/* scene_tree_tween.h */ #ifndef SCENE_TREE_TWEEN_H #define SCENE_TREE_TWEEN_H #include "core/object/reference.h" #include "scene/animation/tween.h" class SceneTreeTween; class Tweener : public Reference { GDCLASS(Tweener, Reference); public: virtual void set_tween(Ref p_tween); virtual void start() = 0; virtual bool step(float &r_delta) = 0; void clear_tween(); protected: static void _bind_methods(); Ref tween; float elapsed_time = 0; bool finished = false; }; class PropertyTweener; class IntervalTweener; class CallbackTweener; class MethodTweener; class SceneTreeTween : public Reference { GDCLASS(SceneTreeTween, Reference); public: enum TweenPauseMode { TWEEN_PAUSE_BOUND, TWEEN_PAUSE_STOP, TWEEN_PAUSE_PROCESS, }; private: Tween::TweenProcessMode process_mode = Tween::TWEEN_PROCESS_IDLE; TweenPauseMode pause_mode = TweenPauseMode::TWEEN_PAUSE_BOUND; Tween::TransitionType default_transition = Tween::TRANS_LINEAR; Tween::EaseType default_ease = Tween::EASE_IN_OUT; ObjectID bound_node; Vector>> tweeners; float total_time = 0; int current_step = -1; int loops = 1; int loops_done = 0; float speed_scale = 1; bool is_bound = false; bool started = false; bool running = true; bool dead = false; bool valid = false; bool default_parallel = false; bool parallel_enabled = false; #ifdef DEBUG_ENABLED bool is_infinite = false; #endif void start_tweeners(); protected: static void _bind_methods(); public: Ref tween_property(Object *p_target, NodePath p_property, Variant p_to, float p_duration); Ref tween_interval(float p_time); Ref tween_callback(Object *p_target, StringName p_method, const Vector &p_binds = Vector()); Ref tween_method(Object *p_target, StringName p_method, Variant p_from, Variant p_to, float p_duration, const Vector &p_binds = Vector()); void append(Ref p_tweener); bool custom_step(float p_delta); void stop(); void pause(); void play(); void kill(); bool is_running() const; bool is_valid() const; void clear(); Tween::TweenProcessMode get_process_mode() const; TweenPauseMode get_pause_mode() const; Tween::TransitionType get_trans() const; Tween::EaseType get_ease() const; Ref bind_node(Node *p_node); Ref set_process_mode(Tween::TweenProcessMode p_mode); Ref set_pause_mode(TweenPauseMode p_mode); Ref set_parallel(bool p_parallel); Ref set_loops(int p_loops); Ref set_speed_scale(float p_speed); Ref set_trans(Tween::TransitionType p_trans); Ref set_ease(Tween::EaseType p_ease); Ref parallel(); Ref chain(); 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; Variant calculate_delta_value(Variant p_intial_val, Variant p_final_val); bool step(float p_delta); bool can_process(bool p_tree_paused) const; Node *get_bound_node() const; float get_total_time() const; SceneTreeTween() = default; SceneTreeTween(bool p_valid); }; VARIANT_ENUM_CAST(SceneTreeTween::TweenPauseMode); class PropertyTweener : public Tweener { GDCLASS(PropertyTweener, Tweener); public: Ref from(Variant p_value); Ref from_current(); Ref as_relative(); Ref set_trans(Tween::TransitionType p_trans); Ref set_ease(Tween::EaseType p_ease); Ref set_delay(float p_delay); virtual void set_tween(Ref p_tween); virtual void start(); virtual bool step(float &r_delta); PropertyTweener(Object *p_target, NodePath p_property, Variant p_to, float p_duration); PropertyTweener(); protected: static void _bind_methods(); private: ObjectID target; Vector property; Variant initial_val; Variant base_final_val; Variant final_val; Variant delta_val; float duration = 0; Tween::TransitionType trans_type = Tween::TRANS_COUNT; // This is set inside set_tween(); Tween::EaseType ease_type = Tween::EASE_COUNT; float delay = 0; bool do_continue = true; bool relative = false; }; class IntervalTweener : public Tweener { GDCLASS(IntervalTweener, Tweener); public: virtual void start(); virtual bool step(float &r_delta); IntervalTweener(float p_time); IntervalTweener(); private: float duration = 0; }; class CallbackTweener : public Tweener { GDCLASS(CallbackTweener, Tweener); public: Ref set_delay(float p_delay); virtual void start(); virtual bool step(float &r_delta); CallbackTweener(Object *p_target, StringName p_method, const Vector &p_binds); CallbackTweener(); protected: static void _bind_methods(); private: ObjectID target; StringName method; Vector binds; int args = 0; float delay = 0; }; class MethodTweener : public Tweener { GDCLASS(MethodTweener, Tweener); public: Ref set_trans(Tween::TransitionType p_trans); Ref set_ease(Tween::EaseType p_ease); Ref set_delay(float p_delay); virtual void set_tween(Ref p_tween); virtual void start(); virtual bool step(float &r_delta); MethodTweener(Object *p_target, StringName p_method, Variant p_from, Variant p_to, float p_duration, const Vector &p_binds); MethodTweener(); protected: static void _bind_methods(); private: float duration = 0; float delay = 0; Tween::TransitionType trans_type = Tween::TRANS_COUNT; Tween::EaseType ease_type = Tween::EASE_COUNT; Ref tween; Variant initial_val; Variant delta_val; Variant final_val; ObjectID target; StringName method; Vector binds; }; #endif // SCENE_TREE_TWEEN_H