#ifndef GODOT_CPP_ANIMATIONPLAYER_HPP #define GODOT_CPP_ANIMATIONPLAYER_HPP #include #include #include #include #include "AnimationPlayer.hpp" #include "Node.hpp" namespace godot { class Object; class Animation; class AnimationPlayer : public Node { public: static void *___get_type_tag(); static void *___get_base_type_tag(); 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 (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); } // enums enum AnimationProcessMode { ANIMATION_PROCESS_IDLE = 1, ANIMATION_PROCESS_PHYSICS = 0, }; // constants static AnimationPlayer *_new(); // methods void _node_removed(const Object *arg0); void _animation_changed(); Error add_animation(const String name, const Ref animation); void remove_animation(const String name); void rename_animation(const String name, const String newname); bool has_animation(const String name) const; Ref get_animation(const String name) const; PoolStringArray get_animation_list() const; void animation_set_next(const String anim_from, const String anim_to); String animation_get_next(const String anim_from) const; void set_blend_time(const String anim_from, const String anim_to, const double sec); double get_blend_time(const String anim_from, const String anim_to) const; void set_default_blend_time(const double sec); double get_default_blend_time() const; void play(const String name = "", const double custom_blend = -1, const double custom_speed = 1, const bool from_end = false); void play_backwards(const String name = "", const double custom_blend = -1); void stop(const bool reset = true); bool is_playing() const; void set_current_animation(const String anim); String get_current_animation() const; void set_assigned_animation(const String anim); String get_assigned_animation() const; void queue(const String name); void clear_queue(); void set_active(const bool active); bool is_active() const; void set_speed_scale(const double speed); double get_speed_scale() const; double get_playing_speed() const; void set_autoplay(const String name); String get_autoplay() const; void set_root(const NodePath path); NodePath get_root() const; String find_animation(const Ref animation) const; void clear_caches(); void set_animation_process_mode(const int64_t mode); AnimationPlayer::AnimationProcessMode get_animation_process_mode() const; double get_current_animation_position() const; double get_current_animation_length() const; void seek(const double seconds, const bool update = false); void advance(const double delta); }; } #endif