Move SpriteFrames to its own file in the resources folder
This commit is contained in:
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a384fac953
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a94cef0ea0
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@ -105,214 +105,6 @@ Rect2 AnimatedSprite2D::_get_rect() const {
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return Rect2(ofs, s);
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}
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void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture2D> &p_frame, int p_at_pos) {
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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.");
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if (p_at_pos >= 0 && p_at_pos < E->get().frames.size()) {
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E->get().frames.insert(p_at_pos, p_frame);
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} else {
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E->get().frames.push_back(p_frame);
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}
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emit_changed();
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}
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int SpriteFrames::get_frame_count(const StringName &p_anim) const {
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const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
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return E->get().frames.size();
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}
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void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {
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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.");
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E->get().frames.remove(p_idx);
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emit_changed();
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}
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void SpriteFrames::clear(const StringName &p_anim) {
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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.");
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E->get().frames.clear();
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emit_changed();
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}
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void SpriteFrames::clear_all() {
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animations.clear();
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add_animation("default");
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}
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void SpriteFrames::add_animation(const StringName &p_anim) {
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ERR_FAIL_COND_MSG(animations.has(p_anim), "SpriteFrames already has animation '" + p_anim + "'.");
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animations[p_anim] = Anim();
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}
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bool SpriteFrames::has_animation(const StringName &p_anim) const {
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return animations.has(p_anim);
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}
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void SpriteFrames::remove_animation(const StringName &p_anim) {
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animations.erase(p_anim);
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}
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void SpriteFrames::rename_animation(const StringName &p_prev, const StringName &p_next) {
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ERR_FAIL_COND_MSG(!animations.has(p_prev), "SpriteFrames doesn't have animation '" + String(p_prev) + "'.");
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ERR_FAIL_COND_MSG(animations.has(p_next), "Animation '" + String(p_next) + "' already exists.");
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Anim anim = animations[p_prev];
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animations.erase(p_prev);
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animations[p_next] = anim;
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}
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Vector<String> SpriteFrames::_get_animation_list() const {
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Vector<String> ret;
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List<StringName> al;
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get_animation_list(&al);
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for (List<StringName>::Element *E = al.front(); E; E = E->next()) {
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ret.push_back(E->get());
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}
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return ret;
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}
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void SpriteFrames::get_animation_list(List<StringName> *r_animations) const {
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for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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r_animations->push_back(E->key());
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}
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}
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Vector<String> SpriteFrames::get_animation_names() const {
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Vector<String> names;
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for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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names.push_back(E->key());
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}
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names.sort();
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return names;
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}
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void SpriteFrames::set_animation_speed(const StringName &p_anim, float p_fps) {
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ERR_FAIL_COND_MSG(p_fps < 0, "Animation speed cannot be negative (" + itos(p_fps) + ").");
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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.");
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E->get().speed = p_fps;
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}
