godot-cpp/include/gen/VisualScriptYieldSignal.hpp

50 lines
1.3 KiB
C++

#ifndef GODOT_CPP_VISUALSCRIPTYIELDSIGNAL_HPP
#define GODOT_CPP_VISUALSCRIPTYIELDSIGNAL_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <VisualScriptYieldSignal.hpp>
#include <VisualScriptNode.hpp>
namespace godot {
class VisualScriptYieldSignal : public VisualScriptNode {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "VisualScriptYieldSignal"; }
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 CallMode {
CALL_MODE_INSTANCE = 2,
CALL_MODE_SELF = 0,
CALL_MODE_NODE_PATH = 1,
};
// constants
static VisualScriptYieldSignal *_new();
// methods
void set_base_type(const String base_type);
String get_base_type() const;
void set_signal(const String signal);
String get_signal() const;
void set_call_mode(const int64_t mode);
VisualScriptYieldSignal::CallMode get_call_mode() const;
void set_base_path(const NodePath base_path);
NodePath get_base_path() const;
};
}
#endif