33b5c57199
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
775 lines
23 KiB
C++
775 lines
23 KiB
C++
/*************************************************************************/
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/* animated_sprite.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 "animated_sprite.h"
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#include "core/os/os.h"
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#include "scene/scene_string_names.h"
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#define NORMAL_SUFFIX "_normal"
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#define SPECULAR_SUFFIX "_specular"
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#ifdef TOOLS_ENABLED
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Dictionary AnimatedSprite::_edit_get_state() const {
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Dictionary state = Node2D::_edit_get_state();
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state["offset"] = offset;
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return state;
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}
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void AnimatedSprite::_edit_set_state(const Dictionary &p_state) {
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Node2D::_edit_set_state(p_state);
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set_offset(p_state["offset"]);
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}
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void AnimatedSprite::_edit_set_pivot(const Point2 &p_pivot) {
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set_offset(get_offset() - p_pivot);
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set_position(get_transform().xform(p_pivot));
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}
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Point2 AnimatedSprite::_edit_get_pivot() const {
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return Vector2();
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}
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bool AnimatedSprite::_edit_use_pivot() const {
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return true;
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}
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Rect2 AnimatedSprite::_edit_get_rect() const {
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return _get_rect();
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}
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bool AnimatedSprite::_edit_use_rect() const {
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if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
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return false;
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}
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Ref<Texture2D> t;
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if (animation)
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t = frames->get_frame(animation, frame);
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return t.is_valid();
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}
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#endif
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Rect2 AnimatedSprite::get_anchorable_rect() const {
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return _get_rect();
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}
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Rect2 AnimatedSprite::_get_rect() const {
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if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
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return Rect2();
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}
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Ref<Texture2D> t;
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if (animation)
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t = frames->get_frame(animation, frame);
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if (t.is_null())
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return Rect2();
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Size2 s = t->get_size();
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Point2 ofs = offset;
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if (centered)
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ofs -= Size2(s) / 2;
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if (s == Size2(0, 0))
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s = Size2(1, 1);
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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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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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animations[p_anim].normal_name = String(p_anim) + NORMAL_SUFFIX;
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animations[p_anim].specular_name = String(p_anim) + SPECULAR_SUFFIX;
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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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animations[p_next].normal_name = String(p_next) + NORMAL_SUFFIX;
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animations[p_next].specular_name = String(p_next) + SPECULAR_SUFFIX;
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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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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 AnimatedSprite::_validate_property(PropertyInfo &property) const {
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if (!frames.is_valid())
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return;
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if (property.name == "animation") {
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property.hint = PROPERTY_HINT_ENUM;
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List<StringName> names;
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frames->get_animation_list(&names);
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names.sort_custom<StringName::AlphCompare>();
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bool current_found = false;
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for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
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if (E->prev()) {
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property.hint_string += ",";
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}
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property.hint_string += String(E->get());
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if (animation == E->get()) {
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current_found = true;
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}
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}
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if (!current_found) {
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if (property.hint_string == String()) {
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property.hint_string = String(animation);
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} else {
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property.hint_string = String(animation) + "," + property.hint_string;
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}
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}
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}
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if (property.name == "frame") {
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property.hint = PROPERTY_HINT_RANGE;
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if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) {
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property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
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}
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property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
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}
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}
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void AnimatedSprite::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_INTERNAL_PROCESS: {
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if (frames.is_null())
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return;
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if (!frames->has_animation(animation))
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return;
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if (frame < 0)
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return;
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float speed = frames->get_animation_speed(animation) * speed_scale;
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if (speed == 0)
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return; //do nothing
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float remaining = get_process_delta_time();
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while (remaining) {
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if (timeout <= 0) {
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timeout = _get_frame_duration();
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int fc = frames->get_frame_count(animation);
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if ((!backwards && frame >= fc - 1) || (backwards && frame <= 0)) {
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if (frames->get_animation_loop(animation)) {
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if (backwards)
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frame = fc - 1;
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else
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frame = 0;
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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} else {
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if (backwards)
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frame = 0;
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else
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frame = fc - 1;
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if (!is_over) {
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is_over = true;