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float SpriteFrames::get_animation_speed(const StringName &p_anim) const {
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const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
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return E->get().speed;
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}
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void SpriteFrames::set_animation_loop(const StringName &p_anim, bool p_loop) {
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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.");
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E->get().loop = p_loop;
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}
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bool SpriteFrames::get_animation_loop(const StringName &p_anim) const {
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const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, false, "Animation '" + String(p_anim) + "' doesn't exist.");
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return E->get().loop;
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}
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void SpriteFrames::_set_frames(const Array &p_frames) {
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clear_all();
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Map<StringName, Anim>::Element *E = animations.find(SceneStringNames::get_singleton()->_default);
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ERR_FAIL_COND(!E);
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E->get().frames.resize(p_frames.size());
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for (int i = 0; i < E->get().frames.size(); i++) {
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E->get().frames.write[i] = p_frames[i];
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}
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}
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Array SpriteFrames::_get_frames() const {
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return Array();
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}
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Array SpriteFrames::_get_animations() const {
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Array anims;
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for (Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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Dictionary d;
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d["name"] = E->key();
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d["speed"] = E->get().speed;
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d["loop"] = E->get().loop;
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Array frames;
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for (int i = 0; i < E->get().frames.size(); i++) {
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frames.push_back(E->get().frames[i]);
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}
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d["frames"] = frames;
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anims.push_back(d);
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}
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return anims;
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}
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void SpriteFrames::_set_animations(const Array &p_animations) {
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animations.clear();
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for (int i = 0; i < p_animations.size(); i++) {
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Dictionary d = p_animations[i];
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ERR_CONTINUE(!d.has("name"));
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ERR_CONTINUE(!d.has("speed"));
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ERR_CONTINUE(!d.has("loop"));
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ERR_CONTINUE(!d.has("frames"));
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Anim anim;
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anim.speed = d["speed"];
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anim.loop = d["loop"];
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Array frames = d["frames"];
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for (int j = 0; j < frames.size(); j++) {
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RES res = frames[j];
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anim.frames.push_back(res);
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}
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animations[d["name"]] = anim;
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}
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}
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void SpriteFrames::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_animation", "anim"), &SpriteFrames::add_animation);
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ClassDB::bind_method(D_METHOD("has_animation", "anim"), &SpriteFrames::has_animation);
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ClassDB::bind_method(D_METHOD("remove_animation", "anim"), &SpriteFrames::remove_animation);
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ClassDB::bind_method(D_METHOD("rename_animation", "anim", "newname"), &SpriteFrames::rename_animation);
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ClassDB::bind_method(D_METHOD("get_animation_names"), &SpriteFrames::get_animation_names);
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ClassDB::bind_method(D_METHOD("set_animation_speed", "anim", "speed"), &SpriteFrames::set_animation_speed);
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ClassDB::bind_method(D_METHOD("get_animation_speed", "anim"), &SpriteFrames::get_animation_speed);
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ClassDB::bind_method(D_METHOD("set_animation_loop", "anim", "loop"), &SpriteFrames::set_animation_loop);
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ClassDB::bind_method(D_METHOD("get_animation_loop", "anim"), &SpriteFrames::get_animation_loop);
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ClassDB::bind_method(D_METHOD("add_frame", "anim", "frame", "at_position"), &SpriteFrames::add_frame, DEFVAL(-1));
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ClassDB::bind_method(D_METHOD("get_frame_count", "anim"), &SpriteFrames::get_frame_count);
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ClassDB::bind_method(D_METHOD("get_frame", "anim", "idx"), &SpriteFrames::get_frame);
