746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
103 lines
4.3 KiB
C++
103 lines
4.3 KiB
C++
/*************************************************************************/
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/* sprite_frames.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef SPRITE_FRAMES_H
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#define SPRITE_FRAMES_H
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#include "scene/resources/texture.h"
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class SpriteFrames : public Resource {
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GDCLASS(SpriteFrames, Resource);
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struct Anim {
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double speed = 5.0;
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bool loop = true;
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Vector<Ref<Texture2D>> frames;
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};
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HashMap<StringName, Anim> animations;
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Array _get_frames() const;
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void _set_frames(const Array &p_frames);
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Array _get_animations() const;
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void _set_animations(const Array &p_animations);
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Vector<String> _get_animation_list() const;
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protected:
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static void _bind_methods();
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public:
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void add_animation(const StringName &p_anim);
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bool has_animation(const StringName &p_anim) const;
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void remove_animation(const StringName &p_anim);
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void rename_animation(const StringName &p_prev, const StringName &p_next);
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void get_animation_list(List<StringName> *r_animations) const;
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Vector<String> get_animation_names() const;
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void set_animation_speed(const StringName &p_anim, double p_fps);
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double get_animation_speed(const StringName &p_anim) const;
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void set_animation_loop(const StringName &p_anim, bool p_loop);
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bool get_animation_loop(const StringName &p_anim) const;
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void add_frame(const StringName &p_anim, const Ref<Texture2D> &p_frame, int p_at_pos = -1);
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int get_frame_count(const StringName &p_anim) const;
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_FORCE_INLINE_ Ref<Texture2D> get_frame(const StringName &p_anim, int p_idx) const {
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HashMap<StringName, Anim>::ConstIterator E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, Ref<Texture2D>(), "Animation '" + String(p_anim) + "' doesn't exist.");
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ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>());
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if (p_idx >= E->value.frames.size()) {
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return Ref<Texture2D>();
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}
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return E->value.frames[p_idx];
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}
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void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture2D> &p_frame) {
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HashMap<StringName, Anim>::Iterator 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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ERR_FAIL_COND(p_idx < 0);
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if (p_idx >= E->value.frames.size()) {
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return;
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}
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E->value.frames.write[p_idx] = p_frame;
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}
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void remove_frame(const StringName &p_anim, int p_idx);
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void clear(const StringName &p_anim);
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void clear_all();
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SpriteFrames();
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};
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#endif // SPRITE_FRAMES_H
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