godot-cpp/include/gen/VisualScriptFunctionState.hpp

44 lines
1.1 KiB
C++

#ifndef GODOT_CPP_VISUALSCRIPTFUNCTIONSTATE_HPP
#define GODOT_CPP_VISUALSCRIPTFUNCTIONSTATE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Reference.hpp>
namespace godot {
class Object;
class VisualScriptFunctionState : public Reference {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "VisualScriptFunctionState"; }
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
// constants
static VisualScriptFunctionState *_new();
// methods
void connect_to_signal(const Object *obj, const String signals, const Array args);
Variant resume(const Array args = Array());
bool is_valid() const;
Variant _signal_callback(const Array& __var_args = Array());
template <class... Args> Variant _signal_callback(Args... args){
return _signal_callback(Array::make(args...));
}
};
}
#endif