Files
SharpIDE/src/SharpIDE.Godot/GDExtensionBindgen/PTY.cs
2025-08-25 18:03:29 +10:00

1358 lines
27 KiB
C#

// This code was automatically generated by GDExtension C# Bindgen
using System;
using System.Diagnostics.CodeAnalysis;
using Godot;
namespace GDExtensionBindgen;
public class PTY
{
// Engine object used for calling engine methods
protected Node _object;
public PTY() : this(NativeName)
{
}
protected PTY(StringName @class) : this(ClassDB.Instantiate(@class))
{
}
protected PTY(Variant variant) : this((Node) variant)
{
}
protected PTY([NotNull] Node @object)
{
_object = @object;
}
public static implicit operator Node(PTY self) => self?._object;
public static implicit operator Variant(PTY self) => self?._object;
public static explicit operator PTY(Variant variant) => variant.AsGodotObject() != null ? new(variant) : null;
public class PropertyName : Node.PropertyName
{
public static readonly StringName Cols = "cols";
public static readonly StringName Rows = "rows";
public static readonly StringName Env = "env";
public static readonly StringName UseOsEnv = "use_os_env";
public static readonly StringName UseThreads = "use_threads";
public static readonly StringName TerminalPath = "terminal_path";
}
public class MethodName : Node.MethodName
{
public static readonly StringName SetCols = "set_cols";
public static readonly StringName GetCols = "get_cols";
public static readonly StringName SetRows = "set_rows";
public static readonly StringName GetRows = "get_rows";
public static readonly StringName GetEnv = "get_env";
public static readonly StringName SetEnv = "set_env";
public static readonly StringName GetUseOsEnv = "get_use_os_env";
public static readonly StringName SetUseOsEnv = "set_use_os_env";
public static readonly StringName SetUseThreads = "set_use_threads";
public static readonly StringName IsUsingThreads = "is_using_threads";
public static readonly StringName SetTerminalPath = "set_terminal_path";
public static readonly StringName GetTerminalPath = "get_terminal_path";
public static readonly StringName GetPtsName = "get_pts_name";
public static readonly StringName Fork = "fork";
public static readonly StringName Open = "open";
public static readonly StringName Write = "write";
public static readonly StringName Resize = "resize";
public static readonly StringName Resizev = "resizev";
public static readonly StringName Kill = "kill";
}
public class SignalName : Node.SignalName
{
public static readonly StringName DataReceived = "data_received";
public static readonly StringName Exited = "exited";
}
private static readonly StringName NativeName = "PTY";
#region Enums
public enum IPCSignal : long
{
Hup = 1L,
Int = 2L,
Quit = 3L,
Ill = 4L,
Trap = 5L,
Abrt = 6L,
Fpe = 8L,
Kill = 9L,
Segv = 11L,
Pipe = 13L,
Alrm = 14L,
Term = 15L,
}
#endregion
#region Properties
public int Cols
{
get => (int)_object.Get(PropertyName.Cols);
set => _object.Set(PropertyName.Cols, value);
}
public int Rows
{
get => (int)_object.Get(PropertyName.Rows);
set => _object.Set(PropertyName.Rows, value);
}
public Godot.Collections.Dictionary Env
{
get => (Godot.Collections.Dictionary)_object.Get(PropertyName.Env);
set => _object.Set(PropertyName.Env, value);
}
public bool UseOsEnv
{
get => (bool)_object.Get(PropertyName.UseOsEnv);
set => _object.Set(PropertyName.UseOsEnv, value);
}
public bool UseThreads
{
get => (bool)_object.Get(PropertyName.UseThreads);
set => _object.Set(PropertyName.UseThreads, value);
}
public Godot.NodePath TerminalPath
{
get => (Godot.NodePath)_object.Get(PropertyName.TerminalPath);
set => _object.Set(PropertyName.TerminalPath, value);
}
#endregion
#region Inherited Properties
public Godot.NodePath ImportPath
{
get => _object._ImportPath;
set => _object._ImportPath = value;
