1 /**
2 2D sprite node in 3D world, that can use multiple 2D textures for animation.
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.animatedsprite3d;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.traits;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.globalenums;
22 import godot.object;
23 import godot.classdb;
24 import godot.spritebase3d;
25 import godot.spriteframes;
26 /**
27 2D sprite node in 3D world, that can use multiple 2D textures for animation.
28 
29 Animations are created using a $(D SpriteFrames) resource, which can be configured in the editor via the SpriteFrames panel.
30 */
31 @GodotBaseClass struct AnimatedSprite3D
32 {
33 	package(godot) enum string _GODOT_internal_name = "AnimatedSprite3D";
34 public:
35 @nogc nothrow:
36 	union { /** */ godot_object _godot_object; /** */ SpriteBase3D _GODOT_base; }
37 	alias _GODOT_base this;
38 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
39 	package(godot) __gshared bool _classBindingInitialized = false;
40 	package(godot) static struct GDNativeClassBinding
41 	{
42 		__gshared:
43 		@GodotName("_is_playing") GodotMethod!(bool) _isPlaying;
44 		@GodotName("_res_changed") GodotMethod!(void) _resChanged;
45 		@GodotName("_set_playing") GodotMethod!(void, bool) _setPlaying;
46 		@GodotName("get_animation") GodotMethod!(String) getAnimation;
47 		@GodotName("get_frame") GodotMethod!(long) getFrame;
48 		@GodotName("get_sprite_frames") GodotMethod!(SpriteFrames) getSpriteFrames;
49 		@GodotName("is_playing") GodotMethod!(bool) isPlaying;
50 		@GodotName("play") GodotMethod!(void, String) play;
51 		@GodotName("set_animation") GodotMethod!(void, String) setAnimation;
52 		@GodotName("set_frame") GodotMethod!(void, long) setFrame;
53 		@GodotName("set_sprite_frames") GodotMethod!(void, SpriteFrames) setSpriteFrames;
54 		@GodotName("stop") GodotMethod!(void) stop;
55 	}
56 	/// 
57 	pragma(inline, true) bool opEquals(in AnimatedSprite3D other) const
58 	{ return _godot_object.ptr is other._godot_object.ptr; }
59 	/// 
60 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
61 	{ _godot_object.ptr = n; return null; }
62 	/// 
63 	pragma(inline, true) bool opEquals(typeof(null) n) const
64 	{ return _godot_object.ptr is n; }
65 	/// 
66 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
67 	mixin baseCasts;
68 	/// Construct a new instance of AnimatedSprite3D.
69 	/// Note: use `memnew!AnimatedSprite3D` instead.
70 	static AnimatedSprite3D _new()
71 	{
72 		static godot_class_constructor constructor;
73 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("AnimatedSprite3D");
74 		if(constructor is null) return typeof(this).init;
75 		return cast(AnimatedSprite3D)(constructor());
76 	}
77 	@disable new(size_t s);
78 	/**
79 	
80 	*/
81 	bool _isPlaying() const
82 	{
83 		Array _GODOT_args = Array.make();
84 		String _GODOT_method_name = String("_is_playing");
85 		return this.callv(_GODOT_method_name, _GODOT_args).as!(RefOrT!bool);
86 	}
87 	/**
88 	
89 	*/
90 	void _resChanged()
91 	{
92 		Array _GODOT_args = Array.make();
93 		String _GODOT_method_name = String("_res_changed");
94 		this.callv(_GODOT_method_name, _GODOT_args);
95 	}
96 	/**
97 	
98 	*/
99 	void _setPlaying(in bool playing)
100 	{
101 		Array _GODOT_args = Array.make();
102 		_GODOT_args.append(playing);
103 		String _GODOT_method_name = String("_set_playing");
104 		this.callv(_GODOT_method_name, _GODOT_args);
105 	}
106 	/**
107 	
108 	*/
109 	String getAnimation() const
110 	{
111 		checkClassBinding!(typeof(this))();
112 		return ptrcall!(String)(GDNativeClassBinding.getAnimation, _godot_object);
113 	}
114 	/**
115 	
116 	*/
117 	long getFrame() const
118 	{
119 		checkClassBinding!(typeof(this))();
120 		return ptrcall!(long)(GDNativeClassBinding.getFrame, _godot_object);
121 	}
122 	/**
123 	
124 	*/
125 	Ref!SpriteFrames getSpriteFrames() const
126 	{
127 		checkClassBinding!(typeof(this))();
128 		return ptrcall!(SpriteFrames)(GDNativeClassBinding.getSpriteFrames, _godot_object);
129 	}
130 	/**
131 	Returns `true` if an animation is currently being played.
132 	*/
133 	bool isPlaying() const
134 	{
135 		checkClassBinding!(typeof(this))();
136 		return ptrcall!(bool)(GDNativeClassBinding.isPlaying, _godot_object);
137 	}
138 	/**
139 	Plays the animation named `anim`. If no `anim` is provided, the current animation is played.
140 	*/
141 	void play(in String anim = gs!"")
142 	{
143 		checkClassBinding!(typeof(this))();
144 		ptrcall!(void)(GDNativeClassBinding.play, _godot_object, anim);
145 	}
146 	/**
147 	
148 	*/
149 	void setAnimation(in String animation)
150 	{
151 		checkClassBinding!(typeof(this))();
152 		ptrcall!(void)(GDNativeClassBinding.setAnimation, _godot_object, animation);
153 	}
154 	/**
155 	
156 	*/
157 	void setFrame(in long frame)
158 	{
159 		checkClassBinding!(typeof(this))();
160 		ptrcall!(void)(GDNativeClassBinding.setFrame, _godot_object, frame);
161 	}
162 	/**
163 	
164 	*/
165 	void setSpriteFrames(SpriteFrames sprite_frames)
166 	{
167 		checkClassBinding!(typeof(this))();
168 		ptrcall!(void)(GDNativeClassBinding.setSpriteFrames, _godot_object, sprite_frames);
169 	}
170 	/**
171 	Stops the current animation (does not reset the frame counter).
172 	*/
173 	void stop()
174 	{
175 		checkClassBinding!(typeof(this))();
176 		ptrcall!(void)(GDNativeClassBinding.stop, _godot_object);
177 	}
178 	/**
179 	The current animation from the `frames` resource. If this value changes, the `frame` counter is reset.
180 	*/
181 	@property String animation()
182 	{
183 		return getAnimation();
184 	}
185 	/// ditto
186 	@property void animation(String v)
187 	{
188 		setAnimation(v);
189 	}
190 	/**
191 	The displayed animation frame's index.
192 	*/
193 	@property long frame()
194 	{
195 		return getFrame();
196 	}
197 	/// ditto
198 	@property void frame(long v)
199 	{
200 		setFrame(v);
201 	}
202 	/**
203 	The $(D SpriteFrames) resource containing the animation(s).
204 	*/
205 	@property SpriteFrames frames()
206 	{
207 		return getSpriteFrames();
208 	}
209 	/// ditto
210 	@property void frames(SpriteFrames v)
211 	{
212 		setSpriteFrames(v);
213 	}
214 	/**
215 	If `true`, the $(D animation) is currently playing.
216 	*/
217 	@property bool playing()
218 	{
219 		return _isPlaying();
220 	}
221 	/// ditto
222 	@property void playing(bool v)
223 	{
224 		_setPlaying(v);
225 	}
226 }