godot/scene/2d/animated_sprite_2d.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

527 lines
15 KiB
C++

/**************************************************************************/
/* animated_sprite_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#include "animated_sprite_2d.h"
#include "scene/main/viewport.h"
#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED
Dictionary AnimatedSprite2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
return state;
}
void AnimatedSprite2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
}
void AnimatedSprite2D::_edit_set_pivot(const Point2 &p_pivot) {
set_offset(get_offset() - p_pivot);
set_position(get_transform().xform(p_pivot));
}
Point2 AnimatedSprite2D::_edit_get_pivot() const {
return Vector2();
}
bool AnimatedSprite2D::_edit_use_pivot() const {
return true;
}
Rect2 AnimatedSprite2D::_edit_get_rect() const {
return _get_rect();
}
bool AnimatedSprite2D::_edit_use_rect() const {
if (frames.is_null() || !frames->has_animation(animation)) {
return false;
}
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
return false;
}
Ref<Texture2D> t;
if (animation) {
t = frames->get_frame(animation, frame);
}
return t.is_valid();
}
#endif
Rect2 AnimatedSprite2D::get_anchorable_rect() const {
return _get_rect();
}
Rect2 AnimatedSprite2D::_get_rect() const {
if (frames.is_null() || !frames->has_animation(animation)) {
return Rect2();
}
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2();
}
Ref<Texture2D> t;
if (animation) {
t = frames->get_frame(animation, frame);
}
if (t.is_null()) {
return Rect2();
}
Size2 s = t->get_size();
Point2 ofs = offset;
if (centered) {
ofs -= s / 2;
}
if (s == Size2(0, 0)) {
s = Size2(1, 1);
}
return Rect2(ofs, s);
}
void AnimatedSprite2D::_validate_property(PropertyInfo &p_property) const {
if (!frames.is_valid()) {
return;
}
if (p_property.name == "animation") {
p_property.hint = PROPERTY_HINT_ENUM;
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found = false;
bool is_first_element = true;
for (const StringName &E : names) {
if (!is_first_element) {
p_property.hint_string += ",";
} else {
is_first_element = false;
}
p_property.hint_string += String(E);
if (animation == E) {
current_found = true;
}
}
if (!current_found) {
if (p_property.hint_string.is_empty()) {
p_property.hint_string = String(animation);
} else {
p_property.hint_string = String(animation) + "," + p_property.hint_string;
}
}
return;
}
if (p_property.name == "frame") {
if (playing) {
p_property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY;
return;
}
p_property.hint = PROPERTY_HINT_RANGE;
if (frames->has_animation(animation) && frames->get_frame_count(animation) > 0) {
p_property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
} else {
// Avoid an error, `hint_string` is required for `PROPERTY_HINT_RANGE`.
p_property.hint_string = "0,0,1";
}
p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
void AnimatedSprite2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PROCESS: {
if (frames.is_null() || !frames->has_animation(animation)) {
return;
}
double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
if (speed == 0) {
return; // Do nothing.
}
int last_frame = frames->get_frame_count(animation) - 1;
double remaining = get_process_delta_time();
while (remaining) {
if (timeout <= 0) {
timeout = _get_frame_duration();
if (!playing_backwards) {
// Forward.
if (frame >= last_frame) {
if (frames->get_animation_loop(animation)) {
frame = 0;
emit_signal(SceneStringNames::get_singleton()->animation_finished);
} else {
frame = last_frame;
if (!is_over) {
is_over = true;
emit_signal(SceneStringNames::get_singleton()->animation_finished);
}
}
} else {
frame++;
}
} else {
// Reversed.
if (frame <= 0) {
if (frames->get_animation_loop(animation)) {
frame = last_frame;
emit_signal(SceneStringNames::get_singleton()->animation_finished);
} else {
frame = 0;
if (!is_over) {
is_over = true;
emit_signal(SceneStringNames::get_singleton()->animation_finished);
}
}
} else {
frame--;
}
}
queue_redraw();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
double to_process = MIN(timeout, remaining);
remaining -= to_process;
timeout -= to_process;
}
} break;
case NOTIFICATION_DRAW: {
if (frames.is_null() || !frames->has_animation(animation)) {
return;
}
Ref<Texture2D> texture = frames->get_frame(animation, frame);
if (texture.is_null()) {
return;
}
RID ci = get_canvas_item();
Size2 s = texture->get_size();
Point2 ofs = offset;
if (centered) {
ofs -= s / 2;
}
if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
ofs = ofs.floor();
}
Rect2 dst_rect(ofs, s);
if (hflip) {
dst_rect.size.x = -dst_rect.size.x;
}
if (vflip) {
dst_rect.size.y = -dst_rect.size.y;
}
texture->draw_rect_region(ci, dst_rect, Rect2(Vector2(), texture->get_size()), Color(1, 1, 1), false);
} break;
}
}
void AnimatedSprite2D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames.is_valid()) {
frames->disconnect(SceneStringNames::get_singleton()->changed, callable_mp(this, &AnimatedSprite2D::_res_changed));
}
frames = p_frames;
if (frames.is_valid()) {
frames->connect(SceneStringNames::get_singleton()->changed, callable_mp(this, &AnimatedSprite2D::_res_changed));
}
if (frames.is_null()) {
frame = 0;
} else {
set_frame(frame);
}
notify_property_list_changed();
_reset_timeout();
queue_redraw();
update_configuration_warnings();
}
Ref<SpriteFrames> AnimatedSprite2D::get_sprite_frames() const {
return frames;
}
void AnimatedSprite2D::set_frame(int p_frame) {
if (frames.is_null()) {
return;
}
if (frames->has_animation(animation)) {
int limit = frames->get_frame_count(animation);
if (p_frame >= limit) {
p_frame = limit - 1;
}
}
if (p_frame < 0) {
p_frame = 0;
}
if (frame == p_frame) {
return;
}
frame = p_frame;
_reset_timeout();
queue_redraw();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int AnimatedSprite2D::get_frame() const {
return frame;
}
void AnimatedSprite2D::set_speed_scale(double p_speed_scale) {
if (speed_scale == p_speed_scale) {
return;
}
double elapsed = _get_frame_duration() - timeout;
speed_scale = p_speed_scale;
playing_backwards = signbit(speed_scale) != backwards;
// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed.
