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