}
public Godot.StringName Name
{
get => _object.Name;
set => _object.Name = value;
}
public bool UniqueNameInOwner
{
get => _object.UniqueNameInOwner;
set => _object.UniqueNameInOwner = value;
}
public string SceneFilePath
{
get => _object.SceneFilePath;
set => _object.SceneFilePath = value;
}
public Node Owner
{
get => _object.Owner;
set => _object.Owner = value;
}
public MultiplayerApi Multiplayer
{
get => _object.Multiplayer;
}
public Node.ProcessModeEnum ProcessMode
{
get => _object.ProcessMode;
set => _object.ProcessMode = value;
}
public int ProcessPriority
{
get => _object.ProcessPriority;
set => _object.ProcessPriority = value;
}
public int ProcessPhysicsPriority
{
get => _object.ProcessPhysicsPriority;
set => _object.ProcessPhysicsPriority = value;
}
public Node.ProcessThreadGroupEnum ProcessThreadGroup
{
get => _object.ProcessThreadGroup;
set => _object.ProcessThreadGroup = value;
}
public int ProcessThreadGroupOrder
{
get => _object.ProcessThreadGroupOrder;
set => _object.ProcessThreadGroupOrder = value;
}
public Node.ProcessThreadMessagesEnum ProcessThreadMessages
{
get => _object.ProcessThreadMessages;
set => _object.ProcessThreadMessages = value;
}
public Node.PhysicsInterpolationModeEnum PhysicsInterpolationMode
{
get => _object.PhysicsInterpolationMode;
set => _object.PhysicsInterpolationMode = value;
}
public Node.AutoTranslateModeEnum AutoTranslateMode
{
get => _object.AutoTranslateMode;
set => _object.AutoTranslateMode = value;
}
public string EditorDescription
{
get => _object.EditorDescription;
set => _object.EditorDescription = value;
}
#endregion
#region Methods
public void SetCols(int @num_cols)
{
_object.Call(MethodName.SetCols, @num_cols);
}
public int GetCols()
{
return (int)_object.Call(MethodName.GetCols);
}
public void SetRows(int @num_rows)
{
_object.Call(MethodName.SetRows, @num_rows);
}
public int GetRows()
{
return (int)_object.Call(MethodName.GetRows);
}
public Godot.Collections.Dictionary GetEnv()
{
return (Godot.Collections.Dictionary)_object.Call(MethodName.GetEnv);
}
public void SetEnv(Godot.Collections.Dictionary @env)
{
_object.Call(MethodName.SetEnv, @env);
}
public bool GetUseOsEnv()
{
return (bool)_object.Call(MethodName.GetUseOsEnv);
}
public void SetUseOsEnv(bool @use_os_env)
{
_object.Call(MethodName.SetUseOsEnv, @use_os_env);
}
public void SetUseThreads(bool @enabled)
{
_object.Call(MethodName.SetUseThreads, @enabled);
}
public bool IsUsingThreads()
{
return (bool)_object.Call(MethodName.IsUsingThreads);
}
public void SetTerminalPath(Godot.NodePath @path)
{
_object.Call(MethodName.SetTerminalPath, @path);
}
public Godot.NodePath GetTerminalPath()
{
return (Godot.NodePath)_object.Call(MethodName.GetTerminalPath);
}
public string GetPtsName()
{
return (string)_object.Call(MethodName.GetPtsName);
}
public Godot.Error Fork(string @file = "", string[] @args = null!, string @cwd = ".", int @cols = 80, int @rows = 24)
{
args ??= [];
return (Godot.Error)(int)_object.Call(MethodName.Fork, @file, @args, @cwd, @cols, @rows);
}
public Godot.Error Open(int @cols = 80, int @rows = 24)
{
return (Godot.Error)(int)_object.Call(MethodName.Open, @cols, @rows);
}
public void Write(Variant @data)
{
_object.Call(MethodName.Write, @data);
}
public void Resize(int @cols, int @rows)
{
_object.Call(MethodName.Resize, @cols, @rows);
}
public void Resizev(Godot.Vector2I @size)
{
_object.Call(MethodName.Resizev, @size);
}
public void Kill(int @signal)
{
_object.Call(MethodName.Kill, @signal);
}
#endregion
#region Inherited Methods
public static void PrintOrphanNodes()
{
Node.PrintOrphanNodes();
}
public void AddSibling(Node @sibling, bool @force_readable_name = false)
{
_object.AddSibling(@sibling, @force_readable_name);
}