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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}
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}
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} else {
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if (backwards)
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frame--;
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else
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frame++;
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}
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update();
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_change_notify("frame");
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emit_signal(SceneStringNames::get_singleton()->frame_changed);
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}
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float to_process = MIN(timeout, remaining);
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remaining -= to_process;
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timeout -= to_process;
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}
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} break;
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case NOTIFICATION_DRAW: {
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if (frames.is_null())
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return;
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if (frame < 0)
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return;
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if (!frames->has_animation(animation))
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return;
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Ref<Texture2D> texture = frames->get_frame(animation, frame);
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if (texture.is_null())
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return;
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Ref<Texture2D> normal = frames->get_normal_frame(animation, frame);
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Ref<Texture2D> specular = frames->get_specular_frame(animation, frame);
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RID ci = get_canvas_item();
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Size2i s;
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s = texture->get_size();
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Point2 ofs = offset;
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if (centered)
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ofs -= s / 2;
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if (Engine::get_singleton()->get_use_pixel_snap()) {
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ofs = ofs.floor();
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}
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Rect2 dst_rect(ofs, s);
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if (hflip)
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dst_rect.size.x = -dst_rect.size.x;
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if (vflip)
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dst_rect.size.y = -dst_rect.size.y;
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texture->draw_rect_region(ci, dst_rect, Rect2(Vector2(), texture->get_size()), Color(1, 1, 1), false, normal, specular, Color(specular_color.r, specular_color.g, specular_color.b, shininess));
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} break;
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}
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}
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void AnimatedSprite::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
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if (frames.is_valid())
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frames->disconnect_compat("changed", this, "_res_changed");
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frames = p_frames;
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if (frames.is_valid())
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frames->connect_compat("changed", this, "_res_changed");
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if (!frames.is_valid()) {
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frame = 0;
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} else {
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set_frame(frame);
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}
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_change_notify();
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_reset_timeout();
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update();
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update_configuration_warning();
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}
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Ref<SpriteFrames> AnimatedSprite::get_sprite_frames() const {
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return frames;
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}
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void AnimatedSprite::set_frame(int p_frame) {
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if (!frames.is_valid()) {
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return;
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}
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if (frames->has_animation(animation)) {
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int limit = frames->get_frame_count(animation);
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if (p_frame >= limit)
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p_frame = limit - 1;
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}
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if (p_frame < 0)
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p_frame = 0;
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if (frame == p_frame)
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return;
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frame = p_frame;
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_reset_timeout();
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update();
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_change_notify("frame");
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emit_signal(SceneStringNames::get_singleton()->frame_changed);
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}
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int AnimatedSprite::get_frame() const {
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return frame;
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}
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void AnimatedSprite::set_speed_scale(float p_speed_scale) {
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float elapsed = _get_frame_duration() - timeout;
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speed_scale = MAX(p_speed_scale, 0.0f);
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// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed
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_reset_timeout();
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timeout -= elapsed;
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}
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float AnimatedSprite::get_speed_scale() const {
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return speed_scale;
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}
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void AnimatedSprite::set_centered(bool p_center) {
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centered = p_center;
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update();
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item_rect_changed();
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}
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bool AnimatedSprite::is_centered() const {
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return centered;
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}
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void AnimatedSprite::set_offset(const Point2 &p_offset) {
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offset = p_offset;
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update();
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item_rect_changed();
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_change_notify("offset");
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}
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Point2 AnimatedSprite::get_offset() const {
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return offset;
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}
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void AnimatedSprite::set_flip_h(bool p_flip) {
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hflip = p_flip;
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update();
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}
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bool AnimatedSprite::is_flipped_h() const {
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return hflip;
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}
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void AnimatedSprite::set_flip_v(bool p_flip) {
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vflip = p_flip;
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update();
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}
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bool AnimatedSprite::is_flipped_v() const {
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return vflip;
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}
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void AnimatedSprite::_res_changed() {
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set_frame(frame);
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_change_notify("frame");
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_change_notify("animation");
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update();
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}
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void AnimatedSprite::_set_playing(bool p_playing) {
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if (playing == p_playing)
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return;
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playing = p_playing;
