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/*************************************************************************/
/* sprite_frames.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* 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 */
/* "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 SPRITE_FRAMES_H
#define SPRITE_FRAMES_H
#include "scene/resources/texture.h"
class SpriteFrames : public Resource {
GDCLASS(SpriteFrames, Resource);
struct Anim {
float speed = 5.0;
bool loop = true;
Vector<Ref<Texture2D>> frames;
};
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;
Vector<String> get_animation_names() 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<Texture2D> &p_frame, int p_at_pos = -1);
int get_frame_count(const StringName &p_anim) const;
_FORCE_INLINE_ Ref<Texture2D> get_frame(const StringName &p_anim, int p_idx) const {
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_V_MSG(!E, Ref<Texture2D>(), "Animation '" + String(p_anim) + "' doesn't exist.");
ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>());
if (p_idx >= E->get().frames.size()) {
return Ref<Texture2D>();
}
return E->get().frames[p_idx];
}
void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture2D> &p_frame) {
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
ERR_FAIL_COND(p_idx < 0);
if (p_idx >= E->get().frames.size()) {
return;
}
E->get().frames.write[p_idx] = p_frame;
}
void remove_frame(const StringName &p_anim, int p_idx);
void clear(const StringName &p_anim);
void clear_all();
SpriteFrames();
};
#endif // SPRITE_FRAMES_H
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