godot.gen.godot.AnimationNodeBlendTree.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.CoreTypeHelper
import godot.`annotation`.CoreTypeLocalCopy
import godot.`annotation`.GodotBaseType
import godot.core.StringName
import godot.core.TypeManager
import godot.core.VariantType.BOOL
import godot.core.VariantType.LONG
import godot.core.VariantType.NIL
import godot.core.VariantType.OBJECT
import godot.core.VariantType.STRING_NAME
import godot.core.VariantType.VECTOR2
import godot.core.Vector2
import godot.core.memory.TransferContext
import godot.signals.Signal1
import godot.signals.signal
import godot.util.VoidPtr
import kotlin.Boolean
import kotlin.Int
import kotlin.Long
import kotlin.Suppress
import kotlin.Unit
import kotlin.jvm.JvmOverloads
/**
* A sub-tree of many type [godot.AnimationNode]s used for complex animations. Used by [godot.AnimationTree].
*
* Tutorials:
* [$DOCS_URL/tutorials/animation/animation_tree.html]($DOCS_URL/tutorials/animation/animation_tree.html)
*
* This animation node may contain a sub-tree of any other type animation nodes, such as [godot.AnimationNodeTransition], [godot.AnimationNodeBlend2], [godot.AnimationNodeBlend3], [godot.AnimationNodeOneShot], etc. This is one of the most commonly used animation node roots.
*
* An [godot.AnimationNodeOutput] node named `output` is created by default.
*/
@GodotBaseType
public open class AnimationNodeBlendTree : AnimationRootNode() {
/**
* Emitted when the input port information is changed.
*/
public val nodeChanged: Signal1 by signal("nodeName")
/**
* The global offset of all sub animation nodes.
*/
@CoreTypeLocalCopy
public var graphOffset: Vector2
get() {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getGraphOffsetPtr, VECTOR2)
return (TransferContext.readReturnValue(VECTOR2, false) as Vector2)
}
set(`value`) {
TransferContext.writeArguments(VECTOR2 to value)
TransferContext.callMethod(rawPtr, MethodBindings.setGraphOffsetPtr, NIL)
}
public override fun new(scriptIndex: Int): Boolean {
callConstructor(ENGINECLASS_ANIMATIONNODEBLENDTREE, scriptIndex)
return true
}
/**
* The global offset of all sub animation nodes.
*
* This is a helper function to make dealing with local copies easier.
*
* For more information, see our
* [documentation](https://godot-kotl.in/en/stable/user-guide/api-differences/#core-types).
*
* Allow to directly modify the local copy of the property and assign it back to the Object.
*
* Prefer that over writing:
* ``````
* val myCoreType = animationnodeblendtree.graphOffset
* //Your changes
* animationnodeblendtree.graphOffset = myCoreType
* ``````
*/
@CoreTypeHelper
public open fun graphOffsetMutate(block: Vector2.() -> Unit): Vector2 = graphOffset.apply{
block(this)
graphOffset = this
}
/**
* Adds an [godot.AnimationNode] at the given [position]. The [name] is used to identify the created sub animation node later.
*/
@JvmOverloads
public fun addNode(
name: StringName,
node: AnimationNode,
position: Vector2 = Vector2(0, 0),
): Unit {
TransferContext.writeArguments(STRING_NAME to name, OBJECT to node, VECTOR2 to position)
TransferContext.callMethod(rawPtr, MethodBindings.addNodePtr, NIL)
}
/**
* Returns the sub animation node with the specified [name].
*/
public fun getNode(name: StringName): AnimationNode? {
TransferContext.writeArguments(STRING_NAME to name)
TransferContext.callMethod(rawPtr, MethodBindings.getNodePtr, OBJECT)
return (TransferContext.readReturnValue(OBJECT, true) as AnimationNode?)
}
/**
* Removes a sub animation node.
*/
public fun removeNode(name: StringName): Unit {
TransferContext.writeArguments(STRING_NAME to name)
TransferContext.callMethod(rawPtr, MethodBindings.removeNodePtr, NIL)
}
/**
* Changes the name of a sub animation node.
*/
public fun renameNode(name: StringName, newName: StringName): Unit {
TransferContext.writeArguments(STRING_NAME to name, STRING_NAME to newName)
TransferContext.callMethod(rawPtr, MethodBindings.renameNodePtr, NIL)
}
/**
* Returns `true` if a sub animation node with specified [name] exists.
*/
public fun hasNode(name: StringName): Boolean {
TransferContext.writeArguments(STRING_NAME to name)
TransferContext.callMethod(rawPtr, MethodBindings.hasNodePtr, BOOL)
return (TransferContext.readReturnValue(BOOL, false) as Boolean)
}
/**
* Connects the output of an [godot.AnimationNode] as input for another [godot.AnimationNode], at the input port specified by [inputIndex].
*/
public fun connectNode(
inputNode: StringName,
inputIndex: Int,
outputNode: StringName,
): Unit {
TransferContext.writeArguments(STRING_NAME to inputNode, LONG to inputIndex.toLong(), STRING_NAME to outputNode)
TransferContext.callMethod(rawPtr, MethodBindings.connectNodePtr, NIL)
}
/**
* Disconnects the animation node connected to the specified input.
*/
public fun disconnectNode(inputNode: StringName, inputIndex: Int): Unit {
TransferContext.writeArguments(STRING_NAME to inputNode, LONG to inputIndex.toLong())
TransferContext.callMethod(rawPtr, MethodBindings.disconnectNodePtr, NIL)
}
/**
* Modifies the position of a sub animation node.
*/
public fun setNodePosition(name: StringName, position: Vector2): Unit {
TransferContext.writeArguments(STRING_NAME to name, VECTOR2 to position)
TransferContext.callMethod(rawPtr, MethodBindings.setNodePositionPtr, NIL)
}
/**
* Returns the position of the sub animation node with the specified [name].
*/
public fun getNodePosition(name: StringName): Vector2 {
TransferContext.writeArguments(STRING_NAME to name)
TransferContext.callMethod(rawPtr, MethodBindings.getNodePositionPtr, VECTOR2)
return (TransferContext.readReturnValue(VECTOR2, false) as Vector2)
}
public companion object {
/**
* The connection was successful.
*/
public final const val CONNECTION_OK: Long = 0
/**
* The input node is `null`.
*/
public final const val CONNECTION_ERROR_NO_INPUT: Long = 1
/**
* The specified input port is out of range.
*/
public final const val CONNECTION_ERROR_NO_INPUT_INDEX: Long = 2
/**
* The output node is `null`.
*/
public final const val CONNECTION_ERROR_NO_OUTPUT: Long = 3
/**
* Input and output nodes are the same.
*/
public final const val CONNECTION_ERROR_SAME_NODE: Long = 4
/**
* The specified connection already exists.
*/
public final const val CONNECTION_ERROR_CONNECTION_EXISTS: Long = 5
}
internal object MethodBindings {
public val addNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "add_node")
public val getNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "get_node")
public val removeNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "remove_node")
public val renameNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "rename_node")
public val hasNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "has_node")
public val connectNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "connect_node")
public val disconnectNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "disconnect_node")
public val setNodePositionPtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "set_node_position")
public val getNodePositionPtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "get_node_position")
public val setGraphOffsetPtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "set_graph_offset")
public val getGraphOffsetPtr: VoidPtr =
TypeManager.getMethodBindPtr("AnimationNodeBlendTree", "get_graph_offset")
}
}
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