#ifndef GODOT_CPP_TOUCHSCREENBUTTON_HPP #define GODOT_CPP_TOUCHSCREENBUTTON_HPP #include #include #include #include #include #include namespace godot { class Texture; class BitMap; class Shape2D; class InputEvent; class TouchScreenButton : public Node2D { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "TouchScreenButton"; } 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 VisibilityMode { VISIBILITY_ALWAYS = 0, VISIBILITY_TOUCHSCREEN_ONLY = 1, }; // constants static TouchScreenButton *_new(); // methods void set_texture(const Ref texture); Ref get_texture() const; void set_texture_pressed(const Ref texture_pressed); Ref get_texture_pressed() const; void set_bitmask(const Ref bitmask); Ref get_bitmask() const; void set_shape(const Ref shape); Ref get_shape() const; void set_shape_centered(const bool _bool); bool is_shape_centered() const; void set_shape_visible(const bool _bool); bool is_shape_visible() const; void set_action(const String action); String get_action() const; void set_visibility_mode(const int64_t mode); TouchScreenButton::VisibilityMode get_visibility_mode() const; void set_passby_press(const bool enabled); bool is_passby_press_enabled() const; bool is_pressed() const; void _input(const Ref arg0); }; } #endif