2018-02-11 14:50:01 +00:00
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#ifndef GODOT_CPP_TOUCHSCREENBUTTON_HPP
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#define GODOT_CPP_TOUCHSCREENBUTTON_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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2018-05-13 12:39:32 +00:00
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#include "TouchScreenButton.hpp"
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2018-02-11 14:50:01 +00:00
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2018-05-13 12:39:32 +00:00
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#include "Node2D.hpp"
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2018-02-11 14:50:01 +00:00
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namespace godot {
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class Texture;
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class BitMap;
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class Shape2D;
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class InputEvent;
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class TouchScreenButton : public Node2D {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline const char *___get_class_name() { return (const char *) "TouchScreenButton"; }
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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); }
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// enums
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enum VisibilityMode {
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VISIBILITY_ALWAYS = 0,
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VISIBILITY_TOUCHSCREEN_ONLY = 1,
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};
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// constants
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static TouchScreenButton *_new();
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// methods
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void set_texture(const Ref<Texture> texture);
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Ref<Texture> get_texture() const;
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void set_texture_pressed(const Ref<Texture> texture_pressed);
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Ref<Texture> get_texture_pressed() const;
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void set_bitmask(const Ref<BitMap> bitmask);
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Ref<BitMap> get_bitmask() const;
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void set_shape(const Ref<Shape2D> shape);
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Ref<Shape2D> get_shape() const;
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void set_shape_centered(const bool _bool);
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bool is_shape_centered() const;
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void set_shape_visible(const bool _bool);
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bool is_shape_visible() const;
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void set_action(const String action);
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String get_action() const;
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void set_visibility_mode(const int64_t mode);
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TouchScreenButton::VisibilityMode get_visibility_mode() const;
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void set_passby_press(const bool enabled);
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bool is_passby_press_enabled() const;
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bool is_pressed() const;
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void _input(const Ref<InputEvent> arg0);
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};
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}
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#endif
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