#ifndef GODOT_CPP_ANIMATIONPLAYER_HPP #define GODOT_CPP_ANIMATIONPLAYER_HPP #include #include #include #include #include "AnimationPlayer.hpp" #include "Node.hpp" namespace godot { class Node; class Animation; class AnimationPlayer : public Node { struct ___method_bindings { godot_method_bind *mb__animation_changed; godot_method_bind *mb__node_removed; godot_method_bind *mb_add_animation; godot_method_bind *mb_advance; godot_method_bind *mb_animation_get_next; godot_method_bind *mb_animation_set_next; godot_method_bind *mb_clear_caches; godot_method_bind *mb_clear_queue; godot_method_bind *mb_find_animation; godot_method_bind *mb_get_animation; godot_method_bind *mb_get_animation_list; godot_method_bind *mb_get_animation_process_mode; godot_method_bind *mb_get_assigned_animation; godot_method_bind *mb_get_autoplay; godot_method_bind *mb_get_blend_time; godot_method_bind *mb_get_current_animation; godot_method_bind *mb_get_current_animation_length; godot_method_bind *mb_get_current_animation_position; godot_method_bind *mb_get_default_blend_time; godot_method_bind *mb_get_method_call_mode; godot_method_bind *mb_get_playing_speed; godot_method_bind *mb_get_queue; godot_method_bind *mb_get_root; godot_method_bind *mb_get_speed_scale; godot_method_bind *mb_has_animation; godot_method_bind *mb_is_active; godot_method_bind *mb_is_playing; godot_method_bind *mb_play; godot_method_bind *mb_play_backwards; godot_method_bind *mb_queue; godot_method_bind *mb_remove_animation; godot_method_bind *mb_rename_animation; godot_method_bind *mb_seek; godot_method_bind *mb_set_active; godot_method_bind *mb_set_animation_process_mode; godot_method_bind *mb_set_assigned_animation; godot_method_bind *mb_set_autoplay; godot_method_bind *mb_set_blend_time; godot_method_bind *mb_set_current_animation; godot_method_bind *mb_set_default_blend_time; godot_method_bind *mb_set_method_call_mode; godot_method_bind *mb_set_root; godot_method_bind *mb_set_speed_scale; godot_method_bind *mb_stop; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "AnimationPlayer"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums enum AnimationProcessMode { ANIMATION_PROCESS_PHYSICS = 0, ANIMATION_PROCESS_IDLE = 1, ANIMATION_PROCESS_MANUAL = 2, }; enum AnimationMethodCallMode { ANIMATION_METHOD_CALL_DEFERRED = 0, ANIMATION_METHOD_CALL_IMMEDIATE = 1, }; // constants static AnimationPlayer *_new(); // methods void _animation_changed(); void _node_removed(const Node *arg0); Error add_animation(const String name, const Ref animation); void advance(const real_t delta); String animation_get_next(const String anim_from) const; void animation_set_next(const String anim_from, const String anim_to); void clear_caches(); void clear_queue(); String find_animation(const Ref animation) const; Ref get_animation(const String name) const; PoolStringArray get_animation_list() const; AnimationPlayer::AnimationProcessMode get_animation_process_mode() const; String get_assigned_animation() const; String get_autoplay() const; real_t get_blend_time(const String anim_from, const String anim_to) const; String get_current_animation() const; real_t get_current_animation_length() const; real_t get_current_animation_position() const; real_t get_default_blend_time() const; AnimationPlayer::AnimationMethodCallMode get_method_call_mode() const; real_t get_playing_speed() const; PoolStringArray get_queue(); NodePath get_root() const; real_t get_speed_scale() const; bool has_animation(const String name) const; bool is_active() const; bool is_playing() const; void play(const String name = "", const real_t custom_blend = -1, const real_t custom_speed = 1, const bool from_end = false); void play_backwards(const String name = "", const real_t custom_blend = -1); void queue(const String name); void remove_animation(const String name); void rename_animation(const String name, const String newname); void seek(const real_t seconds, const bool update = false); void set_active(const bool active); void set_animation_process_mode(const int64_t mode); void set_assigned_animation(const String anim); void set_autoplay(const String name); void set_blend_time(const String anim_from, const String anim_to, const real_t sec); void set_current_animation(const String anim); void set_default_blend_time(const real_t sec); void set_method_call_mode(const int64_t mode); void set_root(const NodePath path); void set_speed_scale(const real_t speed); void stop(const bool reset = true); }; } #endif