godot/scene/animation/scene_tree_tween.h
kobewi ce36f2f699 Improve Tween infinite loop detection
(cherry picked from commit f473aab00d)
2022-05-05 13:47:23 +02:00

257 lines
7.9 KiB
C++

/*************************************************************************/
/* scene_tree_tween.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 SCENE_TREE_TWEEN_H
#define SCENE_TREE_TWEEN_H
#include "core/reference.h"
#include "scene/animation/tween.h"
class SceneTreeTween;
class Tweener : public Reference {
GDCLASS(Tweener, Reference);
public:
virtual void set_tween(Ref<SceneTreeTween> p_tween);
virtual void start() = 0;
virtual bool step(float &r_delta) = 0;
void clear_tween();
protected:
static void _bind_methods();
Ref<SceneTreeTween> tween;
float elapsed_time = 0;
bool finished = false;
};
class PropertyTweener;
class IntervalTweener;
class CallbackTweener;
class MethodTweener;
class SceneTreeTween : public Reference {
GDCLASS(SceneTreeTween, Reference);
public:
enum TweenPauseMode {
TWEEN_PAUSE_BOUND,
TWEEN_PAUSE_STOP,
TWEEN_PAUSE_PROCESS,
};
private:
Tween::TweenProcessMode process_mode = Tween::TWEEN_PROCESS_IDLE;
TweenPauseMode pause_mode = TweenPauseMode::TWEEN_PAUSE_BOUND;
Tween::TransitionType default_transition = Tween::TRANS_LINEAR;
Tween::EaseType default_ease = Tween::EASE_IN_OUT;
ObjectID bound_node;
Vector<List<Ref<Tweener>>> tweeners;
float total_time = 0;
int current_step = -1;
int loops = 1;
int loops_done = 0;
float speed_scale = 1;
bool is_bound = false;
bool started = false;
bool running = true;
bool dead = false;
bool valid = false;
bool default_parallel = false;
bool parallel_enabled = false;
#ifdef DEBUG_ENABLED
bool is_infinite = false;
#endif
void start_tweeners();
protected:
static void _bind_methods();
public:
Ref<PropertyTweener> tween_property(Object *p_target, NodePath p_property, Variant p_to, float p_duration);
Ref<IntervalTweener> tween_interval(float p_time);
Ref<CallbackTweener> tween_callback(Object *p_target, StringName p_method, const Vector<Variant> &p_binds = Vector<Variant>());
Ref<MethodTweener> tween_method(Object *p_target, StringName p_method, Variant p_from, Variant p_to, float p_duration, const Vector<Variant> &p_binds = Vector<Variant>());
void append(Ref<Tweener> p_tweener);
bool custom_step(float p_delta);
void stop();
void pause();
void play();
void kill();
bool is_running() const;
bool is_valid() const;
void clear();
Tween::TweenProcessMode get_process_mode() const;
TweenPauseMode get_pause_mode() const;
Tween::TransitionType get_trans() const;
Tween::EaseType get_ease() const;
Ref<SceneTreeTween> bind_node(Node *p_node);
Ref<SceneTreeTween> set_process_mode(Tween::TweenProcessMode p_mode);
Ref<SceneTreeTween> set_pause_mode(TweenPauseMode p_mode);
Ref<SceneTreeTween> set_parallel(bool p_parallel);
Ref<SceneTreeTween> set_loops(int p_loops);
Ref<SceneTreeTween> set_speed_scale(float p_speed);
Ref<SceneTreeTween> set_trans(Tween::TransitionType p_trans);
Ref<SceneTreeTween> set_ease(Tween::EaseType p_ease);
Ref<SceneTreeTween> parallel();
Ref<SceneTreeTween> chain();
Variant interpolate_variant(Variant p_initial_val, Variant p_delta_val, float p_time, float p_duration, Tween::TransitionType p_trans, Tween::EaseType p_ease) const;
Variant calculate_delta_value(Variant p_intial_val, Variant p_final_val);
bool step(float p_delta);
bool can_process(bool p_tree_paused) const;
Node *get_bound_node() const;
float get_total_time() const;
SceneTreeTween() = default;
SceneTreeTween(bool p_valid);
};
VARIANT_ENUM_CAST(SceneTreeTween::TweenPauseMode);
class PropertyTweener : public Tweener {
GDCLASS(PropertyTweener, Tweener);
public:
Ref<PropertyTweener> from(Variant p_value);
Ref<PropertyTweener> from_current();
Ref<PropertyTweener> as_relative();
Ref<PropertyTweener> set_trans(Tween::TransitionType p_trans);
Ref<PropertyTweener> set_ease(Tween::EaseType p_ease);
Ref<PropertyTweener> set_delay(float p_delay);
virtual void set_tween(Ref<SceneTreeTween> p_tween);
virtual void start();
virtual bool step(float &r_delta);
PropertyTweener(Object *p_target, NodePath p_property, Variant p_to, float p_duration);
PropertyTweener();
protected:
static void _bind_methods();
private:
ObjectID target;
Vector<StringName> property;
Variant initial_val;
Variant base_final_val;
Variant final_val;
Variant delta_val;
float duration = 0;
Tween::TransitionType trans_type = Tween::TRANS_COUNT; // This is set inside set_tween();
Tween::EaseType ease_type = Tween::EASE_COUNT;
float delay = 0;
bool do_continue = true;
bool relative = false;
};
class IntervalTweener : public Tweener {
GDCLASS(IntervalTweener, Tweener);
public:
virtual void start();
virtual bool step(float &r_delta);
IntervalTweener(float p_time);
IntervalTweener();
private:
float duration = 0;
};
class CallbackTweener : public Tweener {
GDCLASS(CallbackTweener, Tweener);
public:
Ref<CallbackTweener> set_delay(float p_delay);
virtual void start();
virtual bool step(float &r_delta);
CallbackTweener(Object *p_target, StringName p_method, const Vector<Variant> &p_binds);
CallbackTweener();
protected:
static void _bind_methods();
private:
ObjectID target;
StringName method;
Vector<Variant> binds;
int args = 0;
float delay = 0;
};
class MethodTweener : public Tweener {
GDCLASS(MethodTweener, Tweener);
public:
Ref<MethodTweener> set_trans(Tween::TransitionType p_trans);
Ref<MethodTweener> set_ease(Tween::EaseType p_ease);
Ref<MethodTweener> set_delay(float p_delay);
virtual void set_tween(Ref<SceneTreeTween> p_tween);
virtual void start();
virtual bool step(float &r_delta);
MethodTweener(Object *p_target, StringName p_method, Variant p_from, Variant p_to, float p_duration, const Vector<Variant> &p_binds);
MethodTweener();
protected:
static void _bind_methods();
private:
float duration = 0;
float delay = 0;
Tween::TransitionType trans_type = Tween::TRANS_COUNT;
Tween::EaseType ease_type = Tween::EASE_COUNT;
Ref<SceneTreeTween> tween;
Variant initial_val;
Variant delta_val;
Variant final_val;
ObjectID target;
StringName method;
Vector<Variant> binds;
};
#endif