#ifndef GODOT_CPP_ANIMATIONTREEPLAYER_HPP #define GODOT_CPP_ANIMATIONTREEPLAYER_HPP #include #include #include #include #include "AnimationTreePlayer.hpp" #include "Node.hpp" namespace godot { class Animation; class AnimationTreePlayer : public Node { struct ___method_bindings { godot_method_bind *mb_add_node; godot_method_bind *mb_advance; godot_method_bind *mb_animation_node_get_animation; godot_method_bind *mb_animation_node_get_master_animation; godot_method_bind *mb_animation_node_get_position; godot_method_bind *mb_animation_node_set_animation; godot_method_bind *mb_animation_node_set_filter_path; godot_method_bind *mb_animation_node_set_master_animation; godot_method_bind *mb_are_nodes_connected; godot_method_bind *mb_blend2_node_get_amount; godot_method_bind *mb_blend2_node_set_amount; godot_method_bind *mb_blend2_node_set_filter_path; godot_method_bind *mb_blend3_node_get_amount; godot_method_bind *mb_blend3_node_set_amount; godot_method_bind *mb_blend4_node_get_amount; godot_method_bind *mb_blend4_node_set_amount; godot_method_bind *mb_connect_nodes; godot_method_bind *mb_disconnect_nodes; godot_method_bind *mb_get_animation_process_mode; godot_method_bind *mb_get_base_path; godot_method_bind *mb_get_master_player; godot_method_bind *mb_get_node_list; godot_method_bind *mb_is_active; godot_method_bind *mb_mix_node_get_amount; godot_method_bind *mb_mix_node_set_amount; godot_method_bind *mb_node_exists; godot_method_bind *mb_node_get_input_count; godot_method_bind *mb_node_get_input_source; godot_method_bind *mb_node_get_position; godot_method_bind *mb_node_get_type; godot_method_bind *mb_node_rename; godot_method_bind *mb_node_set_position; godot_method_bind *mb_oneshot_node_get_autorestart_delay; godot_method_bind *mb_oneshot_node_get_autorestart_random_delay; godot_method_bind *mb_oneshot_node_get_fadein_time; godot_method_bind *mb_oneshot_node_get_fadeout_time; godot_method_bind *mb_oneshot_node_has_autorestart; godot_method_bind *mb_oneshot_node_is_active; godot_method_bind *mb_oneshot_node_set_autorestart; godot_method_bind *mb_oneshot_node_set_autorestart_delay; godot_method_bind *mb_oneshot_node_set_autorestart_random_delay; godot_method_bind *mb_oneshot_node_set_fadein_time; godot_method_bind *mb_oneshot_node_set_fadeout_time; godot_method_bind *mb_oneshot_node_set_filter_path; godot_method_bind *mb_oneshot_node_start; godot_method_bind *mb_oneshot_node_stop; godot_method_bind *mb_recompute_caches; godot_method_bind *mb_remove_node; godot_method_bind *mb_reset; godot_method_bind *mb_set_active; godot_method_bind *mb_set_animation_process_mode; godot_method_bind *mb_set_base_path; godot_method_bind *mb_set_master_player; godot_method_bind *mb_timescale_node_get_scale; godot_method_bind *mb_timescale_node_set_scale; godot_method_bind *mb_timeseek_node_seek; godot_method_bind *mb_transition_node_delete_input; godot_method_bind *mb_transition_node_get_current; godot_method_bind *mb_transition_node_get_input_count; godot_method_bind *mb_transition_node_get_xfade_time; godot_method_bind *mb_transition_node_has_input_auto_advance; godot_method_bind *mb_transition_node_set_current; godot_method_bind *mb_transition_node_set_input_auto_advance; godot_method_bind *mb_transition_node_set_input_count; godot_method_bind *mb_transition_node_set_xfade_time; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "AnimationTreePlayer"; } 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, }; enum NodeType { NODE_OUTPUT = 0, NODE_ANIMATION = 1, NODE_ONESHOT = 2, NODE_MIX = 3, NODE_BLEND2 = 4, NODE_BLEND3 = 5, NODE_BLEND4 = 6, NODE_TIMESCALE = 7, NODE_TIMESEEK = 8, NODE_TRANSITION = 9, }; // constants static AnimationTreePlayer *_new(); // methods void add_node(const int64_t type, const String id); void advance(const real_t delta); Ref animation_node_get_animation(const String id) const; String