godot/scene/2d/animated_sprite.h

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/*************************************************************************/
/* animated_sprite.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef ANIMATED_SPRITE_H
#define ANIMATED_SPRITE_H
#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"
class SpriteFrames : public Resource {
GDCLASS(SpriteFrames, Resource);
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struct Anim {
float speed;
bool loop;
Vector<Ref<Texture>> frames;
Anim() {
loop = true;
speed = 5;
}
StringName normal_name;
};
Map<StringName, Anim> animations;
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Array _get_frames() const;
void _set_frames(const Array &p_frames);
Array _get_animations() const;
void _set_animations(const Array &p_animations);
Vector<String> _get_animation_list() const;
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protected:
static void _bind_methods();
public:
void add_animation(const StringName &p_anim);
bool has_animation(const StringName &p_anim) const;
void remove_animation(const StringName &p_anim);
void rename_animation(const StringName &p_prev, const StringName &p_next);
void get_animation_list(List<StringName> *r_animations) const;
Vector<String> get_animation_names() const;
void set_animation_speed(const StringName &p_anim, float p_fps);
float get_animation_speed(const StringName &p_anim) const;
void set_animation_loop(const StringName &p_anim, bool p_loop);
bool get_animation_loop(const StringName &p_anim) const;
void add_frame(const StringName &p_anim, const Ref<Texture> &p_frame, int p_at_pos = -1);
int get_frame_count(const StringName &p_anim) const;
_FORCE_INLINE_ Ref<Texture> get_frame(const StringName &p_anim, int p_idx) const {
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, Ref<Texture>(), "Animation '" + String(p_anim) + "' doesn't exist.");
ERR_FAIL_COND_V(p_idx < 0, Ref<Texture>());
if (p_idx >= E->get().frames.size()) {
return Ref<Texture>();
}
return E->get().frames[p_idx];
}
_FORCE_INLINE_ Ref<Texture> get_normal_frame(const StringName &p_anim, int p_idx) const {
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, Ref<Texture>(), "Animation '" + String(p_anim) + "' doesn't exist.");
ERR_FAIL_COND_V(p_idx < 0, Ref<Texture>());
const Map<StringName, Anim>::Element *EN = animations.find(E->get().normal_name);
if (!EN || p_idx >= EN->get().frames.size()) {
return Ref<Texture>();
}
return EN->get().frames[p_idx];
}
void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture> &p_frame) {
Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
ERR_FAIL_COND(p_idx < 0);
if (p_idx >= E->get().frames.size()) {
return;
}
E->get().frames.write[p_idx] = p_frame;
}
void remove_frame(const StringName &p_anim, int p_idx);
void clear(const StringName &p_anim);
void clear_all();
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SpriteFrames();
};
class AnimatedSprite : public Node2D {
GDCLASS(AnimatedSprite, Node2D);
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Ref<SpriteFrames> frames;
bool playing;
bool backwards;
StringName animation;
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int frame;
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float speed_scale;
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bool centered;
Point2 offset;
bool is_over;
float timeout;
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bool hflip;
bool vflip;
void _res_changed();
float _get_frame_duration();
void _reset_timeout();
void _set_playing(bool p_playing);
bool _is_playing() const;
Rect2 _get_rect() const;
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protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const;
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public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
virtual void _edit_set_pivot(const Point2 &p_pivot);
virtual Point2 _edit_get_pivot() const;
virtual bool _edit_use_pivot() const;
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
#endif
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virtual Rect2 get_anchorable_rect() const;
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void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
Ref<SpriteFrames> get_sprite_frames() const;
void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
void stop();
bool is_playing() const;
void set_animation(const StringName &p_animation);
StringName get_animation() const;
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void set_frame(int p_frame);
int get_frame() const;
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void set_speed_scale(float p_speed_scale);
float get_speed_scale() const;
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void set_centered(bool p_center);
bool is_centered() const;
void set_offset(const Point2 &p_offset);
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Point2 get_offset() const;
void set_flip_h(bool p_flip);
bool is_flipped_h() const;
void set_flip_v(bool p_flip);
bool is_flipped_v() const;
void set_modulate(const Color &p_color);
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Color get_modulate() const;
virtual String get_configuration_warning() const;
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AnimatedSprite();
};
#endif // ANIMATED_SPRITE_H