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

139 lines
4.9 KiB
C++

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