }
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
// constants
static VisualScriptFunctionState *_new();
// methods
Variant _signal_callback(const Array& __var_args = Array());
void connect_to_signal(const Object *obj, const String signals, const Array args);
bool is_valid() const;
Variant resume(const Array args = Array());
template <class... Args> Variant _signal_callback(Args... args){
return _signal_callback(Array::make(args...));
}
};
}
#endif