/* Copyright (c) 2020 Péter Magyar 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 PROCEDURAL_ANIMATION_PLAYER_H #define PROCEDURAL_ANIMATION_PLAYER_H #include "scene/main/node.h" #include "core/string_name.h" #include "procedural_animation.h" class ProceduralAnimationPlayer : public Node { GDCLASS(ProceduralAnimationPlayer, Node); public: Ref get_animation(); void set_animation(const Ref &animation); int get_current_category() const; void set_current_category(const int p_category); int get_current_animation() const; void set_current_animation(const int p_animation); int get_curent_keyframe() const; void set_curent_keyframe(const int p_keyframe); float get_scale() const; void set_scale(const float p_scale); bool is_playing() const; void play(); void stop(); void setup_frame(); void advance(float p_delta); ProceduralAnimationPlayer(); ~ProceduralAnimationPlayer(); protected: void _validate_property(PropertyInfo &property) const; static void _bind_methods(); private: Ref _animation; int _current_category; int _current_animation; int _curent_keyframe; float _scale; bool _playing; }; #endif