/*************************************************************************/ /* animation_library.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "animation_library.h" bool AnimationLibrary::is_valid_animation_name(const String &p_name) { return !(p_name.is_empty() || p_name.contains("/") || p_name.contains(":") || p_name.contains(",") || p_name.contains("[")); } bool AnimationLibrary::is_valid_library_name(const String &p_name) { return !(p_name.contains("/") || p_name.contains(":") || p_name.contains(",") || p_name.contains("[")); } String AnimationLibrary::validate_library_name(const String &p_name) { String name = p_name; const char *characters = "/:,["; for (const char *p = characters; *p; p++) { name = name.replace(String::chr(*p), "_"); } return name; } Error AnimationLibrary::add_animation(const StringName &p_name, const Ref &p_animation) { ERR_FAIL_COND_V_MSG(!is_valid_animation_name(p_name), ERR_INVALID_PARAMETER, "Invalid animation name: '" + String(p_name) + "'."); ERR_FAIL_COND_V(p_animation.is_null(), ERR_INVALID_PARAMETER); if (animations.has(p_name)) { animations.erase(p_name); emit_signal(SNAME("animation_removed"), p_name); } animations.insert(p_name, p_animation); emit_signal(SNAME("animation_added"), p_name); notify_property_list_changed(); return OK; } void AnimationLibrary::remove_animation(const StringName &p_name) { ERR_FAIL_COND_MSG(!animations.has(p_name), vformat("Animation not found: %s.", p_name)); animations.erase(p_name); emit_signal(SNAME("animation_removed"), p_name); notify_property_list_changed(); } void AnimationLibrary::rename_animation(const StringName &p_name, const StringName &p_new_name) { ERR_FAIL_COND_MSG(!animations.has(p_name), vformat("Animation not found: %s.", p_name)); ERR_FAIL_COND_MSG(!is_valid_animation_name(p_new_name), "Invalid animation name: '" + String(p_new_name) + "'."); ERR_FAIL_COND_MSG(animations.has(p_new_name), vformat("Animation name \"%s\" already exists in library.", p_new_name)); animations.insert(p_new_name, animations[p_name]); animations.erase(p_name); emit_signal(SNAME("animation_renamed"), p_name, p_new_name); } bool AnimationLibrary::has_animation(const StringName &p_name) const { return animations.has(p_name); } Ref AnimationLibrary::get_animation(const StringName &p_name) const { ERR_FAIL_COND_V_MSG(!animations.has(p_name), Ref(), vformat("Animation not found: \"%s\".", p_name)); return animations[p_name]; } TypedArray AnimationLibrary::_get_animation_list() const { TypedArray ret; List names; get_animation_list(&names); for (const StringName &K : names) { ret.push_back(K); } return ret; } void AnimationLibrary::get_animation_list(List *p_animations) const { List anims; for (const KeyValue> &E : animations) { anims.push_back(E.key); } anims.sort_custom(); for (const StringName &E : anims) { p_animations->push_back(E); } } void AnimationLibrary::_set_data(const Dictionary &p_data) { animations.clear(); List keys; p_data.get_key_list(&keys); for (const Variant &K : keys) { add_animation(K, p_data[K]); } } Dictionary AnimationLibrary::_get_data() const { Dictionary ret; for (const KeyValue> &K : animations) { ret[K.key] = K.value; } return ret; } void AnimationLibrary::_bind_methods() { ClassDB::bind_method(D_METHOD("add_animation", "name", "animation"), &AnimationLibrary::add_animation); ClassDB::bind_method(D_METHOD("remove_animation", "name"), &AnimationLibrary::remove_animation); ClassDB::bind_method(D_METHOD("rename_animation", "name", "newname"), &AnimationLibrary::rename_animation); ClassDB::bind_method(D_METHOD("has_animation", "name"), &AnimationLibrary::has_animation); ClassDB::bind_method(D_METHOD("get_animation", "name"), &AnimationLibrary::get_animation); ClassDB::bind_method(D_METHOD("get_animation_list"), &AnimationLibrary::_get_animation_list); ClassDB::bind_method(D_METHOD("_set_data", "data"), &AnimationLibrary::_set_data); ClassDB::bind_method(D_METHOD("_get_data"), &AnimationLibrary::_get_data); ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "_set_data", "_get_data"); ADD_SIGNAL(MethodInfo("animation_added", PropertyInfo(Variant::STRING_NAME, "name"))); ADD_SIGNAL(MethodInfo("animation_removed", PropertyInfo(Variant::STRING_NAME, "name"))); ADD_SIGNAL(MethodInfo("animation_renamed", PropertyInfo(Variant::STRING_NAME, "name"), PropertyInfo(Variant::STRING_NAME, "to_name"))); } AnimationLibrary::AnimationLibrary() { }