public void SetName(string @name)
{
_object.SetName(@name);
}
public Godot.StringName GetName()
{
return _object.GetName();
}
public void AddChild(Node @node, bool @force_readable_name = false, Node.InternalMode @internal = (Node.InternalMode)0)
{
_object.AddChild(@node, @force_readable_name, @internal);
}
public void RemoveChild(Node @node)
{
_object.RemoveChild(@node);
}
public void Reparent(Node @new_parent, bool @keep_global_transform = true)
{
_object.Reparent(@new_parent, @keep_global_transform);
}
public int GetChildCount(bool @include_internal = false)
{
return _object.GetChildCount(@include_internal);
}
public Godot.Collections.Array<Godot.Node> GetChildren(bool @include_internal = false)
{
return _object.GetChildren(@include_internal);
}
public Node GetChild(int @idx, bool @include_internal = false)
{
return _object.GetChild(@idx, @include_internal);
}
public bool HasNode(Godot.NodePath @path)
{
return _object.HasNode(@path);
}
public Node GetNode(Godot.NodePath @path)
{
return _object.GetNode(@path);
}
public Node GetNodeOrNull(Godot.NodePath @path)
{
return _object.GetNodeOrNull(@path);
}
public Node GetParent()
{
return _object.GetParent();
}
public Node FindChild(string @pattern, bool @recursive = true, bool @owned = true)
{
return _object.FindChild(@pattern, @recursive, @owned);
}
public Godot.Collections.Array<Godot.Node> FindChildren(string @pattern, string @type = "", bool @recursive = true, bool @owned = true)
{
return _object.FindChildren(@pattern, @type, @recursive, @owned);
}
public Node FindParent(string @pattern)
{
return _object.FindParent(@pattern);
}
public bool HasNodeAndResource(Godot.NodePath @path)
{
return _object.HasNodeAndResource(@path);
}
public Godot.Collections.Array GetNodeAndResource(Godot.NodePath @path)
{
return _object.GetNodeAndResource(@path);
}
public bool IsInsideTree()
{
return _object.IsInsideTree();
}
public bool IsPartOfEditedScene()
{
return _object.IsPartOfEditedScene();
}
public bool IsAncestorOf(Node @node)
{
return _object.IsAncestorOf(@node);
}
public bool IsGreaterThan(Node @node)
{
return _object.IsGreaterThan(@node);
}
public Godot.NodePath GetPath()
{
return _object.GetPath();
}
public Godot.NodePath GetPathTo(Node @node, bool @use_unique_path = false)
{
return _object.GetPathTo(@node, @use_unique_path);
}
public void AddToGroup(Godot.StringName @group, bool @persistent = false)
{
_object.AddToGroup(@group, @persistent);
}
public void RemoveFromGroup(Godot.StringName @group)
{
_object.RemoveFromGroup(@group);
}
public bool IsInGroup(Godot.StringName @group)
{
return _object.IsInGroup(@group);
}
public void MoveChild(Node @child_node, int @to_index)
{
_object.MoveChild(@child_node, @to_index);
}
public Godot.Collections.Array<StringName> GetGroups()
{
return _object.GetGroups();
}
public void SetOwner(Node @owner)
{
_object.SetOwner(@owner);
}
public Node GetOwner()
{
return _object.GetOwner();
}
public int GetIndex(bool @include_internal = false)
{
return _object.GetIndex(@include_internal);
}
public void PrintTree()
{
_object.PrintTree();
}
public void PrintTreePretty()
{
_object.PrintTreePretty();
}
public string GetTreeString()
{
return _object.GetTreeString();
}
public string GetTreeStringPretty()
{
return _object.GetTreeStringPretty();
}
public void SetSceneFilePath(string @scene_file_path)
{
_object.SetSceneFilePath(@scene_file_path);
}
public string GetSceneFilePath()
{
return _object.GetSceneFilePath();
}
public void PropagateNotification(int @what)
{
_object.PropagateNotification(@what);
}
public void PropagateCall(Godot.StringName @method, Godot.Collections.Array @args = null, bool @parent_first = false)
{
@args ??= new();
_object.PropagateCall(@method, @args, @parent_first);
}
