godot-cpp/include/gen/NetworkedMultiplayerPeer.hpp

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#ifndef GODOT_CPP_NETWORKEDMULTIPLAYERPEER_HPP
#define GODOT_CPP_NETWORKEDMULTIPLAYERPEER_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <NetworkedMultiplayerPeer.hpp>
#include <PacketPeer.hpp>
namespace godot {
class NetworkedMultiplayerPeer : public PacketPeer {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "NetworkedMultiplayerPeer"; }
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 ConnectionStatus {
CONNECTION_CONNECTING = 1,
CONNECTION_DISCONNECTED = 0,
CONNECTION_CONNECTED = 2,
};
enum TransferMode {
TRANSFER_MODE_UNRELIABLE_ORDERED = 1,
TRANSFER_MODE_UNRELIABLE = 0,
TRANSFER_MODE_RELIABLE = 2,
};
// constants
const static int TARGET_PEER_BROADCAST = 0;
const static int TARGET_PEER_SERVER = 1;
// methods
void set_transfer_mode(const int64_t mode);
NetworkedMultiplayerPeer::TransferMode get_transfer_mode() const;
void set_target_peer(const int64_t id);
int64_t get_packet_peer() const;
void poll();
NetworkedMultiplayerPeer::ConnectionStatus get_connection_status() const;
int64_t get_unique_id() const;
void set_refuse_new_connections(const bool enable);
bool is_refusing_new_connections() const;
};
}
#endif