godot/scene/resources/animation_library.cpp

152 lines
6.6 KiB
C++

/*************************************************************************/
/* animation_library.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "animation_library.h"
bool AnimationLibrary::is_valid_animation_name(const String &p_name) {
return !(p_name.is_empty() || p_name.contains("/") || p_name.contains(":") || p_name.contains(",") || p_name.contains("["));
}
bool AnimationLibrary::is_valid_library_name(const String &p_name) {
return !(p_name.contains("/") || p_name.contains(":") || p_name.contains(",") || p_name.contains("["));
}
String AnimationLibrary::validate_library_name(const String &p_name) {
String name = p_name;
const char *characters = "/:,[";
for (const char *p = characters; *p; p++) {
name = name.replace(String::chr(*p), "_");
}
return name;
}
Error AnimationLibrary::add_animation(const StringName &p_name, const Ref<Animation> &p_animation) {
ERR_FAIL_COND_V_MSG(!is_valid_animation_name(p_name), ERR_INVALID_PARAMETER, "Invalid animation name: '" + String(p_name) + "'.");
ERR_FAIL_COND_V(p_animation.is_null(), ERR_INVALID_PARAMETER);
if (animations.has(p_name)) {
animations.erase(p_name);
emit_signal(SNAME("animation_removed"), p_name);
}
animations.insert(p_name, p_animation);
emit_signal(SNAME("animation_added"), p_name);
notify_property_list_changed();
return OK;
}
void AnimationLibrary::remove_animation(const StringName &p_name) {
ERR_FAIL_COND(!animations.has(p_name));
animations.erase(p_name);
emit_signal(SNAME("animation_removed"), p_name);
notify_property_list_changed();
}
void AnimationLibrary::rename_animation(const StringName &p_name, const StringName &p_new_name) {
ERR_FAIL_COND(!animations.has(p_name));
ERR_FAIL_COND_MSG(!is_valid_animation_name(p_new_name), "Invalid animation name: '" + String(p_new_name) + "'.");
ERR_FAIL_COND(animations.has(p_new_name));
animations.insert(p_new_name, animations[p_name]);
animations.erase(p_name);
emit_signal(SNAME("animation_renamed"), p_name, p_new_name);
}
bool AnimationLibrary::has_animation(const StringName &p_name) const {
return animations.has(p_name);
}
Ref<Animation> AnimationLibrary::get_animation(const StringName &p_name) const {
ERR_FAIL_COND_V(!animations.has(p_name), Ref<Animation>());
return animations[p_name];
}
TypedArray<StringName> AnimationLibrary::_get_animation_list() const {
TypedArray<StringName> ret;
List<StringName> names;
get_animation_list(&names);
for (const StringName &K : names) {
ret.push_back(K);
}
return ret;
}
void AnimationLibrary::get_animation_list(List<StringName> *p_animations) const {
List<StringName> anims;
for (const KeyValue<StringName, Ref<Animation>> &E : animations) {
anims.push_back(E.key);
}
anims.sort_custom<StringName::AlphCompare>();
for (const StringName &E : anims) {
p_animations->push_back(E);
}
}
void AnimationLibrary::_set_data(const Dictionary &p_data) {
animations.clear();
List<Variant> keys;
p_data.get_key_list(&keys);
for (const Variant &K : keys) {
add_animation(K, p_data[K]);
}
}
Dictionary AnimationLibrary::_get_data() const {
Dictionary ret;
for (const KeyValue<StringName, Ref<Animation>> &K : animations) {
ret[K.key] = K.value;
}
return ret;
}
void AnimationLibrary::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_animation", "name", "animation"), &AnimationLibrary::add_animation);
ClassDB::bind_method(D_METHOD("remove_animation", "name"), &AnimationLibrary::remove_animation);
ClassDB::bind_method(D_METHOD("rename_animation", "name", "newname"), &AnimationLibrary::rename_animation);
ClassDB::bind_method(D_METHOD("has_animation", "name"), &AnimationLibrary::has_animation);
ClassDB::bind_method(D_METHOD("get_animation", "name"), &AnimationLibrary::get_animation);
ClassDB::bind_method(D_METHOD("get_animation_list"), &AnimationLibrary::_get_animation_list);
ClassDB::bind_method(D_METHOD("_set_data", "data"), &AnimationLibrary::_set_data);
ClassDB::bind_method(D_METHOD("_get_data"), &AnimationLibrary::_get_data);
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "_set_data", "_get_data");
ADD_SIGNAL(MethodInfo("animation_added", PropertyInfo(Variant::OBJECT, "name", PROPERTY_HINT_RESOURCE_TYPE, "Animation")));
ADD_SIGNAL(MethodInfo("animation_removed", PropertyInfo(Variant::OBJECT, "name", PROPERTY_HINT_RESOURCE_TYPE, "Animation")));
ADD_SIGNAL(MethodInfo("animation_renamed", PropertyInfo(Variant::OBJECT, "name", PROPERTY_HINT_RESOURCE_TYPE, "Animation"), PropertyInfo(Variant::OBJECT, "to_name", PROPERTY_HINT_RESOURCE_TYPE, "Animation")));
}
AnimationLibrary::AnimationLibrary() {
}