mirror of
https://github.com/Relintai/pandemonium_engine.git
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258 lines
8.0 KiB
C++
258 lines
8.0 KiB
C++
/*************************************************************************/
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/* scene_tree_tween.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCENE_TREE_TWEEN_H
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#define SCENE_TREE_TWEEN_H
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#include "core/object/reference.h"
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#include "scene/animation/tween.h"
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class SceneTreeTween;
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class Tweener : public Reference {
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GDCLASS(Tweener, Reference);
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public:
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virtual void set_tween(Ref<SceneTreeTween> p_tween);
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virtual void start() = 0;
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virtual bool step(float &r_delta) = 0;
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void clear_tween();
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protected:
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static void _bind_methods();
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Ref<SceneTreeTween> tween;
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float elapsed_time = 0;
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bool finished = false;
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};
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class PropertyTweener;
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class IntervalTweener;
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class CallbackTweener;
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class MethodTweener;
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class SceneTreeTween : public Reference {
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GDCLASS(SceneTreeTween, Reference);
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public:
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enum TweenPauseMode {
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TWEEN_PAUSE_BOUND,
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TWEEN_PAUSE_STOP,
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TWEEN_PAUSE_PROCESS,
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};
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private:
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Tween::TweenProcessMode process_mode = Tween::TWEEN_PROCESS_IDLE;
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TweenPauseMode pause_mode = TweenPauseMode::TWEEN_PAUSE_BOUND;
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Tween::TransitionType default_transition = Tween::TRANS_LINEAR;
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Tween::EaseType default_ease = Tween::EASE_IN_OUT;
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ObjectID bound_node;
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Vector<List<Ref<Tweener>>> tweeners;
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float total_time = 0;
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int current_step = -1;
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int loops = 1;
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int loops_done = 0;
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float speed_scale = 1;
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bool is_bound = false;
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bool started = false;
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bool running = true;
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bool dead = false;
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bool valid = false;
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bool default_parallel = false;
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bool parallel_enabled = false;
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#ifdef DEBUG_ENABLED
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bool is_infinite = false;
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#endif
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void start_tweeners();
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protected:
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static void _bind_methods();
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public:
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Ref<PropertyTweener> tween_property(Object *p_target, NodePath p_property, Variant p_to, float p_duration);
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Ref<IntervalTweener> tween_interval(float p_time);
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Ref<CallbackTweener> tween_callback(Object *p_target, StringName p_method, const Vector<Variant> &p_binds = Vector<Variant>());
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Ref<MethodTweener> tween_method(Object *p_target, StringName p_method, Variant p_from, Variant p_to, float p_duration, const Vector<Variant> &p_binds = Vector<Variant>());
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void append(Ref<Tweener> p_tweener);
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bool custom_step(float p_delta);
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void stop();
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void pause();
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void play();
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void kill();
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bool is_running() const;
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bool is_valid() const;
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void clear();
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Tween::TweenProcessMode get_process_mode() const;
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TweenPauseMode get_pause_mode() const;
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Tween::TransitionType get_trans() const;
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Tween::EaseType get_ease() const;
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Ref<SceneTreeTween> bind_node(Node *p_node);
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Ref<SceneTreeTween> set_process_mode(Tween::TweenProcessMode p_mode);
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Ref<SceneTreeTween> set_pause_mode(TweenPauseMode p_mode);
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Ref<SceneTreeTween> set_parallel(bool p_parallel);
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Ref<SceneTreeTween> set_loops(int p_loops);
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Ref<SceneTreeTween> set_speed_scale(float p_speed);
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Ref<SceneTreeTween> set_trans(Tween::TransitionType p_trans);
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Ref<SceneTreeTween> set_ease(Tween::EaseType p_ease);
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Ref<SceneTreeTween> parallel();
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Ref<SceneTreeTween> chain();
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Variant interpolate_variant(Variant p_initial_val, Variant p_delta_val, float p_time, float p_duration, Tween::TransitionType p_trans, Tween::EaseType p_ease) const;
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Variant calculate_delta_value(Variant p_intial_val, Variant p_final_val);
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bool step(float p_delta);
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bool can_process(bool p_tree_paused) const;
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Node *get_bound_node() const;
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float get_total_time() const;
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SceneTreeTween() = default;
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SceneTreeTween(bool p_valid);
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};
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VARIANT_ENUM_CAST(SceneTreeTween::TweenPauseMode);
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class PropertyTweener : public Tweener {
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GDCLASS(PropertyTweener, Tweener);
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public:
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Ref<PropertyTweener> from(Variant p_value);
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Ref<PropertyTweener> from_current();
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Ref<PropertyTweener> as_relative();
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Ref<PropertyTweener> set_trans(Tween::TransitionType p_trans);
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Ref<PropertyTweener> set_ease(Tween::EaseType p_ease);
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Ref<PropertyTweener> set_delay(float p_delay);
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virtual void set_tween(Ref<SceneTreeTween> p_tween);
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virtual void start();
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virtual bool step(float &r_delta);
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PropertyTweener(Object *p_target, NodePath p_property, Variant p_to, float p_duration);
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PropertyTweener();
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protected:
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static void _bind_methods();
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private:
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ObjectID target;
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Vector<StringName> property;
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Variant initial_val;
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Variant base_final_val;
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Variant final_val;
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Variant delta_val;
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float duration = 0;
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Tween::TransitionType trans_type = Tween::TRANS_COUNT; // This is set inside set_tween();
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Tween::EaseType ease_type = Tween::EASE_COUNT;
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float delay = 0;
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bool do_continue = true;
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bool relative = false;
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};
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class IntervalTweener : public Tweener {
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GDCLASS(IntervalTweener, Tweener);
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public:
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virtual void start();
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virtual bool step(float &r_delta);
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IntervalTweener(float p_time);
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IntervalTweener();
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private:
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float duration = 0;
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};
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class CallbackTweener : public Tweener {
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GDCLASS(CallbackTweener, Tweener);
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public:
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Ref<CallbackTweener> set_delay(float p_delay);
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virtual void start();
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virtual bool step(float &r_delta);
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CallbackTweener(Object *p_target, StringName p_method, const Vector<Variant> &p_binds);
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CallbackTweener();
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protected:
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static void _bind_methods();
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private:
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ObjectID target;
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StringName method;
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Vector<Variant> binds;
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int args = 0;
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float delay = 0;
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};
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class MethodTweener : public Tweener {
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GDCLASS(MethodTweener, Tweener);
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public:
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Ref<MethodTweener> set_trans(Tween::TransitionType p_trans);
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Ref<MethodTweener> set_ease(Tween::EaseType p_ease);
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Ref<MethodTweener> set_delay(float p_delay);
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virtual void set_tween(Ref<SceneTreeTween> p_tween);
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virtual void start();
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virtual bool step(float &r_delta);
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MethodTweener(Object *p_target, StringName p_method, Variant p_from, Variant p_to, float p_duration, const Vector<Variant> &p_binds);
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MethodTweener();
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protected:
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static void _bind_methods();
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private:
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float duration = 0;
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float delay = 0;
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Tween::TransitionType trans_type = Tween::TRANS_COUNT;
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Tween::EaseType ease_type = Tween::EASE_COUNT;
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Ref<SceneTreeTween> tween;
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Variant initial_val;
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Variant delta_val;
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Variant final_val;
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ObjectID target;
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StringName method;
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Vector<Variant> binds;
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};
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#endif // SCENE_TREE_TWEEN_H
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