#ifndef ANIMATED_SPRITE_H #define ANIMATED_SPRITE_H /*************************************************************************/ /* animated_sprite.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. */ /*************************************************************************/ #include "scene/2d/node_2d.h" class Texture; 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; 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<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_MSG(!E, Ref<Texture>(), "Animation '" + String(p_anim) + "' doesn't exist."); 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_MSG(!E, Ref<Texture>(), "Animation '" + String(p_anim) + "' doesn't exist."); 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_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(); }; class AnimatedSprite : public Node2D { GDCLASS(AnimatedSprite, Node2D); Ref<SpriteFrames> frames; bool playing; bool backwards; StringName animation; int frame; float speed_scale; bool centered; Point2 offset; bool is_over; float timeout; bool hflip; bool vflip; void _res_changed(); float _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; public: #ifdef TOOLS_ENABLED 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; #endif 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(), 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(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; virtual String get_configuration_warning() const; virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const; AnimatedSprite(); }; #endif // ANIMATED_SPRITE_H