#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; 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