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ClassDB::bind_method(D_METHOD("set_frame", "anim", "idx", "txt"), &SpriteFrames::set_frame);
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ClassDB::bind_method(D_METHOD("remove_frame", "anim", "idx"), &SpriteFrames::remove_frame);
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ClassDB::bind_method(D_METHOD("clear", "anim"), &SpriteFrames::clear);
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ClassDB::bind_method(D_METHOD("clear_all"), &SpriteFrames::clear_all);
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ClassDB::bind_method(D_METHOD("_set_frames"), &SpriteFrames::_set_frames);
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ClassDB::bind_method(D_METHOD("_get_frames"), &SpriteFrames::_get_frames);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "frames", PROPERTY_HINT_NONE, "", 0), "_set_frames", "_get_frames"); //compatibility
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ClassDB::bind_method(D_METHOD("_set_animations"), &SpriteFrames::_set_animations);
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ClassDB::bind_method(D_METHOD("_get_animations"), &SpriteFrames::_get_animations);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_animations", "_get_animations"); //compatibility
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}
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SpriteFrames::SpriteFrames() {
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add_animation(SceneStringNames::get_singleton()->_default);
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}
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void AnimatedSprite2D::_validate_property(PropertyInfo &property) const {
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if (!frames.is_valid()) {
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return;
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@ -32,74 +32,9 @@
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#define ANIMATED_SPRITE_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/sprite_frames.h"
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#include "scene/resources/texture.h"
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class SpriteFrames : public Resource {
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GDCLASS(SpriteFrames, Resource);
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struct Anim {
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float speed = 5.0;
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bool loop = true;
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Vector<Ref<Texture2D>> frames;
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};
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Map<StringName, Anim> animations;
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Array _get_frames() const;
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void _set_frames(const Array &p_frames);
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Array _get_animations() const;
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void _set_animations(const Array &p_animations);
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Vector<String> _get_animation_list() const;
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protected:
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static void _bind_methods();
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public:
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void add_animation(const StringName &p_anim);
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bool has_animation(const StringName &p_anim) const;
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void remove_animation(const StringName &p_anim);
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void rename_animation(const StringName &p_prev, const StringName &p_next);
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void get_animation_list(List<StringName> *r_animations) const;
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Vector<String> get_animation_names() const;
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void set_animation_speed(const StringName &p_anim, float p_fps);
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float get_animation_speed(const StringName &p_anim) const;
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void set_animation_loop(const StringName &p_anim, bool p_loop);
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bool get_animation_loop(const StringName &p_anim) const;
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void add_frame(const StringName &p_anim, const Ref<Texture2D> &p_frame, int p_at_pos = -1);
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int get_frame_count(const StringName &p_anim) const;
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_FORCE_INLINE_ Ref<Texture2D> get_frame(const StringName &p_anim, int p_idx) const {
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const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, Ref<Texture2D>(), "Animation '" + String(p_anim) + "' doesn't exist.");
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ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>());
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if (p_idx >= E->get().frames.size()) {
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return Ref<Texture2D>();
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}
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return E->get().frames[p_idx];
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}
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void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture2D> &p_frame) {
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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.");
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ERR_FAIL_COND(p_idx < 0);
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if (p_idx >= E->get().frames.size()) {
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return;
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}
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E->get().frames.write[p_idx] = p_frame;
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}
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void remove_frame(const StringName &p_anim, int p_idx);
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void clear(const StringName &p_anim);
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void clear_all();
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SpriteFrames();
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};
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class AnimatedSprite2D : public Node2D {