public void SetPhysicsProcess(bool @enable)
{
_object.SetPhysicsProcess(@enable);
}
public float GetPhysicsProcessDeltaTime()
{
return (float)_object.GetPhysicsProcessDeltaTime();
}
public bool IsPhysicsProcessing()
{
return _object.IsPhysicsProcessing();
}
public float GetProcessDeltaTime()
{
return (float)_object.GetProcessDeltaTime();
}
public void SetProcess(bool @enable)
{
_object.SetProcess(@enable);
}
public void SetProcessPriority(int @priority)
{
_object.SetProcessPriority(@priority);
}
public int GetProcessPriority()
{
return _object.GetProcessPriority();
}
public void SetPhysicsProcessPriority(int @priority)
{
_object.SetPhysicsProcessPriority(@priority);
}
public int GetPhysicsProcessPriority()
{
return _object.GetPhysicsProcessPriority();
}
public bool IsProcessing()
{
return _object.IsProcessing();
}
public void SetProcessInput(bool @enable)
{
_object.SetProcessInput(@enable);
}
public bool IsProcessingInput()
{
return _object.IsProcessingInput();
}
public void SetProcessShortcutInput(bool @enable)
{
_object.SetProcessShortcutInput(@enable);
}
public bool IsProcessingShortcutInput()
{
return _object.IsProcessingShortcutInput();
}
public void SetProcessUnhandledInput(bool @enable)
{
_object.SetProcessUnhandledInput(@enable);
}
public bool IsProcessingUnhandledInput()
{
return _object.IsProcessingUnhandledInput();
}
public void SetProcessUnhandledKeyInput(bool @enable)
{
_object.SetProcessUnhandledKeyInput(@enable);
}
public bool IsProcessingUnhandledKeyInput()
{
return _object.IsProcessingUnhandledKeyInput();
}
public void SetProcessMode(Node.ProcessModeEnum @mode)
{
_object.SetProcessMode(@mode);
}
public Node.ProcessModeEnum GetProcessMode()
{
return _object.GetProcessMode();
}
public bool CanProcess()
{
return _object.CanProcess();
}
public void SetProcessThreadGroup(Node.ProcessThreadGroupEnum @mode)
{
_object.SetProcessThreadGroup(@mode);
}
public Node.ProcessThreadGroupEnum GetProcessThreadGroup()
{
return _object.GetProcessThreadGroup();
}
public void SetProcessThreadMessages(Node.ProcessThreadMessagesEnum @flags)
{
_object.SetProcessThreadMessages(@flags);
}
public Node.ProcessThreadMessagesEnum GetProcessThreadMessages()
{
return _object.GetProcessThreadMessages();
}
public void SetProcessThreadGroupOrder(int @order)
{
_object.SetProcessThreadGroupOrder(@order);
}
public int GetProcessThreadGroupOrder()
{
return _object.GetProcessThreadGroupOrder();
}
public void SetDisplayFolded(bool @fold)
{
_object.SetDisplayFolded(@fold);
}
public bool IsDisplayedFolded()
{
return _object.IsDisplayedFolded();
}
public void SetProcessInternal(bool @enable)
{
_object.SetProcessInternal(@enable);
}
public bool IsProcessingInternal()
{
return _object.IsProcessingInternal();
}
public void SetPhysicsProcessInternal(bool @enable)
{
_object.SetPhysicsProcessInternal(@enable);
}
public bool IsPhysicsProcessingInternal()
{
return _object.IsPhysicsProcessingInternal();
}
public void SetPhysicsInterpolationMode(Node.PhysicsInterpolationModeEnum @mode)
{
_object.SetPhysicsInterpolationMode(@mode);
}
public Node.PhysicsInterpolationModeEnum GetPhysicsInterpolationMode()
{
return _object.GetPhysicsInterpolationMode();
}
public bool IsPhysicsInterpolated()
{
return _object.IsPhysicsInterpolated();
}
public bool IsPhysicsInterpolatedAndEnabled()
{
return _object.IsPhysicsInterpolatedAndEnabled();
}
public void ResetPhysicsInterpolation()
{
_object.ResetPhysicsInterpolation();
}
public void SetAutoTranslateMode(Node.AutoTranslateModeEnum @mode)
{
_object.SetAutoTranslateMode(@mode);
}
public Node.AutoTranslateModeEnum GetAutoTranslateMode()
{
return _object.GetAutoTranslateMode();
}
public void SetTranslationDomainInherited()
{
_object.SetTranslationDomainInherited();
}
