c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
185 lines
5.5 KiB
C++
185 lines
5.5 KiB
C++
/*************************************************************************/
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/* animated_sprite.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 ANIMATED_SPRITE_H
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#define ANIMATED_SPRITE_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/texture.h"
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class SpriteFrames : public Resource {
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OBJ_TYPE(SpriteFrames,Resource);
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struct Anim {
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float speed;
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bool loop;
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Vector< Ref<Texture> > frames;
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Anim() { loop=true; speed=5; }
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};
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Map<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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void set_animation_speed(const StringName& p_anim,float p_fps);
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float 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<Texture>& 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<Texture> get_frame(const StringName& p_anim,int p_idx) const {
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const Map<StringName,Anim>::Element *E=animations.find(p_anim);
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ERR_FAIL_COND_V(!E,Ref<Texture>());
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ERR_FAIL_COND_V(p_idx<0,Ref<Texture>());
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if (p_idx>=E->get().frames.size())
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return Ref<Texture>();
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return E->get().frames[p_idx];
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}
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void set_frame(const StringName& p_anim,int p_idx,const Ref<Texture>& p_frame){
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Map<StringName,Anim>::Element *E=animations.find(p_anim);
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ERR_FAIL_COND(!E);
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ERR_FAIL_COND(p_idx<0);
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if (p_idx>=E->get().frames.size())
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return;
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E->get().frames[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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class AnimatedSprite : public Node2D {
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OBJ_TYPE(AnimatedSprite,Node2D);
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Ref<SpriteFrames> frames;
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bool playing;
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StringName animation;
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int frame;
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bool centered;
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Point2 offset;
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float timeout;
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bool hflip;
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bool vflip;
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Color modulate;
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void _res_changed();
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void _reset_timeout();
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void _set_playing(bool p_playing);
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bool _is_playing() const;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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virtual void _validate_property(PropertyInfo& property) const;
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public:
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virtual void edit_set_pivot(const Point2& p_pivot);
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virtual Point2 edit_get_pivot() const;
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virtual bool edit_has_pivot() const;
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void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
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Ref<SpriteFrames> get_sprite_frames() const;
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void play(const StringName& p_animation=StringName());
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void stop();
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bool is_playing() const;
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void set_animation(const StringName& p_animation);
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StringName get_animation() const;
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void set_frame(int p_frame);
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int get_frame() const;
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void set_centered(bool p_center);
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bool is_centered() const;
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void set_offset(const Point2& p_offset);
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Point2 get_offset() const;
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void set_flip_h(bool p_flip);
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bool is_flipped_h() const;
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void set_flip_v(bool p_flip);
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bool is_flipped_v() const;
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void set_modulate(const Color& p_color);
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Color get_modulate() const;
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virtual Rect2 get_item_rect() const;
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virtual String get_configuration_warning() const;
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AnimatedSprite();
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};
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#endif // ANIMATED_SPRITE_H
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