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/*************************************************************************/
/*  animated_sprite.h                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 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.                */
/*************************************************************************/

#ifndef ANIMATED_SPRITE_H
#define ANIMATED_SPRITE_H

#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"

class SpriteFrames : public Resource {

	GDCLASS(SpriteFrames, Resource);

	struct Anim {

		float speed;
		bool loop;
		Vector<Ref<Texture> > frames;

		Anim() {
			loop = true;
			speed = 5;
		}

		StringName normal_name;
	};

	Map<StringName, Anim> animations;

	Array _get_frames() const;
	void _set_frames(const Array &p_frames);

	Array _get_animations() const;
	void _set_animations(const Array &p_animations);

	Vector<String> _get_animation_list() const;

protected:
	static void _bind_methods();

public:
	void add_animation(const StringName &p_anim);
	bool has_animation(const StringName &p_anim) const;
	void remove_animation(const StringName &p_anim);
	void rename_animation(const StringName &p_prev, const StringName &p_next);

	void get_animation_list(List<StringName> *r_animations) const;

	void set_animation_speed(const StringName &p_anim, float p_fps);
	float get_animation_speed(const StringName &p_anim) const;

	void set_animation_loop(const StringName &p_anim, bool p_loop);
	bool get_animation_loop(const StringName &p_anim) const;

	void add_frame(const StringName &p_anim, const Ref<Texture> &p_frame, int p_at_pos = -1);
	int get_frame_count(const StringName &p_anim) const;
	_FORCE_INLINE_ Ref<Texture> get_frame(const StringName &p_anim, int p_idx) const {

		const Map<StringName, Anim>::Element *E = animations.find(p_anim);
		ERR_FAIL_COND_V(!E, Ref<Texture>());
		ERR_FAIL_COND_V(p_idx < 0, Ref<Texture>());
		if (p_idx >= E->get().frames.size())
			return Ref<Texture>();

		return E->get().frames[p_idx];
	}

	_FORCE_INLINE_ Ref<Texture> get_normal_frame(const StringName &p_anim, int p_idx) const {

		const Map<StringName, Anim>::Element *E = animations.find(p_anim);
		ERR_FAIL_COND_V(!E, Ref<Texture>());
		ERR_FAIL_COND_V(p_idx < 0, Ref<Texture>());

		const Map<StringName, Anim>::Element *EN = animations.find(E->get().normal_name);

		if (!EN || p_idx >= EN->get().frames.size())
			return Ref<Texture>();

		return EN->get().frames[p_idx];
	}

	void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture> &p_frame) {
		Map<StringName, Anim>::Element *E = animations.find(p_anim);
		ERR_FAIL_COND(!E);
		ERR_FAIL_COND(p_idx < 0);
		if (p_idx >= E->get().frames.size())
			return;
		E->get().frames[p_idx] = p_frame;
	}
	void remove_frame(const StringName &p_anim, int p_idx);
	void clear(const StringName &p_anim);
	void clear_all();

	SpriteFrames();
};

class AnimatedSprite : public Node2D {

	GDCLASS(AnimatedSprite, Node2D);

	Ref<SpriteFrames> frames;
	bool playing;
	StringName animation;
	int frame;
	float speed_scale;

	bool centered;
	Point2 offset;

	float timeout;

	bool hflip;
	bool vflip;

	void _res_changed();

	float _get_frame_duration();
	void _reset_timeout();
	void _set_playing(bool p_playing);
	bool _is_playing() const;
	Rect2 _get_rect() const;

protected:
	static void _bind_methods();
	void _notification(int p_what);
	virtual void _validate_property(PropertyInfo &property) const;

public:
	virtual Dictionary _edit_get_state() const;
	virtual void _edit_set_state(const Dictionary &p_state);

	virtual void _edit_set_pivot(const Point2 &p_pivot);
	virtual Point2 _edit_get_pivot() const;
	virtual bool _edit_use_pivot() const;
	virtual Rect2 _edit_get_rect() const;
	virtual bool _edit_use_rect() const;

	virtual Rect2 get_anchorable_rect() const;

	void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
	Ref<SpriteFrames> get_sprite_frames() const;

	void play(const StringName &p_animation = StringName());
	void stop();
	bool is_playing() const;

	void set_animation(const StringName &p_animation);
	StringName get_animation() const;

	void set_frame(int p_frame);
	int get_frame() const;

	void set_speed_scale(float p_speed_scale);
	float get_speed_scale() const;

	void set_centered(bool p_center);
	bool is_centered() const;

	void set_offset(const Point2 &p_offset);
	Point2 get_offset() const;

	void set_flip_h(bool p_flip);
	bool is_flipped_h() const;

	void set_flip_v(bool p_flip);
	bool is_flipped_v() const;

	void set_modulate(const Color &p_color);
	Color get_modulate() const;

	virtual String get_configuration_warning() const;
	AnimatedSprite();
};

#endif // ANIMATED_SPRITE_H