godot-cpp/include/gen/SceneTree.hpp

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#ifndef GODOT_CPP_SCENETREE_HPP
#define GODOT_CPP_SCENETREE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <MainLoop.hpp>
namespace godot {
class Viewport;
class Object;
class Node;
class SceneTreeTimer;
class PackedScene;
class NetworkedMultiplayerPeer;
class SceneTree : public MainLoop {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "SceneTree"; }
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 StretchAspect {
STRETCH_ASPECT_KEEP_HEIGHT = 3,
STRETCH_ASPECT_KEEP_WIDTH = 2,
STRETCH_ASPECT_EXPAND = 4,
STRETCH_ASPECT_KEEP = 1,
STRETCH_ASPECT_IGNORE = 0,
};
enum GroupCallFlags {
GROUP_CALL_REVERSE = 1,
GROUP_CALL_REALTIME = 2,
GROUP_CALL_DEFAULT = 0,
GROUP_CALL_UNIQUE = 4,
};
enum StretchMode {
STRETCH_MODE_2D = 1,
STRETCH_MODE_VIEWPORT = 2,
STRETCH_MODE_DISABLED = 0,
};
// constants
static SceneTree *_new();
// methods
Viewport *get_root() const;
bool has_group(const String name) const;
void set_auto_accept_quit(const bool enabled);
void set_quit_on_go_back(const bool enabled);
void set_debug_collisions_hint(const bool enable);
bool is_debugging_collisions_hint() const;
void set_debug_navigation_hint(const bool enable);
bool is_debugging_navigation_hint() const;
void set_edited_scene_root(const Object *scene);
Node *get_edited_scene_root() const;
void set_pause(const bool enable);
bool is_paused() const;
void set_input_as_handled();
bool is_input_handled();
Ref<SceneTreeTimer> create_timer(const double time_sec, const bool pause_mode_process = true);
int64_t get_node_count() const;
int64_t get_frame() const;
void quit();
void set_screen_stretch(const int64_t mode, const int64_t aspect, const Vector2 minsize, const double shrink = 1);
void queue_delete(const Object *obj);
Variant call_group_flags(const int64_t flags, const String group, const String method, const Array& __var_args = Array());
void notify_group_flags(const int64_t call_flags, const String group, const int64_t notification);
void set_group_flags(const int64_t call_flags, const String group, const String property, const Variant value);
Variant call_group(const String group, const String method, const Array& __var_args = Array());
void notify_group(const String group, const int64_t notification);
void set_group(const String group, const String property, const Variant value);
Array get_nodes_in_group(const String group);
void set_current_scene(const Object *child_node);
Node *get_current_scene() const;
Error change_scene(const String path);
Error change_scene_to(const Ref<PackedScene> packed_scene);
Error reload_current_scene();
void _change_scene(const Object *arg0);
void set_network_peer(const Ref<NetworkedMultiplayerPeer> peer);
Ref<NetworkedMultiplayerPeer> get_network_peer() const;
bool is_network_server() const;
bool has_network_peer() const;
PoolIntArray get_network_connected_peers() const;
int64_t get_network_unique_id() const;
int64_t get_rpc_sender_id() const;
void set_refuse_new_network_connections(const bool refuse);
bool is_refusing_new_network_connections() const;
void _network_peer_connected(const int64_t arg0);
void _network_peer_disconnected(const int64_t arg0);
void _connected_to_server();
void _connection_failed();
void _server_disconnected();
void set_use_font_oversampling(const bool enable);
bool is_using_font_oversampling() const;
template <class... Args> Variant call_group_flags(const int64_t flags, const String group, const String method, Args... args){
return call_group_flags(flags,group,method, Array::make(args...));
}
template <class... Args> Variant call_group(const String group, const String method, Args... args){
return call_group(group,method, Array::make(args...));
}
};
}
#endif