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