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/*************************************************************************/
/* animated_sprite.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 {
OBJ_TYPE(SpriteFrames,Resource);
Vector< Ref<Texture> > frames;
Array _get_frames() const;
void _set_frames(const Array& p_frames);
protected:
static void _bind_methods();
public:
void add_frame(const Ref<Texture>& p_frame,int p_at_pos=-1);
int get_frame_count() const;
_FORCE_INLINE_ Ref<Texture> get_frame(int p_idx) const { ERR_FAIL_INDEX_V(p_idx,frames.size(),Ref<Texture>()); return frames[p_idx]; }
void set_frame(int p_idx,const Ref<Texture>& p_frame){ ERR_FAIL_INDEX(p_idx,frames.size()); frames[p_idx]=p_frame; }
void remove_frame(int p_idx);
void clear();
SpriteFrames();
};
class AnimatedSprite : public Node2D {
OBJ_TYPE(AnimatedSprite,Node2D);
Ref<SpriteFrames> frames;
int frame;
bool centered;
Point2 offset;
bool hflip;
bool vflip;
Color modulate;
void _res_changed();
protected:
static void _bind_methods();
void _notification(int p_what);
public:
virtual void edit_set_pivot(const Point2& p_pivot);
virtual Point2 edit_get_pivot() const;
virtual bool edit_has_pivot() const;
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
Ref<SpriteFrames> get_sprite_frames() const;
void set_frame(int p_frame);
int get_frame() 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 Rect2 get_item_rect() const;
AnimatedSprite();
};
#endif // ANIMATED_SPRITE_H
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