godot/scene/resources/animated_texture.h

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/**************************************************************************/
/* animated_texture.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef ANIMATED_TEXTURE_H
#define ANIMATED_TEXTURE_H
#include "scene/resources/texture.h"
class AnimatedTexture : public Texture2D {
GDCLASS(AnimatedTexture, Texture2D);
// Use readers writers lock for this, since its far more times read than written to.
RWLock rw_lock;
public:
enum {
MAX_FRAMES = 256
};
private:
RID proxy_ph;
RID proxy;
struct Frame {
Ref<Texture2D> texture;
float duration = 1.0;
};
Frame frames[MAX_FRAMES];
int frame_count = 1.0;
int current_frame = 0;
bool pause = false;
bool one_shot = false;
float speed_scale = 1.0;
float time = 0.0;
uint64_t prev_ticks = 0;
void _update_proxy();
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
public:
void set_frames(int p_frames);
int get_frames() const;
void set_current_frame(int p_frame);
int get_current_frame() const;
void set_pause(bool p_pause);
bool get_pause() const;
void set_one_shot(bool p_one_shot);
bool get_one_shot() const;
void set_frame_texture(int p_frame, const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_frame_texture(int p_frame) const;
void set_frame_duration(int p_frame, float p_duration);
float get_frame_duration(int p_frame) const;
void set_speed_scale(float p_scale);
float get_speed_scale() const;
virtual int get_width() const override;
virtual int get_height() const override;
virtual RID get_rid() const override;
virtual bool has_alpha() const override;
virtual Ref<Image> get_image() const override;
bool is_pixel_opaque(int p_x, int p_y) const override;
AnimatedTexture();
~AnimatedTexture();
};
#endif // ANIMATED_TEXTURE_H