godot-cpp/include/gen/AnimatedSprite.hpp

57 lines
1.4 KiB
C++

#ifndef GODOT_CPP_ANIMATEDSPRITE_HPP
#define GODOT_CPP_ANIMATEDSPRITE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Node2D.hpp>
namespace godot {
class SpriteFrames;
class AnimatedSprite : public Node2D {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "AnimatedSprite"; }
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
// constants
static AnimatedSprite *_new();
// methods
void set_sprite_frames(const Ref<SpriteFrames> sprite_frames);
Ref<SpriteFrames> get_sprite_frames() const;
void set_animation(const String animation);
String get_animation() const;
void _set_playing(const bool playing);
bool _is_playing() const;
void play(const String anim = "");
void stop();
bool is_playing() const;
void set_centered(const bool centered);
bool is_centered() const;
void set_offset(const Vector2 offset);
Vector2 get_offset() const;
void set_flip_h(const bool flip_h);
bool is_flipped_h() const;
void set_flip_v(const bool flip_v);
bool is_flipped_v() const;
void set_frame(const int64_t frame);
int64_t get_frame() const;
void _res_changed();
};
}
#endif