_reset_timeout();
timeout -= elapsed;
}
double AnimatedSprite2D::get_speed_scale() const {
return speed_scale;
}
void AnimatedSprite2D::set_centered(bool p_center) {
centered = p_center;
queue_redraw();
item_rect_changed();
}
bool AnimatedSprite2D::is_centered() const {
return centered;
}
void AnimatedSprite2D::set_offset(const Point2 &p_offset) {
offset = p_offset;
queue_redraw();
item_rect_changed();
}
Point2 AnimatedSprite2D::get_offset() const {
return offset;
}
void AnimatedSprite2D::set_flip_h(bool p_flip) {
hflip = p_flip;
queue_redraw();
}
bool AnimatedSprite2D::is_flipped_h() const {
return hflip;
}
void AnimatedSprite2D::set_flip_v(bool p_flip) {
vflip = p_flip;
queue_redraw();
}
bool AnimatedSprite2D::is_flipped_v() const {
return vflip;
}
void AnimatedSprite2D::_res_changed() {
set_frame(frame);
queue_redraw();
}
void AnimatedSprite2D::set_playing(bool p_playing) {
if (playing == p_playing) {
return;
}
playing = p_playing;
_reset_timeout();
set_process_internal(playing);
notify_property_list_changed();
}
bool AnimatedSprite2D::is_playing() const {
return playing;
}
void AnimatedSprite2D::play(const StringName &p_animation, bool p_backwards) {
backwards = p_backwards;
playing_backwards = signbit(speed_scale) != backwards;
if (p_animation) {
set_animation(p_animation);
if (frames.is_valid() && playing_backwards && get_frame() == 0) {
set_frame(frames->get_frame_count(p_animation) - 1);
}
}
is_over = false;
set_playing(true);
}
void AnimatedSprite2D::stop() {
set_playing(false);
}
double AnimatedSprite2D::_get_frame_duration() {
if (frames.is_valid() && frames->has_animation(animation)) {
double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
if (speed > 0) {
return 1.0 / speed;
}
}
return 0.0;
}
void AnimatedSprite2D::_reset_timeout() {
if (!playing) {
return;
}
timeout = _get_frame_duration();
is_over = false;
}
void AnimatedSprite2D::set_animation(const StringName &p_animation) {
ERR_FAIL_COND_MSG(frames == nullptr, vformat("There is no animation with name '%s'.", p_animation));
ERR_FAIL_COND_MSG(!frames->get_animation_names().has(p_animation), vformat("There is no animation with name '%s'.", p_animation));
if (animation == p_animation) {
return;
}
animation = p_animation;
_reset_timeout();
set_frame(0);
notify_property_list_changed();
queue_redraw();
}
StringName AnimatedSprite2D::get_animation() const {
return animation;
}
PackedStringArray AnimatedSprite2D::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
if (frames.is_null()) {
warnings.push_back(RTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite2D to display frames."));
}
return warnings;
}
void AnimatedSprite2D::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
if (p_idx == 0 && p_function == "play" && frames.is_valid()) {
List<StringName> al;
frames->get_animation_list(&al);
for (const StringName &name : al) {
r_options->push_back(String(name).quote());
}
}
Node::get_argument_options(p_function, p_idx, r_options);
}
void AnimatedSprite2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite2D::set_sprite_frames);
ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite2D::get_sprite_frames);
ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite2D::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite2D::get_animation);
ClassDB::bind_method(D_METHOD("set_playing", "playing"), &AnimatedSprite2D::set_playing);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing);
ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite2D::play, DEFVAL(StringName()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite2D::stop);
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite2D::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite2D::is_centered);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AnimatedSprite2D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &AnimatedSprite2D::get_offset);
ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &AnimatedSprite2D::set_flip_h);
ClassDB::bind_method(D_METHOD("is_flipped_h"), &AnimatedSprite2D::is_flipped_h);
ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &AnimatedSprite2D::set_flip_v);
ClassDB::bind_method(D_METHOD("is_flipped_v"), &AnimatedSprite2D::is_flipped_v);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite2D::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite2D::get_frame);
ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite2D::set_speed_scale);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite2D::get_speed_scale);
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_SIGNAL(MethodInfo("animation_finished"));
ADD_GROUP("Animation", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "set_playing", "is_playing");
ADD_GROUP("Offset", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
}
AnimatedSprite2D::AnimatedSprite2D() {
}