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!
242 lines
9.4 KiB
C++
242 lines
9.4 KiB
C++
/*************************************************************************/
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/* sprite_frames.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) 2007-2022 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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#include "sprite_frames.h"
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#include "scene/scene_string_names.h"
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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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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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if (p_at_pos >= 0 && p_at_pos < E->value.frames.size()) {
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E->value.frames.insert(p_at_pos, p_frame);
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} else {
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E->value.frames.push_back(p_frame);
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}
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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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HashMap<StringName, Anim>::ConstIterator 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->value.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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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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E->value.frames.remove_at(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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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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E->value.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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}
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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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}
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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 (const StringName &E : al) {
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ret.push_back(E);
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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 KeyValue<StringName, Anim> &E : animations) {
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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 KeyValue<StringName, Anim> &E : animations) {
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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, double 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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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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E->value.speed = p_fps;
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}
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double SpriteFrames::get_animation_speed(const StringName &p_anim) const {
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HashMap<StringName, Anim>::ConstIterator 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->value.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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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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E->value.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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HashMap<StringName, Anim>::ConstIterator 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->value.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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HashMap<StringName, Anim>::Iterator E = animations.find(SceneStringNames::get_singleton()->_default);
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ERR_FAIL_COND(!E);
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E->value.frames.resize(p_frames.size());
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for (int i = 0; i < E->value.frames.size(); i++) {
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E->value.frames.write[i] = p_frames[i];
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}
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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 (const KeyValue<StringName, Anim> &E : animations) {
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Dictionary d;
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d["name"] = E.key;
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d["speed"] = E.value.speed;
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d["loop"] = E.value.loop;
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Array frames;
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for (int i = 0; i < E.value.frames.size(); i++) {
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frames.push_back(E.value.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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Ref<Resource> 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, "", PROPERTY_USAGE_NONE), "_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_NO_EDITOR | 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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