godot-cpp/include/gen/NetworkedMultiplayerENet.hpp

50 lines
1.4 KiB
C++
Raw Normal View History

#ifndef GODOT_CPP_NETWORKEDMULTIPLAYERENET_HPP
#define GODOT_CPP_NETWORKEDMULTIPLAYERENET_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <NetworkedMultiplayerENet.hpp>
#include <NetworkedMultiplayerPeer.hpp>
namespace godot {
class NetworkedMultiplayerENet : public NetworkedMultiplayerPeer {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "NetworkedMultiplayerENet"; }
static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
// enums
enum CompressionMode {
COMPRESS_NONE = 0,
COMPRESS_FASTLZ = 2,
COMPRESS_RANGE_CODER = 1,
COMPRESS_ZLIB = 3,
COMPRESS_ZSTD = 4,
};
// constants
static NetworkedMultiplayerENet *_new();
// methods
Error create_server(const int64_t port, const int64_t max_clients = 32, const int64_t in_bandwidth = 0, const int64_t out_bandwidth = 0);
Error create_client(const String ip, const int64_t port, const int64_t in_bandwidth = 0, const int64_t out_bandwidth = 0);
void close_connection();
void set_compression_mode(const int64_t mode);
NetworkedMultiplayerENet::CompressionMode get_compression_mode() const;
void set_bind_ip(const String ip);
};
}
#endif