1 /**
2 
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.animationnodestatemachinetransition;
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.resource;
25 /**
26 
27 */
28 @GodotBaseClass struct AnimationNodeStateMachineTransition
29 {
30 	package(godot) enum string _GODOT_internal_name = "AnimationNodeStateMachineTransition";
31 public:
32 @nogc nothrow:
33 	union { /** */ godot_object _godot_object; /** */ Resource _GODOT_base; }
34 	alias _GODOT_base this;
35 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
36 	package(godot) __gshared bool _classBindingInitialized = false;
37 	package(godot) static struct GDNativeClassBinding
38 	{
39 		__gshared:
40 		@GodotName("get_advance_condition") GodotMethod!(String) getAdvanceCondition;
41 		@GodotName("get_priority") GodotMethod!(long) getPriority;
42 		@GodotName("get_switch_mode") GodotMethod!(AnimationNodeStateMachineTransition.SwitchMode) getSwitchMode;
43 		@GodotName("get_xfade_time") GodotMethod!(double) getXfadeTime;
44 		@GodotName("has_auto_advance") GodotMethod!(bool) hasAutoAdvance;
45 		@GodotName("is_disabled") GodotMethod!(bool) isDisabled;
46 		@GodotName("set_advance_condition") GodotMethod!(void, String) setAdvanceCondition;
47 		@GodotName("set_auto_advance") GodotMethod!(void, bool) setAutoAdvance;
48 		@GodotName("set_disabled") GodotMethod!(void, bool) setDisabled;
49 		@GodotName("set_priority") GodotMethod!(void, long) setPriority;
50 		@GodotName("set_switch_mode") GodotMethod!(void, long) setSwitchMode;
51 		@GodotName("set_xfade_time") GodotMethod!(void, double) setXfadeTime;
52 	}
53 	/// 
54 	pragma(inline, true) bool opEquals(in AnimationNodeStateMachineTransition other) const
55 	{ return _godot_object.ptr is other._godot_object.ptr; }
56 	/// 
57 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
58 	{ _godot_object.ptr = n; return null; }
59 	/// 
60 	pragma(inline, true) bool opEquals(typeof(null) n) const
61 	{ return _godot_object.ptr is n; }
62 	/// 
63 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
64 	mixin baseCasts;
65 	/// Construct a new instance of AnimationNodeStateMachineTransition.
66 	/// Note: use `memnew!AnimationNodeStateMachineTransition` instead.
67 	static AnimationNodeStateMachineTransition _new()
68 	{
69 		static godot_class_constructor constructor;
70 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("AnimationNodeStateMachineTransition");
71 		if(constructor is null) return typeof(this).init;
72 		return cast(AnimationNodeStateMachineTransition)(constructor());
73 	}
74 	@disable new(size_t s);
75 	/// 
76 	enum SwitchMode : int
77 	{
78 		/**
79 		Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
80 		*/
81 		switchModeImmediate = 0,
82 		/**
83 		Switch to the next state immediately, but will seek the new state to the playback position of the old state.
84 		*/
85 		switchModeSync = 1,
86 		/**
87 		Wait for the current state playback to end, then switch to the beginning of the next state animation.
88 		*/
89 		switchModeAtEnd = 2,
90 	}
91 	/// 
92 	enum Constants : int
93 	{
94 		switchModeImmediate = 0,
95 		switchModeSync = 1,
96 		switchModeAtEnd = 2,
97 	}
98 	/**
99 	
100 	*/
101 	String getAdvanceCondition() const
102 	{
103 		checkClassBinding!(typeof(this))();
104 		return ptrcall!(String)(GDNativeClassBinding.getAdvanceCondition, _godot_object);
105 	}
106 	/**
107 	
108 	*/
109 	long getPriority() const
110 	{
111 		checkClassBinding!(typeof(this))();
112 		return ptrcall!(long)(GDNativeClassBinding.getPriority, _godot_object);
113 	}
114 	/**
115 	
116 	*/
117 	AnimationNodeStateMachineTransition.SwitchMode getSwitchMode() const
118 	{
119 		checkClassBinding!(typeof(this))();
120 		return ptrcall!(AnimationNodeStateMachineTransition.SwitchMode)(GDNativeClassBinding.getSwitchMode, _godot_object);
121 	}
122 	/**
123 	
124 	*/
