dungeonanddeamon/GodoBinding/include/gen/AnimationTree.hpp
2020-03-25 11:29:52 +01:00

81 lines
2.3 KiB
C++

#ifndef GODOT_CPP_ANIMATIONTREE_HPP
#define GODOT_CPP_ANIMATIONTREE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "AnimationTree.hpp"
#include "Node.hpp"
namespace godot {
class Node;
class AnimationNode;
class AnimationTree : public Node {
struct ___method_bindings {
godot_method_bind *mb__clear_caches;
godot_method_bind *mb__node_removed;
godot_method_bind *mb__tree_changed;
godot_method_bind *mb__update_properties;
godot_method_bind *mb_advance;
godot_method_bind *mb_get_animation_player;
godot_method_bind *mb_get_process_mode;
godot_method_bind *mb_get_root_motion_track;
godot_method_bind *mb_get_root_motion_transform;
godot_method_bind *mb_get_tree_root;
godot_method_bind *mb_is_active;
godot_method_bind *mb_rename_parameter;
godot_method_bind *mb_set_active;
godot_method_bind *mb_set_animation_player;
godot_method_bind *mb_set_process_mode;
godot_method_bind *mb_set_root_motion_track;
godot_method_bind *mb_set_tree_root;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "AnimationTree"; }
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,
};
// constants
static AnimationTree *_new();
// methods
void _clear_caches();
void _node_removed(const Node *arg0);
void _tree_changed();
void _update_properties();
void advance(const real_t delta);
NodePath get_animation_player() const;
AnimationTree::AnimationProcessMode get_process_mode() const;
NodePath get_root_motion_track() const;
Transform get_root_motion_transform() const;
Ref<AnimationNode> get_tree_root() const;
bool is_active() const;
void rename_parameter(const String old_name, const String new_name);
void set_active(const bool active);
void set_animation_player(const NodePath root);
void set_process_mode(const int64_t mode);
void set_root_motion_track(const NodePath path);
void set_tree_root(const Ref<AnimationNode> root);
};
}
#endif