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191 lines
6.0 KiB
C++
191 lines
6.0 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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/* Copyright (c) 2014-2017 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_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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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<Texture> > 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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};
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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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_FORCE_INLINE_ Ref<Texture> 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(!E, Ref<Texture>());
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ERR_FAIL_COND_V(p_idx < 0, Ref<Texture>());
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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<Texture>();
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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<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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GDCLASS(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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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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