125 	double getXfadeTime() const
126 	{
127 		checkClassBinding!(typeof(this))();
128 		return ptrcall!(double)(GDNativeClassBinding.getXfadeTime, _godot_object);
129 	}
130 	/**
131 	
132 	*/
133 	bool hasAutoAdvance() const
134 	{
135 		checkClassBinding!(typeof(this))();
136 		return ptrcall!(bool)(GDNativeClassBinding.hasAutoAdvance, _godot_object);
137 	}
138 	/**
139 	
140 	*/
141 	bool isDisabled() const
142 	{
143 		checkClassBinding!(typeof(this))();
144 		return ptrcall!(bool)(GDNativeClassBinding.isDisabled, _godot_object);
145 	}
146 	/**
147 	
148 	*/
149 	void setAdvanceCondition(in String name)
150 	{
151 		checkClassBinding!(typeof(this))();
152 		ptrcall!(void)(GDNativeClassBinding.setAdvanceCondition, _godot_object, name);
153 	}
154 	/**
155 	
156 	*/
157 	void setAutoAdvance(in bool auto_advance)
158 	{
159 		checkClassBinding!(typeof(this))();
160 		ptrcall!(void)(GDNativeClassBinding.setAutoAdvance, _godot_object, auto_advance);
161 	}
162 	/**
163 	
164 	*/
165 	void setDisabled(in bool disabled)
166 	{
167 		checkClassBinding!(typeof(this))();
168 		ptrcall!(void)(GDNativeClassBinding.setDisabled, _godot_object, disabled);
169 	}
170 	/**
171 	
172 	*/
173 	void setPriority(in long priority)
174 	{
175 		checkClassBinding!(typeof(this))();
176 		ptrcall!(void)(GDNativeClassBinding.setPriority, _godot_object, priority);
177 	}
178 	/**
179 	
180 	*/
181 	void setSwitchMode(in long mode)
182 	{
183 		checkClassBinding!(typeof(this))();
184 		ptrcall!(void)(GDNativeClassBinding.setSwitchMode, _godot_object, mode);
185 	}
186 	/**
187 	
188 	*/
189 	void setXfadeTime(in double secs)
190 	{
191 		checkClassBinding!(typeof(this))();
192 		ptrcall!(void)(GDNativeClassBinding.setXfadeTime, _godot_object, secs);
193 	}
194 	/**
195 	Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the $(D AnimationTree) that can be controlled from code (see $(D url=https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html#controlling-from-code)$(D /url)). For example, if $(D AnimationTree.treeRoot) is an $(D AnimationNodeStateMachine) and $(D advanceCondition) is set to `"idle"`:
196 	
197 	
198 	$animation_tree$(D "parameters/conditions/idle") = is_on_floor and (linear_velocity.x == 0)
199 	
200 	
201 	*/
202 	@property String advanceCondition()
203 	{
204 		return getAdvanceCondition();
205 	}
206 	/// ditto
207 	@property void advanceCondition(String v)
208 	{
209 		setAdvanceCondition(v);
210 	}
211 	/**
212 	Turn on the transition automatically when this state is reached. This works best with $(D constant SWITCH_MODE_AT_END).
213 	*/
214 	@property bool autoAdvance()
215 	{
216 		return hasAutoAdvance();
217 	}
218 	/// ditto
219 	@property void autoAdvance(bool v)
220 	{
221 		setAutoAdvance(v);
222 	}
223 	/**
224 	Don't use this transition during $(D AnimationNodeStateMachinePlayback.travel) or $(D autoAdvance).
225 	*/
226 	@property bool disabled()
227 	{
228 		return isDisabled();
229 	}
230 	/// ditto
231 	@property void disabled(bool v)
232 	{
233 		setDisabled(v);
234 	}
235 	/**
236 	Lower priority transitions are preferred when travelling through the tree via $(D AnimationNodeStateMachinePlayback.travel) or $(D autoAdvance).
237 	*/
238 	@property long priority()
239 	{
240 		return getPriority();
241 	}
242 	/// ditto
243 	@property void priority(long v)
244 	{
245 		setPriority(v);
246 	}
247 	/**
248 	The transition type.
249 	*/
250 	@property AnimationNodeStateMachineTransition.SwitchMode switchMode()
251 	{
252 		return getSwitchMode();
253 	}
254 	/// ditto
255 	@property void switchMode(long v)
256 	{
257 		setSwitchMode(v);
258 	}
259 	/**
260 	The time to cross-fade between this state and the next.
261 	*/
262 	@property double xfadeTime()
263 	{
264 		return getXfadeTime();
265 	}
266 	/// ditto
267 	@property void xfadeTime(double v)
268 	{
269 		setXfadeTime(v);
270 	}
271 }