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_reset_timeout();
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set_process_internal(playing);
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}
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bool AnimatedSprite::_is_playing() const {
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return playing;
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}
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void AnimatedSprite::play(const StringName &p_animation, const bool p_backwards) {
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backwards = p_backwards;
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if (p_animation) {
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set_animation(p_animation);
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if (backwards && get_frame() == 0)
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set_frame(frames->get_frame_count(p_animation) - 1);
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}
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_set_playing(true);
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}
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void AnimatedSprite::stop() {
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_set_playing(false);
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}
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bool AnimatedSprite::is_playing() const {
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return playing;
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}
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float AnimatedSprite::_get_frame_duration() {
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if (frames.is_valid() && frames->has_animation(animation)) {
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float speed = frames->get_animation_speed(animation) * speed_scale;
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if (speed > 0) {
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return 1.0 / speed;
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}
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}
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return 0.0;
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}
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void AnimatedSprite::_reset_timeout() {
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if (!playing)
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return;
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timeout = _get_frame_duration();
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is_over = false;
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}
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void AnimatedSprite::set_animation(const StringName &p_animation) {
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ERR_FAIL_COND_MSG(frames == NULL, vformat("There is no animation with name '%s'.", p_animation));
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ERR_FAIL_COND_MSG(frames->get_animation_names().find(p_animation) == -1, vformat("There is no animation with name '%s'.", p_animation));
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if (animation == p_animation)
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return;
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animation = p_animation;
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_reset_timeout();
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set_frame(0);
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_change_notify();
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update();
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}
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StringName AnimatedSprite::get_animation() const {
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return animation;
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}
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String AnimatedSprite::get_configuration_warning() const {
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if (frames.is_null()) {
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return TTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite to display frames.");
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}
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return String();
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}
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void AnimatedSprite::set_specular_color(const Color &p_color) {
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specular_color = p_color;
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update();
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}
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Color AnimatedSprite::get_specular_color() const {
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return specular_color;
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}
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void AnimatedSprite::set_shininess(float p_shininess) {
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shininess = CLAMP(p_shininess, 0.0, 1.0);
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update();
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}
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float AnimatedSprite::get_shininess() const {
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return shininess;
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}
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void AnimatedSprite::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite::set_sprite_frames);
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ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite::get_sprite_frames);
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ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite::set_animation);
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ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite::get_animation);
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ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite::_set_playing);
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ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite::_is_playing);
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ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite::play, DEFVAL(StringName()), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite::stop);
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ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite::is_playing);
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ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite::set_centered);
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ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite::is_centered);
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ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AnimatedSprite::set_offset);
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ClassDB::bind_method(D_METHOD("get_offset"), &AnimatedSprite::get_offset);
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ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &AnimatedSprite::set_flip_h);
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ClassDB::bind_method(D_METHOD("is_flipped_h"), &AnimatedSprite::is_flipped_h);
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ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &AnimatedSprite::set_flip_v);
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ClassDB::bind_method(D_METHOD("is_flipped_v"), &AnimatedSprite::is_flipped_v);
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ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite::set_frame);
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ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite::get_frame);
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ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite::set_speed_scale);
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ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite::get_speed_scale);
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ClassDB::bind_method(D_METHOD("set_specular_color", "color"), &AnimatedSprite::set_specular_color);
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ClassDB::bind_method(D_METHOD("get_specular_color"), &AnimatedSprite::get_specular_color);
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ClassDB::bind_method(D_METHOD("set_shininess", "shininess"), &AnimatedSprite::set_shininess);
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ClassDB::bind_method(D_METHOD("get_shininess"), &AnimatedSprite::get_shininess);
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ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite::_res_changed);
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ADD_SIGNAL(MethodInfo("frame_changed"));
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ADD_SIGNAL(MethodInfo("animation_finished"));
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|
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ADD_GROUP("Animation", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
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ADD_GROUP("Lighting", "");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "specular_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_specular_color", "get_specular_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "shininess", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_shininess", "get_shininess");
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ADD_GROUP("Offset", "");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
|
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
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}
|
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|
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AnimatedSprite::AnimatedSprite() {
|
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|
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centered = true;
|
|
hflip = false;
|
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vflip = false;
|
|
|
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frame = 0;
|
|
speed_scale = 1.0f;
|
|
playing = false;
|
|
backwards = false;
|
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animation = "default";
|
|
timeout = 0;
|
|
is_over = false;
|
|
specular_color = Color(1, 1, 1, 1);
|
|
shininess = 1.0;
|
|
}
|