pandemonium_engine_minimal/scene/2d/animated_sprite.h

166 lines
4.3 KiB
C++

#ifndef ANIMATED_SPRITE_H
#define ANIMATED_SPRITE_H
/* animated_sprite.h */
#include "scene/main/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;
};
RBMap<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);
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 RBMap<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 RBMap<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 RBMap<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) {
RBMap<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:
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 String &quote_style) const;
AnimatedSprite();
};
#endif // ANIMATED_SPRITE_H