1 /** 2 Enable certain nodes only when visible. 3 4 Copyright: 5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. 6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) 7 Copyright (c) 2017-2018 Godot-D contributors 8 9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License) 10 11 12 */ 13 module godot.visibilityenabler2d; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.meta; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.object; 22 import godot.classdb; 23 import godot.visibilitynotifier2d; 24 import godot.node2d; 25 import godot.canvasitem; 26 import godot.node; 27 /** 28 Enable certain nodes only when visible. 29 30 The VisibilityEnabler2D will disable $(D RigidBody2D), $(D AnimationPlayer), and other nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler2D itself. 31 */ 32 @GodotBaseClass struct VisibilityEnabler2D 33 { 34 enum string _GODOT_internal_name = "VisibilityEnabler2D"; 35 public: 36 @nogc nothrow: 37 union { godot_object _godot_object; VisibilityNotifier2D _GODOT_base; } 38 alias _GODOT_base this; 39 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 40 package(godot) __gshared bool _classBindingInitialized = false; 41 package(godot) static struct _classBinding 42 { 43 __gshared: 44 @GodotName("set_enabler") GodotMethod!(void, long, bool) setEnabler; 45 @GodotName("is_enabler_enabled") GodotMethod!(bool, long) isEnablerEnabled; 46 @GodotName("_node_removed") GodotMethod!(void, GodotObject) _nodeRemoved; 47 } 48 bool opEquals(in VisibilityEnabler2D other) const { return _godot_object.ptr is other._godot_object.ptr; } 49 VisibilityEnabler2D opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; } 50 bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; } 51 mixin baseCasts; 52 static VisibilityEnabler2D _new() 53 { 54 static godot_class_constructor constructor; 55 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("VisibilityEnabler2D"); 56 if(constructor is null) return typeof(this).init; 57 return cast(VisibilityEnabler2D)(constructor()); 58 } 59 @disable new(size_t s); 60 /// 61 enum Enabler : int 62 { 63 /** 64 This enabler will pause $(D AnimationPlayer) nodes. 65 */ 66 enablerPauseAnimations = 0, 67 /** 68 This enabler will freeze $(D RigidBody2D) nodes. 69 */ 70 enablerFreezeBodies = 1, 71 /** 72 This enabler will stop $(D Particles2D) nodes. 73 */ 74 enablerPauseParticles = 2, 75 /** 76 This enabler will stop the parent's _process function. 77 */ 78 enablerParentProcess = 3, 79 /** 80 This enabler will stop the parent's _physics_process function. 81 */ 82 enablerParentPhysicsProcess = 4, 83 /** 84 85 */ 86 enablerPauseAnimatedSprites = 5, 87 /** 88 89 */ 90 enablerMax = 6, 91 } 92 /// 93 enum Constants : int 94 { 95 enablerPauseAnimations = 0, 96 enablerFreezeBodies = 1, 97 enablerPauseParticles = 2, 98 enablerParentProcess = 3, 99 enablerParentPhysicsProcess = 4, 100 enablerPauseAnimatedSprites = 5, 101 enablerMax = 6, 102 } 103 /** 104 105 */ 106 void setEnabler(in long enabler, in bool enabled) 107 { 108 checkClassBinding!(typeof(this))(); 109 ptrcall!(void)(_classBinding.setEnabler, _godot_object, enabler, enabled); 110 } 111 /** 112 113 */ 114 bool isEnablerEnabled(in long enabler) const 115 { 116 checkClassBinding!(typeof(this))(); 117 return ptrcall!(bool)(_classBinding.isEnablerEnabled, _godot_object, enabler); 118 } 119 /** 120 121 */ 122 void _nodeRemoved(GodotObject arg0) 123 { 124 Array _GODOT_args = Array.empty_array; 125 _GODOT_args.append(arg0); 126 String _GODOT_method_name = String("_node_removed"); 127 this.callv(_GODOT_method_name, _GODOT_args); 128 } 129 /** 130 If `true` $(D AnimationPlayer) nodes will be paused. 131 */ 132 @property bool pauseAnimations() 133 { 134 return isEnablerEnabled(0); 135 } 136 /// ditto 137 @property void pauseAnimations(bool v) 138 { 139 setEnabler(0, v); 140 } 141 /** 142 If `true` $(D RigidBody2D) nodes will be paused. 143 */ 144 @property bool freezeBodies() 145 { 146 return isEnablerEnabled(1); 147 } 148 /// ditto 149 @property void freezeBodies(bool v) 150 { 151 setEnabler(1, v); 152 } 153 /** 154 If `true` $(D Particles2D) nodes will be paused. 155 */ 156 @property bool pauseParticles() 157 { 158 return isEnablerEnabled(2); 159 } 160 /// ditto 161 @property void pauseParticles(bool v) 162 { 163 setEnabler(2, v); 164 } 165 /** 166 If `true` $(D AnimatedSprite) nodes will be paused. 167 */ 168 @property bool pauseAnimatedSprites() 169 { 170 return isEnablerEnabled(5); 171 } 172 /// ditto 173 @property void pauseAnimatedSprites(bool v) 174 { 175 setEnabler(5, v); 176 } 177 /** 178 If `true` the parent's $(D Node._process) will be stopped. 179 */ 180 @property bool processParent() 181 { 182 return isEnablerEnabled(3); 183 } 184 /// ditto 185 @property void processParent(bool v) 186 { 187 setEnabler(3, v); 188 } 189 /** 190 If `true` the parent's $(D Node._physicsProcess) will be stopped. 191 */ 192 @property bool physicsProcessParent() 193 { 194 return isEnablerEnabled(4); 195 } 196 /// ditto 197 @property void physicsProcessParent(bool v) 198 { 199 setEnabler(4, v); 200 } 201 }