godot-cpp/include/gen/NativeScript.hpp

50 lines
1.3 KiB
C++

#ifndef GODOT_CPP_NATIVESCRIPT_HPP
#define GODOT_CPP_NATIVESCRIPT_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Script.hpp"
namespace godot {
class GDNativeLibrary;
class Object;
class NativeScript : public Script {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "NativeScript"; }
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 NativeScript *_new();
// methods
void set_class_name(const String class_name);
String get_class_name() const;
void set_library(const Ref<GDNativeLibrary> library);
Ref<GDNativeLibrary> get_library() const;
String get_class_documentation() const;
String get_method_documentation(const String method) const;
String get_signal_documentation(const String signal_name) const;
String get_property_documentation(const String path) const;
Object *new_(const Array& __var_args = Array());
template <class... Args> Object *new_(Args... args){
return new_(Array::make(args...));
}
};
}
#endif