animation_node_get_master_animation(const String id) const; real_t animation_node_get_position(const String id) const; void animation_node_set_animation(const String id, const Ref animation); void animation_node_set_filter_path(const String id, const NodePath path, const bool enable); void animation_node_set_master_animation(const String id, const String source); bool are_nodes_connected(const String id, const String dst_id, const int64_t dst_input_idx) const; real_t blend2_node_get_amount(const String id) const; void blend2_node_set_amount(const String id, const real_t blend); void blend2_node_set_filter_path(const String id, const NodePath path, const bool enable); real_t blend3_node_get_amount(const String id) const; void blend3_node_set_amount(const String id, const real_t blend); Vector2 blend4_node_get_amount(const String id) const; void blend4_node_set_amount(const String id, const Vector2 blend); Error connect_nodes(const String id, const String dst_id, const int64_t dst_input_idx); void disconnect_nodes(const String id, const int64_t dst_input_idx); AnimationTreePlayer::AnimationProcessMode get_animation_process_mode() const; NodePath get_base_path() const; NodePath get_master_player() const; PoolStringArray get_node_list(); bool is_active() const; real_t mix_node_get_amount(const String id) const; void mix_node_set_amount(const String id, const real_t ratio); bool node_exists(const String node) const; int64_t node_get_input_count(const String id) const; String node_get_input_source(const String id, const int64_t idx) const; Vector2 node_get_position(const String id) const; AnimationTreePlayer::NodeType node_get_type(const String id) const; Error node_rename(const String node, const String new_name); void node_set_position(const String id, const Vector2 screen_position); real_t oneshot_node_get_autorestart_delay(const String id) const; real_t oneshot_node_get_autorestart_random_delay(const String id) const; real_t oneshot_node_get_fadein_time(const String id) const; real_t oneshot_node_get_fadeout_time(const String id) const; bool oneshot_node_has_autorestart(const String id) const; bool oneshot_node_is_active(const String id) const; void oneshot_node_set_autorestart(const String id, const bool enable); void oneshot_node_set_autorestart_delay(const String id, const real_t delay_sec); void oneshot_node_set_autorestart_random_delay(const String id, const real_t rand_sec); void oneshot_node_set_fadein_time(const String id, const real_t time_sec); void oneshot_node_set_fadeout_time(const String id, const real_t time_sec); void oneshot_node_set_filter_path(const String id, const NodePath path, const bool enable); void oneshot_node_start(const String id); void oneshot_node_stop(const String id); void recompute_caches(); void remove_node(const String id); void reset(); void set_active(const bool enabled); void set_animation_process_mode(const int64_t mode); void set_base_path(const NodePath path); void set_master_player(const NodePath nodepath); real_t timescale_node_get_scale(const String id) const; void timescale_node_set_scale(const String id, const real_t scale); void timeseek_node_seek(const String id, const real_t seconds); void transition_node_delete_input(const String id, const int64_t input_idx); int64_t transition_node_get_current(const String id) const; int64_t transition_node_get_input_count(const String id) const; real_t transition_node_get_xfade_time(const String id) const; bool transition_node_has_input_auto_advance(const String id, const int64_t input_idx) const; void transition_node_set_current(const String id, const int64_t input_idx); void transition_node_set_input_auto_advance(const String id, const int64_t input_idx, const bool enable); void transition_node_set_input_count(const String id, const int64_t count); void transition_node_set_xfade_time(const String id, const real_t time_sec); }; } #endif