godot-cpp/include/gen/BaseButton.hpp

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#ifndef GODOT_CPP_BASEBUTTON_HPP
#define GODOT_CPP_BASEBUTTON_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "BaseButton.hpp"
#include "Control.hpp"
#include "Control.hpp"
namespace godot {
class InputEvent;
class ShortCut;
class ButtonGroup;
class BaseButton : public Control {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "BaseButton"; }
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 ActionMode {
ACTION_MODE_BUTTON_PRESS = 0,
ACTION_MODE_BUTTON_RELEASE = 1,
};
enum DrawMode {
DRAW_DISABLED = 3,
DRAW_PRESSED = 1,
DRAW_NORMAL = 0,
DRAW_HOVER = 2,
};
// constants
// methods
void _pressed();
void _toggled(const bool button_pressed);
void _gui_input(const Ref<InputEvent> arg0);
void _unhandled_input(const Ref<InputEvent> arg0);
void set_pressed(const bool pressed);
bool is_pressed() const;
bool is_hovered() const;
void set_toggle_mode(const bool enabled);
bool is_toggle_mode() const;
void set_disabled(const bool disabled);
bool is_disabled() const;
void set_action_mode(const int64_t mode);
BaseButton::ActionMode get_action_mode() const;
void set_button_mask(const int64_t mask);
int64_t get_button_mask() const;
BaseButton::DrawMode get_draw_mode() const;
void set_enabled_focus_mode(const int64_t mode);
Control::FocusMode get_enabled_focus_mode() const;
void set_shortcut(const Ref<ShortCut> shortcut);
Ref<ShortCut> get_shortcut() const;
void set_button_group(const Ref<ButtonGroup> button_group);
Ref<ButtonGroup> get_button_group() const;
};
}
#endif