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