public Window GetWindow()
{
return _object.GetWindow();
}
public Window GetLastExclusiveWindow()
{
return _object.GetLastExclusiveWindow();
}
public SceneTree GetTree()
{
return _object.GetTree();
}
public Tween CreateTween()
{
return _object.CreateTween();
}
public Node Duplicate(int @flags = 15)
{
return _object.Duplicate(@flags);
}
public void ReplaceBy(Node @node, bool @keep_groups = false)
{
_object.ReplaceBy(@node, @keep_groups);
}
public void SetSceneInstanceLoadPlaceholder(bool @load_placeholder)
{
_object.SetSceneInstanceLoadPlaceholder(@load_placeholder);
}
public bool GetSceneInstanceLoadPlaceholder()
{
return _object.GetSceneInstanceLoadPlaceholder();
}
public void SetEditableInstance(Node @node, bool @is_editable)
{
_object.SetEditableInstance(@node, @is_editable);
}
public bool IsEditableInstance(Node @node)
{
return _object.IsEditableInstance(@node);
}
public Viewport GetViewport()
{
return _object.GetViewport();
}
public void QueueFree()
{
_object.QueueFree();
}
public void RequestReady()
{
_object.RequestReady();
}
public bool IsNodeReady()
{
return _object.IsNodeReady();
}
public void SetMultiplayerAuthority(int @id, bool @recursive = true)
{
_object.SetMultiplayerAuthority(@id, @recursive);
}
public int GetMultiplayerAuthority()
{
return _object.GetMultiplayerAuthority();
}
public bool IsMultiplayerAuthority()
{
return _object.IsMultiplayerAuthority();
}
public MultiplayerApi GetMultiplayer()
{
return _object.GetMultiplayer();
}
public void RpcConfig(Godot.StringName @method, Variant @config)
{
_object.RpcConfig(@method, @config);
}
public Variant GetRpcConfig()
{
return _object.GetRpcConfig();
}
public void SetEditorDescription(string @editor_description)
{
_object.SetEditorDescription(@editor_description);
}
public string GetEditorDescription()
{
return _object.GetEditorDescription();
}
public void SetUniqueNameInOwner(bool @enable)
{
_object.SetUniqueNameInOwner(@enable);
}
public bool IsUniqueNameInOwner()
{
return _object.IsUniqueNameInOwner();
}
public string Atr(string @message, Godot.StringName @context = null)
{
@context ??= "";
return _object.Atr(@message, @context);
}
public string AtrN(string @message, Godot.StringName @plural_message, int @n, Godot.StringName @context = null)
{
@context ??= "";
return _object.AtrN(@message, @plural_message, @n, @context);
}
public Godot.Error Rpc(Godot.StringName @method, params Variant[] varargs)
{
return _object.Rpc(@method, varargs);
}
public Godot.Error RpcId(int @peer_id, Godot.StringName @method, params Variant[] varargs)
{
return _object.RpcId(@peer_id, @method, varargs);
}
public void UpdateConfigurationWarnings()
{
_object.UpdateConfigurationWarnings();
}
public Variant CallDeferredThreadGroup(Godot.StringName @method, params Variant[] varargs)
{
return _object.CallDeferredThreadGroup(@method, varargs);
}
public void SetDeferredThreadGroup(Godot.StringName @property, Variant @value)
{
_object.SetDeferredThreadGroup(@property, @value);
}
public void NotifyDeferredThreadGroup(int @what)
{
_object.NotifyDeferredThreadGroup(@what);
}
public Variant CallThreadSafe(Godot.StringName @method, params Variant[] varargs)
{
return _object.CallThreadSafe(@method, varargs);
}
public void SetThreadSafe(Godot.StringName @property, Variant @value)
{
_object.SetThreadSafe(@property, @value);
}
public void NotifyThreadSafe(int @what)
{
_object.NotifyThreadSafe(@what);
}
public void Free()
{
_object.Free();
}
public string GetClass()
{
return _object.GetClass();
}
public bool IsClass(string @class)
{
return _object.IsClass(@class);
}
public void Set(Godot.StringName @property, Variant @value)
{
_object.Set(@property, @value);
}
public Variant Get(Godot.StringName @property)
{
return _object.Get(@property);
}
