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

187 lines
8.3 KiB
C++

#ifndef GODOT_CPP_ANIMATIONTREEPLAYER_HPP
#define GODOT_CPP_ANIMATIONTREEPLAYER_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#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> 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> 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