godot/scene/resources/sprite_frames.h
Rémi Verschelde 798582acf0
Merge pull request #65609 from dalexeev/animated-sprite
`AnimatedSprite{2D,3D}` improvements
2023-01-05 15:00:31 +01:00

108 lines
4.5 KiB
C++

/**************************************************************************/
/* sprite_frames.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 SPRITE_FRAMES_H
#define SPRITE_FRAMES_H
#include "scene/resources/texture.h"
class SpriteFrames : public Resource {
GDCLASS(SpriteFrames, Resource);
struct Frame {
Ref<Texture2D> texture;
float duration = 1.0;
};
struct Anim {
double speed = 5.0;
bool loop = true;
Vector<Frame> frames;
};
HashMap<StringName, Anim> animations;
Array _get_animations() const;
void _set_animations(const Array &p_animations);
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, double p_fps);
double 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_texture, float p_duration = 1.0, int p_at_pos = -1);
void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture2D> &p_texture, float p_duration = 1.0);
void remove_frame(const StringName &p_anim, int p_idx);
int get_frame_count(const StringName &p_anim) const;
_FORCE_INLINE_ Ref<Texture2D> get_frame_texture(const StringName &p_anim, int p_idx) const {
HashMap<StringName, Anim>::ConstIterator 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->value.frames.size()) {
return Ref<Texture2D>();
}
return E->value.frames[p_idx].texture;
}
_FORCE_INLINE_ float get_frame_duration(const StringName &p_anim, int p_idx) const {
HashMap<StringName, Anim>::ConstIterator E = animations.find(p_anim);
ERR_FAIL_COND_V_MSG(!E, 0.0, "Animation '" + String(p_anim) + "' doesn't exist.");
ERR_FAIL_COND_V(p_idx < 0, 0.0);
if (p_idx >= E->value.frames.size()) {
return 0.0;
}
return E->value.frames[p_idx].duration;
}
void clear(const StringName &p_anim);
void clear_all();
SpriteFrames();
};
#endif // SPRITE_FRAMES_H