public void SetIndexed(Godot.NodePath @property_path, Variant @value)
{
_object.SetIndexed(@property_path, @value);
}
public Variant GetIndexed(Godot.NodePath @property_path)
{
return _object.GetIndexed(@property_path);
}
public Godot.Collections.Array<Godot.Collections.Dictionary> GetPropertyList()
{
return _object.GetPropertyList();
}
public Godot.Collections.Array<Godot.Collections.Dictionary> GetMethodList()
{
return _object.GetMethodList();
}
public bool PropertyCanRevert(Godot.StringName @property)
{
return _object.PropertyCanRevert(@property);
}
public Variant PropertyGetRevert(Godot.StringName @property)
{
return _object.PropertyGetRevert(@property);
}
public void Notification(int @what, bool @reversed = false)
{
_object.Notification(@what, @reversed);
}
public override string ToString()
{
return _object.ToString();
}
public ulong GetInstanceId()
{
return _object.GetInstanceId();
}
public void SetScript(Variant @script)
{
_object.SetScript(@script);
}
public Variant GetScript()
{
return _object.GetScript();
}
public void SetMeta(Godot.StringName @name, Variant @value)
{
_object.SetMeta(@name, @value);
}
public void RemoveMeta(Godot.StringName @name)
{
_object.RemoveMeta(@name);
}
public Variant GetMeta(Godot.StringName @name, Variant @default = default)
{
return _object.GetMeta(@name, @default);
}
public bool HasMeta(Godot.StringName @name)
{
return _object.HasMeta(@name);
}
public Godot.Collections.Array<StringName> GetMetaList()
{
return _object.GetMetaList();
}
public void AddUserSignal(string @signal, Godot.Collections.Array @arguments = null)
{
@arguments ??= new();
_object.AddUserSignal(@signal, @arguments);
}
public bool HasUserSignal(Godot.StringName @signal)
{
return _object.HasUserSignal(@signal);
}
public void RemoveUserSignal(Godot.StringName @signal)
{
_object.RemoveUserSignal(@signal);
}
public Godot.Error EmitSignal(Godot.StringName @signal, params Variant[] varargs)
{
return _object.EmitSignal(@signal, varargs);
}
public Variant Call(Godot.StringName @method, params Variant[] varargs)
{
return _object.Call(@method, varargs);
}
public Variant CallDeferred(Godot.StringName @method, params Variant[] varargs)
{
return _object.CallDeferred(@method, varargs);
}
public void SetDeferred(Godot.StringName @property, Variant @value)
{
_object.SetDeferred(@property, @value);
}
public Variant Callv(Godot.StringName @method, Godot.Collections.Array @arg_array)
{
return _object.Callv(@method, @arg_array);
}
public bool HasMethod(Godot.StringName @method)
{
return _object.HasMethod(@method);
}
public int GetMethodArgumentCount(Godot.StringName @method)
{
return _object.GetMethodArgumentCount(@method);
}
public bool HasSignal(Godot.StringName @signal)
{
return _object.HasSignal(@signal);
}
public Godot.Collections.Array<Godot.Collections.Dictionary> GetSignalList()
{
return _object.GetSignalList();
}
public Godot.Collections.Array<Godot.Collections.Dictionary> GetSignalConnectionList(Godot.StringName @signal)
{
return _object.GetSignalConnectionList(@signal);
}
public Godot.Collections.Array<Godot.Collections.Dictionary> GetIncomingConnections()
{
return _object.GetIncomingConnections();
}
public Godot.Error Connect(Godot.StringName @signal, Godot.Callable @callable, uint @flags = (uint)0)
{
return _object.Connect(@signal, @callable, @flags);
}
public void Disconnect(Godot.StringName @signal, Godot.Callable @callable)
{
_object.Disconnect(@signal, @callable);
}
public bool IsConnected(Godot.StringName @signal, Godot.Callable @callable)
{
return _object.IsConnected(@signal, @callable);
}
public bool HasConnections(Godot.StringName @signal)
{
return _object.HasConnections(@signal);
}
public void SetBlockSignals(bool @enable)
{
_object.SetBlockSignals(@enable);