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GDCLASS(AnimatedSprite2D, Node2D);
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@ -31,8 +31,8 @@
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#ifndef SPRITE_3D_H
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#define SPRITE_3D_H
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#include "scene/2d/animated_sprite_2d.h"
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/sprite_frames.h"
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class SpriteBase3D : public GeometryInstance3D {
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GDCLASS(SpriteBase3D, GeometryInstance3D);
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@ -0,0 +1,241 @@
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/*************************************************************************/
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/* sprite_frames.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "sprite_frames.h"
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#include "scene/scene_string_names.h"
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void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture2D> &p_frame, int p_at_pos) {
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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.");
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if (p_at_pos >= 0 && p_at_pos < E->get().frames.size()) {
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E->get().frames.insert(p_at_pos, p_frame);
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} else {
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E->get().frames.push_back(p_frame);
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}
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emit_changed();
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}
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int SpriteFrames::get_frame_count(const StringName &p_anim) const {
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const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
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return E->get().frames.size();
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}
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void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {
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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.");
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E->get().frames.remove(p_idx);
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emit_changed();
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}
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void SpriteFrames::clear(const StringName &p_anim) {
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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.");
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E->get().frames.clear();
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emit_changed();
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}
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void SpriteFrames::clear_all() {
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animations.clear();
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add_animation("default");
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}
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void SpriteFrames::add_animation(const StringName &p_anim) {
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ERR_FAIL_COND_MSG(animations.has(p_anim), "SpriteFrames already has animation '" + p_anim + "'.");
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animations[p_anim] = Anim();
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}
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bool SpriteFrames::has_animation(const StringName &p_anim) const {
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return animations.has(p_anim);
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}
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void SpriteFrames::remove_animation(const StringName &p_anim) {
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animations.erase(p_anim);
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}
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void SpriteFrames::rename_animation(const StringName &p_prev, const StringName &p_next) {
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ERR_FAIL_COND_MSG(!animations.has(p_prev), "SpriteFrames doesn't have animation '" + String(p_prev) + "'.");
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ERR_FAIL_COND_MSG(animations.has(p_next), "Animation '" + String(p_next) + "' already exists.");
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Anim anim = animations[p_prev];
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animations.erase(p_prev);
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animations[p_next] = anim;
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}
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Vector<String> SpriteFrames::_get_animation_list() const {
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Vector<String> ret;
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List<StringName> al;
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get_animation_list(&al);
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for (List<StringName>::Element *E = al.front(); E; E = E->next()) {
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ret.push_back(E->get());
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}
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return ret;
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}
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void SpriteFrames::get_animation_list(List<StringName> *r_animations) const {
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for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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r_animations->push_back(E->key());
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}
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}
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Vector<String> SpriteFrames::get_animation_names() const {
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Vector<String> names;
|
||||
for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
|
||||
names.push_back(E->key());
|
||||
}
|
||||
names.sort();
|
||||
return names;
|
||||
}
|
||||
|
||||
void SpriteFrames::set_animation_speed(const StringName &p_anim, float p_fps) {
|
||||
