4639050c64
And finally remove the 'frames' property which was added for compatibility with 2.1
in bed3efb17e
.
Fixes #21765.
The 'animations' property on the other hand is needed, contrarily to what its comment
said (copy-paste mistake probably).
Also removes unused '_get_animation_list'.
219 lines
8.7 KiB
C++
219 lines
8.7 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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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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Array SpriteFrames::_get_animations() const {
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Array anims;
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List<StringName> sorted_names;
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get_animation_list(&sorted_names);
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sorted_names.sort_custom<StringName::AlphCompare>();
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for (const StringName &name : sorted_names) {
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const Anim &anim = animations[name];
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Dictionary d;
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d["name"] = name;
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d["speed"] = anim.speed;
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d["loop"] = anim.loop;
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Array frames;
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for (int i = 0; i < anim.frames.size(); i++) {
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frames.push_back(anim.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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// `animations` property is for serialization.
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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");
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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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