godot-cpp/include/gen/AnimationPlayer.hpp

83 lines
2.8 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 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> animation);
void remove_animation(const String name);
void rename_animation(const String name, const String newname);
bool has_animation(const String name) const;
Ref<Animation> 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;
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> 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