text: #include "RichTextEffect.hpp"
  
  
  #include <core/GodotGlobal.hpp>
  #include <core/CoreTypes.hpp>
  #include <core/Ref.hpp>
  #include <core/Godot.hpp>
  
  #include "__icalls.hpp"
  
  
  #include "CharFXTransform.hpp"
  
  
  namespace godot {
  
  
  RichTextEffect::___method_bindings RichTextEffect::___mb = {};
  
  void RichTextEffect::___init_method_bindings() {
  	___mb.mb__process_custom_fx = godot::api->godot_method_bind_get_method("RichTextEffect", "_process_custom_fx");
  }
  
  RichTextEffect *RichTextEffect::_new()
  {
  	return (RichTextEffect *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, godot::api->godot_get_class_constructor((char *)"RichTextEffect")());
  }
  bool RichTextEffect::_process_custom_fx(const Ref<CharFXTransform> char_fx) {
  	return ___godot_icall_bool_Object(___mb.mb__process_custom_fx, (const Object *) this, char_fx.ptr());
  }
  
  }