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-rw-r--r--scene/animation/animation_player.h86
1 files changed, 40 insertions, 46 deletions
diff --git a/scene/animation/animation_player.h b/scene/animation/animation_player.h
index dbce5643c7..f2774cb395 100644
--- a/scene/animation/animation_player.h
+++ b/scene/animation/animation_player.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -37,20 +37,25 @@
#include "scene/resources/animation.h"
#ifdef TOOLS_ENABLED
-// To save/restore animated values
-class AnimatedValuesBackup {
+class AnimatedValuesBackup : public Reference {
+ GDCLASS(AnimatedValuesBackup, Reference);
+
struct Entry {
- Object *object;
+ Object *object = nullptr;
Vector<StringName> subpath; // Unused if bone
- int bone_idx; // -1 if not a bone
+ int bone_idx = -1; // -1 if not a bone
Variant value;
};
Vector<Entry> entries;
friend class AnimationPlayer;
+protected:
+ static void _bind_methods();
+
public:
void update_skeletons();
+ void restore() const;
};
#endif
@@ -113,8 +118,6 @@ private:
Variant value_accum;
uint64_t accum_pass = 0;
Variant capture;
-
- PropertyAnim() {}
};
Map<StringName, PropertyAnim> property_anim;
@@ -125,8 +128,6 @@ private:
float bezier_accum = 0.0;
Object *object = nullptr;
uint64_t accum_pass = 0;
-
- BezierAnim() {}
};
Map<StringName, BezierAnim> bezier_anim;
@@ -136,7 +137,7 @@ private:
struct TrackNodeCacheKey {
ObjectID id;
- int bone_idx;
+ int bone_idx = -1;
inline bool operator<(const TrackNodeCacheKey &p_right) const {
if (id == p_right.id) {
@@ -150,16 +151,16 @@ private:
Map<TrackNodeCacheKey, TrackNodeCache> node_cache_map;
TrackNodeCache *cache_update[NODE_CACHE_UPDATE_MAX];
- int cache_update_size;
+ int cache_update_size = 0;
TrackNodeCache::PropertyAnim *cache_update_prop[NODE_CACHE_UPDATE_MAX];
- int cache_update_prop_size;
+ int cache_update_prop_size = 0;
TrackNodeCache::BezierAnim *cache_update_bezier[NODE_CACHE_UPDATE_MAX];
- int cache_update_bezier_size;
+ int cache_update_bezier_size = 0;
Set<TrackNodeCache *> playing_caches;
- uint64_t accum_pass;
- float speed_scale;
- float default_blend_time;
+ uint64_t accum_pass = 1;
+ float speed_scale = 1.0;
+ float default_blend_time = 0.0;
struct AnimationData {
String name;
@@ -178,53 +179,43 @@ private:
Map<BlendKey, float> blend_times;
struct PlaybackData {
- AnimationData *from;
- float pos;
- float speed_scale;
-
- PlaybackData() {
- pos = 0;
- speed_scale = 1.0;
- from = nullptr;
- }
+ AnimationData *from = nullptr;
+ float pos = 0.0;
+ float speed_scale = 1.0;
};
struct Blend {
PlaybackData data;
- float blend_time;
- float blend_left;
-
- Blend() {
- blend_left = 0;
- blend_time = 0;
- }
+ float blend_time = 0.0;
+ float blend_left = 0.0;
};
struct Playback {
List<Blend> blend;
PlaybackData current;
StringName assigned;
- bool seeked;
- bool started;
+ bool seeked = false;
+ bool started = false;
} playback;
List<StringName> queued;
- bool end_reached;
- bool end_notify;
+ bool end_reached = false;
+ bool end_notify = false;
String autoplay;
- AnimationProcessMode animation_process_mode;
- AnimationMethodCallMode method_call_mode;
- bool processing;
- bool active;
+ bool reset_on_save = true;
+ AnimationProcessMode animation_process_mode = ANIMATION_PROCESS_IDLE;
+ AnimationMethodCallMode method_call_mode = ANIMATION_METHOD_CALL_DEFERRED;
+ bool processing = false;
+ bool active = true;
NodePath root;
void _animation_process_animation(AnimationData *p_anim, float p_time, float p_delta, float p_interp, bool p_is_current = true, bool p_seeked = false, bool p_started = false);
- void _ensure_node_caches(AnimationData *p_anim);
+ void _ensure_node_caches(AnimationData *p_anim, Node *p_root_override = nullptr);
void _animation_process_data(PlaybackData &cd, float p_delta, float p_blend, bool p_seeked, bool p_started);
void _animation_process2(float p_delta, bool p_started);
void _animation_update_transforms();
@@ -251,7 +242,7 @@ private:
void _set_process(bool p_process, bool p_force = false);
- bool playing;
+ bool playing = false;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
@@ -304,6 +295,9 @@ public:
void set_autoplay(const String &p_name);
String get_autoplay() const;
+ void set_reset_on_save_enabled(bool p_enabled);
+ bool is_reset_on_save_enabled() const;
+
void set_animation_process_mode(AnimationProcessMode p_mode);
AnimationProcessMode get_animation_process_mode() const;
@@ -325,9 +319,9 @@ public:
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
#ifdef TOOLS_ENABLED
- // These may be interesting for games, but are too dangerous for general use
- AnimatedValuesBackup backup_animated_values();
- void restore_animated_values(const AnimatedValuesBackup &p_backup);
+ Ref<AnimatedValuesBackup> backup_animated_values(Node *p_root_override = nullptr);
+ Ref<AnimatedValuesBackup> apply_reset(bool p_user_initiated = false);
+ bool can_apply_reset() const;
#endif
AnimationPlayer();