}
public bool IsBlockingSignals()
{
return _object.IsBlockingSignals();
}
public void NotifyPropertyListChanged()
{
_object.NotifyPropertyListChanged();
}
public void SetMessageTranslation(bool @enable)
{
_object.SetMessageTranslation(@enable);
}
public bool CanTranslateMessages()
{
return _object.CanTranslateMessages();
}
public string Tr(Godot.StringName @message, Godot.StringName @context = null)
{
@context ??= "";
return _object.Tr(@message, @context);
}
public string TrN(Godot.StringName @message, Godot.StringName @plural_message, int @n, Godot.StringName @context = null)
{
@context ??= "";
return _object.TrN(@message, @plural_message, @n, @context);
}
public Godot.StringName GetTranslationDomain()
{
return _object.GetTranslationDomain();
}
public void SetTranslationDomain(Godot.StringName @domain)
{
_object.SetTranslationDomain(@domain);
}
public bool IsQueuedForDeletion()
{
return _object.IsQueuedForDeletion();
}
public void CancelFree()
{
_object.CancelFree();
}
#endregion
#region Signals
public event Action<byte[]> DataReceived
{
add
{
Connect(SignalName.DataReceived, Callable.From(value));
}
remove
{
Disconnect(SignalName.DataReceived, Callable.From(value));
}
}
public event Action<int, int> Exited
{
add
{
Connect(SignalName.Exited, Callable.From(value));
}
remove
{
Disconnect(SignalName.Exited, Callable.From(value));
}
}
#endregion
#region Inherited Signals
public event Action Ready
{
add
{
Connect(SignalName.Ready, Callable.From(value));
}
remove
{
Disconnect(SignalName.Ready, Callable.From(value));
}
}
public event Action Renamed
{
add
{
Connect(SignalName.Renamed, Callable.From(value));
}
remove
{
Disconnect(SignalName.Renamed, Callable.From(value));
}
}
public event Action TreeEntered
{
add
{
Connect(SignalName.TreeEntered, Callable.From(value));
}
remove
{
Disconnect(SignalName.TreeEntered, Callable.From(value));
}
}
public event Action TreeExiting
{
add
{
Connect(SignalName.TreeExiting, Callable.From(value));
}
remove
{
Disconnect(SignalName.TreeExiting, Callable.From(value));
}
}
public event Action TreeExited
{
add
{
Connect(SignalName.TreeExited, Callable.From(value));
}
remove
{
Disconnect(SignalName.TreeExited, Callable.From(value));
}
}
public event Action<Node> ChildEnteredTree
{
add
{
Connect(SignalName.ChildEnteredTree, Callable.From(value));
}
remove
{
Disconnect(SignalName.ChildEnteredTree, Callable.From(value));
}
}
public event Action<Node> ChildExitingTree
{
add
{
Connect(SignalName.ChildExitingTree, Callable.From(value));
}
remove
{
Disconnect(SignalName.ChildExitingTree, Callable.From(value));
}
}
public event Action ChildOrderChanged
{
add
{
Connect(SignalName.ChildOrderChanged, Callable.From(value));
}
remove
{
Disconnect(SignalName.ChildOrderChanged, Callable.From(value));
}
}
public event Action<Node> ReplacingBy
{
add
{
Connect(SignalName.ReplacingBy, Callable.From(value));
}
remove
{
Disconnect(SignalName.ReplacingBy, Callable.From(value));
}
}
public event Action<Node> EditorDescriptionChanged
{
add
{
Connect(SignalName.EditorDescriptionChanged, Callable.From(value));
}
remove
{
Disconnect(SignalName.EditorDescriptionChanged, Callable.From(value));
}
}
public event Action EditorStateChanged
{
add
{
Connect(SignalName.EditorStateChanged, Callable.From(value));
}
remove
{
Disconnect(SignalName.EditorStateChanged, Callable.From(value));
}
}
public event Action ScriptChanged
{
add
{
Connect(SignalName.ScriptChanged, Callable.From(value));
}
remove
{
Disconnect(SignalName.ScriptChanged, Callable.From(value));
}
}
public event Action PropertyListChanged
{
add
{
Connect(SignalName.PropertyListChanged, Callable.From(value));
}
remove
{
Disconnect(SignalName.PropertyListChanged, Callable.From(value));
}
}
#endregion
}