a627cdafc5
Happy new year to the wonderful Godot community!
203 lines
6.6 KiB
C++
203 lines
6.6 KiB
C++
/*************************************************************************/
|
|
/* animated_sprite.h */
|
|
/*************************************************************************/
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef ANIMATED_SPRITE_H
|
|
#define ANIMATED_SPRITE_H
|
|
|
|
#include "scene/2d/node_2d.h"
|
|
#include "scene/resources/texture.h"
|
|
|
|
class SpriteFrames : public Resource {
|
|
GDCLASS(SpriteFrames, Resource);
|
|
|
|
struct Anim {
|
|
float speed;
|
|
bool loop;
|
|
Vector<Ref<Texture>> frames;
|
|
|
|
Anim() {
|
|
loop = true;
|
|
speed = 5;
|
|
}
|
|
|
|
StringName normal_name;
|
|
};
|
|
|
|
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<Texture> &p_frame, int p_at_pos = -1);
|
|
int get_frame_count(const StringName &p_anim) const;
|
|
_FORCE_INLINE_ Ref<Texture> get_frame(const StringName &p_anim, int p_idx) const {
|
|
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
|
|
ERR_FAIL_COND_V_MSG(!E, Ref<Texture>(), "Animation '" + String(p_anim) + "' doesn't exist.");
|
|
ERR_FAIL_COND_V(p_idx < 0, Ref<Texture>());
|
|
if (p_idx >= E->get().frames.size()) {
|
|
return Ref<Texture>();
|
|
}
|
|
|
|
return E->get().frames[p_idx];
|
|
}
|
|
|
|
_FORCE_INLINE_ Ref<Texture> get_normal_frame(const StringName &p_anim, int p_idx) const {
|
|
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
|
|
ERR_FAIL_COND_V_MSG(!E, Ref<Texture>(), "Animation '" + String(p_anim) + "' doesn't exist.");
|
|
ERR_FAIL_COND_V(p_idx < 0, Ref<Texture>());
|
|
|
|
const Map<StringName, Anim>::Element *EN = animations.find(E->get().normal_name);
|
|
|
|
if (!EN || p_idx >= EN->get().frames.size()) {
|
|
return Ref<Texture>();
|
|
}
|
|
|
|
return EN->get().frames[p_idx];
|
|
}
|
|
|
|
void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture> &p_frame) {
|
|
Map<StringName, Anim>::Element *E = animations.find(p_anim);
|
|
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();
|
|
};
|
|
|
|
class AnimatedSprite : public Node2D {
|
|
GDCLASS(AnimatedSprite, Node2D);
|
|
|
|
Ref<SpriteFrames> frames;
|
|
bool playing;
|
|
bool backwards;
|
|
StringName animation;
|
|
int frame;
|
|
float speed_scale;
|
|
|
|
bool centered;
|
|
Point2 offset;
|
|
|
|
bool is_over;
|
|
float timeout;
|
|
|
|
bool hflip;
|
|
bool vflip;
|
|
|
|
void _res_changed();
|
|
|
|
float _get_frame_duration();
|
|
void _reset_timeout();
|
|
Rect2 _get_rect() const;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
void _notification(int p_what);
|
|
virtual void _validate_property(PropertyInfo &property) const;
|
|
|
|
public:
|
|
#ifdef TOOLS_ENABLED
|
|
virtual Dictionary _edit_get_state() const;
|
|
virtual void _edit_set_state(const Dictionary &p_state);
|
|
|
|
virtual void _edit_set_pivot(const Point2 &p_pivot);
|
|
virtual Point2 _edit_get_pivot() const;
|
|
virtual bool _edit_use_pivot() const;
|
|
virtual Rect2 _edit_get_rect() const;
|
|
virtual bool _edit_use_rect() const;
|
|
#endif
|
|
|
|
virtual Rect2 get_anchorable_rect() const;
|
|
|
|
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
|
|
Ref<SpriteFrames> get_sprite_frames() const;
|
|
|
|
void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
|
|
void stop();
|
|
|
|
void set_playing(bool p_playing);
|
|
bool is_playing() const;
|
|
|
|
void set_animation(const StringName &p_animation);
|
|
StringName get_animation() const;
|
|
|
|
void set_frame(int p_frame);
|
|
int get_frame() const;
|
|
|
|
void set_speed_scale(float p_speed_scale);
|
|
float get_speed_scale() const;
|
|
|
|
void set_centered(bool p_center);
|
|
bool is_centered() const;
|
|
|
|
void set_offset(const Point2 &p_offset);
|
|
Point2 get_offset() const;
|
|
|
|
void set_flip_h(bool p_flip);
|
|
bool is_flipped_h() const;
|
|
|
|
void set_flip_v(bool p_flip);
|
|
bool is_flipped_v() const;
|
|
|
|
virtual String get_configuration_warning() const;
|
|
AnimatedSprite();
|
|
};
|
|
|
|
#endif // ANIMATED_SPRITE_H
|