66 lines
3.2 KiB
C++
66 lines
3.2 KiB
C++
/*************************************************************************/
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/* animation_library.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 ANIMATION_LIBRARY_H
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#define ANIMATION_LIBRARY_H
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#include "core/variant/typed_array.h"
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#include "scene/resources/animation.h"
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class AnimationLibrary : public Resource {
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GDCLASS(AnimationLibrary, Resource)
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void _set_data(const Dictionary &p_data);
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Dictionary _get_data() const;
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TypedArray<StringName> _get_animation_list() const;
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friend class AnimationPlayer; //for faster access
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Map<StringName, Ref<Animation>> animations;
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protected:
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static void _bind_methods();
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public:
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static bool is_valid_name(const String &p_name);
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static String validate_name(const String &p_name);
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Error add_animation(const StringName &p_name, const Ref<Animation> &p_animation);
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void remove_animation(const StringName &p_name);
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void rename_animation(const StringName &p_name, const StringName &p_new_name);
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bool has_animation(const StringName &p_name) const;
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Ref<Animation> get_animation(const StringName &p_name) const;
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void get_animation_list(List<StringName> *p_animations) const;
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AnimationLibrary();
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};
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#endif // ANIMATIONLIBRARY_H
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