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/*************************************************************************/
/*  animated_sprite_2d.h                                                 */
/*************************************************************************/
/*                       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.                */
/*************************************************************************/

#ifndef ANIMATED_SPRITE_2D_H
#define ANIMATED_SPRITE_2D_H

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

class AnimatedSprite2D : public Node2D {
	GDCLASS(AnimatedSprite2D, Node2D);

	Ref<SpriteFrames> frames;
	bool playing = false;
	bool backwards = false;
	StringName animation = "default";
	int frame = 0;
	float speed_scale = 1.0f;

	bool centered = true;
	Point2 offset;

	bool is_over = false;
	float timeout = 0.0;

	bool hflip = false;
	bool vflip = false;

	void _res_changed();

	double _get_frame_duration();
	void _reset_timeout();
	Rect2 _get_rect() const;

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

public:
#ifdef TOOLS_ENABLED
	virtual Dictionary _edit_get_state() const override;
	virtual void _edit_set_state(const Dictionary &p_state) override;

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

	virtual Rect2 get_anchorable_rect() const override;

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

	void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
	void stop();

	void set_playing(bool p_playing);
	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(double p_speed_scale);
	double 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;

	TypedArray<String> get_configuration_warnings() const override;
	AnimatedSprite2D();
};

#endif // ANIMATED_SPRITE_H