1 /** 2 Skeleton for 2D characters and animated objects. 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.skeleton2d; 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.node2d; 25 import godot.canvasitem; 26 import godot.node; 27 import godot.bone2d; 28 /** 29 Skeleton for 2D characters and animated objects. 30 31 Skeleton2D parents a hierarchy of $(D Bone2D) objects. It is a requirement of $(D Bone2D). Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. 32 */ 33 @GodotBaseClass struct Skeleton2D 34 { 35 package(godot) enum string _GODOT_internal_name = "Skeleton2D"; 36 public: 37 @nogc nothrow: 38 union { /** */ godot_object _godot_object; /** */ Node2D _GODOT_base; } 39 alias _GODOT_base this; 40 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 41 package(godot) __gshared bool _classBindingInitialized = false; 42 package(godot) static struct GDNativeClassBinding 43 { 44 __gshared: 45 @GodotName("_update_bone_setup") GodotMethod!(void) _updateBoneSetup; 46 @GodotName("_update_transform") GodotMethod!(void) _updateTransform; 47 @GodotName("get_bone") GodotMethod!(Bone2D, long) getBone; 48 @GodotName("get_bone_count") GodotMethod!(long) getBoneCount; 49 @GodotName("get_skeleton") GodotMethod!(RID) getSkeleton; 50 } 51 /// 52 pragma(inline, true) bool opEquals(in Skeleton2D other) const 53 { return _godot_object.ptr is other._godot_object.ptr; } 54 /// 55 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 56 { _godot_object.ptr = n; return null; } 57 /// 58 pragma(inline, true) bool opEquals(typeof(null) n) const 59 { return _godot_object.ptr is n; } 60 /// 61 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 62 mixin baseCasts; 63 /// Construct a new instance of Skeleton2D. 64 /// Note: use `memnew!Skeleton2D` instead. 65 static Skeleton2D _new() 66 { 67 static godot_class_constructor constructor; 68 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("Skeleton2D"); 69 if(constructor is null) return typeof(this).init; 70 return cast(Skeleton2D)(constructor()); 71 } 72 @disable new(size_t s); 73 /** 74 75 */ 76 void _updateBoneSetup() 77 { 78 Array _GODOT_args = Array.make(); 79 String _GODOT_method_name = String("_update_bone_setup"); 80 this.callv(_GODOT_method_name, _GODOT_args); 81 } 82 /** 83 84 */ 85 void _updateTransform() 86 { 87 Array _GODOT_args = Array.make(); 88 String _GODOT_method_name = String("_update_transform"); 89 this.callv(_GODOT_method_name, _GODOT_args); 90 } 91 /** 92 Returns a $(D Bone2D) from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter `idx`. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling. 93 */ 94 Bone2D getBone(in long idx) 95 { 96 checkClassBinding!(typeof(this))(); 97 return ptrcall!(Bone2D)(GDNativeClassBinding.getBone, _godot_object, idx); 98 } 99 /** 100 Returns the number of $(D Bone2D) nodes in the node hierarchy parented by Skeleton2D. 101 */ 102 long getBoneCount() const 103 { 104 checkClassBinding!(typeof(this))(); 105 return ptrcall!(long)(GDNativeClassBinding.getBoneCount, _godot_object); 106 } 107 /** 108 Returns the $(D RID) of a Skeleton2D instance. 109 */ 110 RID getSkeleton() const 111 { 112 checkClassBinding!(typeof(this))(); 113 return ptrcall!(RID)(GDNativeClassBinding.getSkeleton, _godot_object); 114 } 115 }