ERR_FAIL_COND_MSG(p_fps < 0, "Animation speed cannot be negative (" + itos(p_fps) + ").");
|
||||
Map<StringName, Anim>::Element *E = animations.find(p_anim);
|
||||
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
|
||||
E->get().speed = p_fps;
|
||||
}
|
||||
|
||||
float SpriteFrames::get_animation_speed(const StringName &p_anim) const {
|
||||
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
|
||||
ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
|
||||
return E->get().speed;
|
||||
}
|
||||
|
||||
void SpriteFrames::set_animation_loop(const StringName &p_anim, bool p_loop) {
|
||||
Map<StringName, Anim>::Element *E = animations.find(p_anim);
|
||||
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
|
||||
E->get().loop = p_loop;
|
||||
}
|
||||
|
||||
bool SpriteFrames::get_animation_loop(const StringName &p_anim) const {
|
||||
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
|
||||
ERR_FAIL_COND_V_MSG(!E, false, "Animation '" + String(p_anim) + "' doesn't exist.");
|
||||
return E->get().loop;
|
||||
}
|
||||
|
||||
void SpriteFrames::_set_frames(const Array &p_frames) {
|
||||
clear_all();
|
||||
Map<StringName, Anim>::Element *E = animations.find(SceneStringNames::get_singleton()->_default);
|
||||
ERR_FAIL_COND(!E);
|
||||
|
||||
E->get().frames.resize(p_frames.size());
|
||||
for (int i = 0; i < E->get().frames.size(); i++) {
|
||||
E->get().frames.write[i] = p_frames[i];
|
||||
}
|
||||
}
|
||||
|
||||
Array SpriteFrames::_get_frames() const {
|
||||
return Array();
|
||||
}
|
||||
|
||||
Array SpriteFrames::_get_animations() const {
|
||||
Array anims;
|
||||
for (Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
|
||||
Dictionary d;
|
||||
d["name"] = E->key();
|
||||
d["speed"] = E->get().speed;
|
||||
d["loop"] = E->get().loop;
|
||||
Array frames;
|
||||
for (int i = 0; i < E->get().frames.size(); i++) {
|
||||
frames.push_back(E->get().frames[i]);
|
||||
}
|
||||
d["frames"] = frames;
|
||||
anims.push_back(d);
|
||||
}
|
||||
|
||||
return anims;
|
||||
}
|
||||
|
||||
void SpriteFrames::_set_animations(const Array &p_animations) {
|
||||
animations.clear();
|
||||
for (int i = 0; i < p_animations.size(); i++) {
|
||||
Dictionary d = p_animations[i];
|
||||
|
||||
ERR_CONTINUE(!d.has("name"));
|
||||
ERR_CONTINUE(!d.has("speed"));
|
||||
ERR_CONTINUE(!d.has("loop"));
|
||||
ERR_CONTINUE(!d.has("frames"));
|
||||
|
||||
Anim anim;
|
||||
anim.speed = d["speed"];
|
||||
anim.loop = d["loop"];
|
||||
Array frames = d["frames"];
|
||||
for (int j = 0; j < frames.size(); j++) {
|
||||
RES res = frames[j];
|
||||
anim.frames.push_back(res);
|
||||
}
|
||||
|
||||
animations[d["name"]] = anim;
|
||||
}
|
||||
}
|
||||
|
||||
void SpriteFrames::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("add_animation", "anim"), &SpriteFrames::add_animation);
|
||||
ClassDB::bind_method(D_METHOD("has_animation", "anim"), &SpriteFrames::has_animation);
|
||||
ClassDB::bind_method(D_METHOD("remove_animation", "anim"), &SpriteFrames::remove_animation);
|
||||
ClassDB::bind_method(D_METHOD("rename_animation", "anim", "newname"), &SpriteFrames::rename_animation);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_animation_names"), &SpriteFrames::get_animation_names);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_animation_speed", "anim", "speed"), &SpriteFrames::set_animation_speed);
|
||||
ClassDB::bind_method(D_METHOD("get_animation_speed", "anim"), &SpriteFrames::get_animation_speed);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_animation_loop", "anim", "loop"), &SpriteFrames::set_animation_loop);
|
||||
ClassDB::bind_method(D_METHOD("get_animation_loop", "anim"), &SpriteFrames::get_animation_loop);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_frame", "anim", "frame", "at_position"), &SpriteFrames::add_frame, DEFVAL(-1));
|
||||
ClassDB::bind_method(D_METHOD("get_frame_count", "anim"), &SpriteFrames::get_frame_count);
|
||||
ClassDB::bind_method(D_METHOD("get_frame", "anim", "idx"), &SpriteFrames::get_frame);
|
||||
ClassDB::bind_method(D_METHOD("set_frame", "anim", "idx", "txt"), &SpriteFrames::set_frame);
|
||||
ClassDB::bind_method(D_METHOD("remove_frame", "anim", "idx"), &SpriteFrames::remove_frame);
|
||||
ClassDB::bind_method(D_METHOD("clear", "anim"), &SpriteFrames::clear);
|
||||
ClassDB::bind_method(D_METHOD("clear_all"), &SpriteFrames::clear_all);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_set_frames"), &SpriteFrames::_set_frames);
|
||||
ClassDB::bind_method(D_METHOD("_get_frames"), &SpriteFrames::_get_frames);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "frames", PROPERTY_HINT_NONE, "", 0), "_set_frames", "_get_frames"); //compatibility
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_set_animations"), &SpriteFrames::_set_animations);
|
||||
ClassDB::bind_method(D_METHOD("_get_animations"), &SpriteFrames::_get_animations);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_animations", "_get_animations"); //compatibility
|
||||
}
|
||||
|
||||
SpriteFrames::SpriteFrames() {
|
||||
add_animation(SceneStringNames::get_singleton()->_default);
|
||||
}
|
|
@ -0,0 +1,102 @@
|
|||
/*************************************************************************/
|
||||
/* sprite_frames.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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 SPRITE_FRAMES_H
|
||||
#define SPRITE_FRAMES_H
|
||||
|
||||
#include "scene/resources/texture.h"
|
||||
|
||||
class SpriteFrames : public Resource {
|
||||
GDCLASS(SpriteFrames, Resource);
|
||||
|
||||
struct Anim {
|
||||
float speed = 5.0;
|
||||
bool loop = true;
|
||||
Vector<Ref<Texture2D>> frames;
|
||||
};
|
||||
|
||||
Map<StringName, Anim> animations;
|
||||
|
||||
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;
|
||||
|
||||
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<Texture2D> &p_frame, int p_at_pos = -1);
|
||||
int get_frame_count(const StringName &p_anim) const;
|
||||
_FORCE_INLINE_ Ref<Texture2D> get_frame(const StringName &p_anim, int p_idx) const {
|
||||
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
|
||||
ERR_FAIL_COND_V_MSG(!E, Ref<Texture2D>(), "Animation '" + String(p_anim) + "' doesn't exist.");
|
||||
ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>());
|
||||
if (p_idx >= E->get().frames.size()) {
|
||||
return Ref<Texture2D>();
|
||||
}
|
||||
|
||||
return E->get().frames[p_idx];
|
||||
}
|
||||
|
||||
void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture2D> &p_frame) {
|
||||
Map<StringName, Anim>::Element *E = animations.find(p_anim);
|
||||
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();
|
||||
|
||||
SpriteFrames();
|
||||
};
|
||||
|
||||
#endif // SPRITE_FRAMES_H
|
Loading…
Reference in New Issue