content: {-# LANGUAGE DerivingStrategies, GeneralizedNewtypeDeriving,
    TypeFamilies, TypeOperators, FlexibleContexts, DataKinds,
    MultiParamTypeClasses #-}
  module Godot.Core.GDScriptFunctionState
         (Godot.Core.GDScriptFunctionState.sig_completed,
          Godot.Core.GDScriptFunctionState._signal_callback,
          Godot.Core.GDScriptFunctionState.is_valid,
          Godot.Core.GDScriptFunctionState.resume)
         where
  import Data.Coerce
  import Foreign.C
  import Godot.Internal.Dispatch
  import qualified Data.Vector as V
  import Linear(V2(..),V3(..),M22)
  import Data.Colour(withOpacity)
  import Data.Colour.SRGB(sRGB)
  import System.IO.Unsafe
  import Godot.Gdnative.Internal
  import Godot.Api.Types
  import Godot.Core.Reference()
  
  sig_completed ::
                Godot.Internal.Dispatch.Signal GDScriptFunctionState
  sig_completed = Godot.Internal.Dispatch.Signal "completed"
  
  instance NodeSignal GDScriptFunctionState "completed"
             '[GodotVariant]
  
  {-# NOINLINE bindGDScriptFunctionState__signal_callback #-}
  
  bindGDScriptFunctionState__signal_callback :: MethodBind
  bindGDScriptFunctionState__signal_callback
    = unsafePerformIO $
        withCString "GDScriptFunctionState" $
          \ clsNamePtr ->
            withCString "_signal_callback" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  _signal_callback ::
                     (GDScriptFunctionState :< cls, Object :< cls) =>
                     cls -> [Variant 'GodotTy] -> IO GodotVariant
  _signal_callback cls varargs
    = withVariantArray ([] ++ varargs)
        (\ (arrPtr, len) ->
           godot_method_bind_call bindGDScriptFunctionState__signal_callback
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod GDScriptFunctionState "_signal_callback"
             '[[Variant 'GodotTy]]
             (IO GodotVariant)
           where
          nodeMethod = Godot.Core.GDScriptFunctionState._signal_callback
  
  {-# NOINLINE bindGDScriptFunctionState_is_valid #-}
  
  bindGDScriptFunctionState_is_valid :: MethodBind
  bindGDScriptFunctionState_is_valid
    = unsafePerformIO $
        withCString "GDScriptFunctionState" $
          \ clsNamePtr ->
            withCString "is_valid" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  is_valid ::
             (GDScriptFunctionState :< cls, Object :< cls) =>
             cls -> Maybe Bool -> IO Bool
  is_valid cls arg1
    = withVariantArray [maybe (VariantBool False) toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindGDScriptFunctionState_is_valid
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod GDScriptFunctionState "is_valid" '[Maybe Bool]
             (IO Bool)
           where
          nodeMethod = Godot.Core.GDScriptFunctionState.is_valid
  
  {-# NOINLINE bindGDScriptFunctionState_resume #-}
  
  bindGDScriptFunctionState_resume :: MethodBind
  bindGDScriptFunctionState_resume
    = unsafePerformIO $
        withCString "GDScriptFunctionState" $
          \ clsNamePtr ->
            withCString "resume" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  resume ::
           (GDScriptFunctionState :< cls, Object :< cls) =>
           cls -> Maybe GodotVariant -> IO GodotVariant
  resume cls arg1
    = withVariantArray [maybe VariantNil toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindGDScriptFunctionState_resume
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod GDScriptFunctionState "resume"
             '[Maybe GodotVariant]
             (IO GodotVariant)
           where
          nodeMethod = Godot.Core.GDScriptFunctionState.resume