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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
226 lines
7.3 KiB
C++
226 lines
7.3 KiB
C++
/*************************************************************************/
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/* animated_sprite_2d.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 ANIMATED_SPRITE_2D_H
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#define ANIMATED_SPRITE_2D_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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GDCLASS(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<Texture2D>> frames;
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Anim() {
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loop = true;
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speed = 5;
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}
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StringName normal_name;
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StringName specular_name;
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};
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Color specular_color;
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float shininess;
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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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Vector<String> get_animation_names() 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<Texture2D> &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<Texture2D> 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_MSG(!E, Ref<Texture2D>(), "Animation '" + String(p_anim) + "' doesn't exist.");
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ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>());
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if (p_idx >= E->get().frames.size())
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return Ref<Texture2D>();
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return E->get().frames[p_idx];
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}
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_FORCE_INLINE_ Ref<Texture2D> get_normal_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_MSG(!E, Ref<Texture2D>(), "Animation '" + String(p_anim) + "' doesn't exist.");
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ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>());
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const Map<StringName, Anim>::Element *EN = animations.find(E->get().normal_name);
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if (!EN || p_idx >= EN->get().frames.size())
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return Ref<Texture2D>();
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return EN->get().frames[p_idx];
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}
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_FORCE_INLINE_ Ref<Texture2D> get_specular_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<Texture2D>());
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ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>());
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const Map<StringName, Anim>::Element *EN = animations.find(E->get().specular_name);
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if (!EN || p_idx >= EN->get().frames.size())
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return Ref<Texture2D>();
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return EN->get().frames[p_idx];
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}
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void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture2D> &p_frame) {
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Map<StringName, Anim>::Element *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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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.write[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 AnimatedSprite2D : public Node2D {
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GDCLASS(AnimatedSprite2D, Node2D);
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Ref<SpriteFrames> frames;
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bool playing;
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bool backwards;
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StringName animation;
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int frame;
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float speed_scale;
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bool centered;
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Point2 offset;
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bool is_over;
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float timeout;
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bool hflip;
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bool vflip;
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void _res_changed();
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float _get_frame_duration();
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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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Rect2 _get_rect() const;
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Color specular_color;
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float shininess;
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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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#ifdef TOOLS_ENABLED
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virtual Dictionary _edit_get_state() const;
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virtual void _edit_set_state(const Dictionary &p_state);
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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_use_pivot() const;
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_use_rect() const;
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#endif
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virtual Rect2 get_anchorable_rect() 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(), const bool p_backwards = false);
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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_speed_scale(float p_speed_scale);
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float get_speed_scale() 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_specular_color(const Color &p_color);
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Color get_specular_color() const;
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void set_shininess(float p_shininess);
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float get_shininess() const;
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virtual String get_configuration_warning() const;
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AnimatedSprite2D();
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};
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#endif // ANIMATED_SPRITE_H
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