1 /*************************************************************************/ 2 /* animated_sprite.h */ 3 /*************************************************************************/ 4 /* This file is part of: */ 5 /* GODOT ENGINE */ 6 /* https://godotengine.org */ 7 /*************************************************************************/ 8 /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ 9 /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ 10 /* */ 11 /* Permission is hereby granted, free of charge, to any person obtaining */ 12 /* a copy of this software and associated documentation files (the */ 13 /* "Software"), to deal in the Software without restriction, including */ 14 /* without limitation the rights to use, copy, modify, merge, publish, */ 15 /* distribute, sublicense, and/or sell copies of the Software, and to */ 16 /* permit persons to whom the Software is furnished to do so, subject to */ 17 /* the following conditions: */ 18 /* */ 19 /* The above copyright notice and this permission notice shall be */ 20 /* included in all copies or substantial portions of the Software. */ 21 /* */ 22 /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ 23 /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ 24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ 25 /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ 26 /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ 27 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ 28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ 29 /*************************************************************************/ 30 #ifndef ANIMATED_SPRITE_H 31 #define ANIMATED_SPRITE_H 32 33 #include "scene/2d/node_2d.h" 34 #include "scene/resources/texture.h" 35 36 class SpriteFrames : public Resource { 37 38 OBJ_TYPE(SpriteFrames, Resource); 39 40 struct Anim { 41 42 float speed; 43 bool loop; 44 Vector<Ref<Texture> > frames; 45 AnimAnim46 Anim() { 47 loop = true; 48 speed = 5; 49 } 50 }; 51 52 Map<StringName, Anim> animations; 53 54 Array _get_frames() const; 55 void _set_frames(const Array &p_frames); 56 57 Array _get_animations() const; 58 void _set_animations(const Array &p_animations); 59 60 Vector<String> _get_animation_list() const; 61 62 protected: 63 static void _bind_methods(); 64 65 public: 66 void add_animation(const StringName &p_anim); 67 bool has_animation(const StringName &p_anim) const; 68 void remove_animation(const StringName &p_anim); 69 void rename_animation(const StringName &p_prev, const StringName &p_next); 70 71 void get_animation_list(List<StringName> *r_animations) const; 72 73 void set_animation_speed(const StringName &p_anim, float p_fps); 74 float get_animation_speed(const StringName &p_anim) const; 75 76 void set_animation_loop(const StringName &p_anim, bool p_loop); 77 bool get_animation_loop(const StringName &p_anim) const; 78 79 void add_frame(const StringName &p_anim, const Ref<Texture> &p_frame, int p_at_pos = -1); 80 int get_frame_count(const StringName &p_anim) const; get_frame(const StringName & p_anim,int p_idx)81 _FORCE_INLINE_ Ref<Texture> get_frame(const StringName &p_anim, int p_idx) const { 82 83 const Map<StringName, Anim>::Element *E = animations.find(p_anim); 84 ERR_FAIL_COND_V(!E, Ref<Texture>()); 85 ERR_FAIL_COND_V(p_idx < 0, Ref<Texture>()); 86 if (p_idx >= E->get().frames.size()) 87 return Ref<Texture>(); 88 89 return E->get().frames[p_idx]; 90 } 91 set_frame(const StringName & p_anim,int p_idx,const Ref<Texture> & p_frame)92 void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture> &p_frame) { 93 Map<StringName, Anim>::Element *E = animations.find(p_anim); 94 ERR_FAIL_COND(!E); 95 ERR_FAIL_COND(p_idx < 0); 96 if (p_idx >= E->get().frames.size()) 97 return; 98 E->get().frames[p_idx] = p_frame; 99 } 100 void remove_frame(const StringName &p_anim, int p_idx); 101 void clear(const StringName &p_anim); 102 void clear_all(); 103 104 SpriteFrames(); 105 }; 106 107 class AnimatedSprite : public Node2D { 108 109 OBJ_TYPE(AnimatedSprite, Node2D); 110 111 Ref<SpriteFrames> frames; 112 bool playing; 113 StringName animation; 114 int frame; 115 116 bool centered; 117 Point2 offset; 118 119 float timeout; 120 121 bool hflip; 122 bool vflip; 123 124 Color modulate; 125 126 void _res_changed(); 127 128 void _reset_timeout(); 129 void _set_playing(bool p_playing); 130 bool _is_playing() const; 131 132 protected: 133 static void _bind_methods(); 134 void _notification(int p_what); 135 virtual void _validate_property(PropertyInfo &property) const; 136 137 public: 138 virtual void edit_set_pivot(const Point2 &p_pivot); 139 virtual Point2 edit_get_pivot() const; 140 virtual bool edit_has_pivot() const; 141 142 void set_sprite_frames(const Ref<SpriteFrames> &p_frames); 143 Ref<SpriteFrames> get_sprite_frames() const; 144 145 void play(const StringName &p_animation = StringName()); 146 void stop(); 147 bool is_playing() const; 148 149 void set_animation(const StringName &p_animation); 150 StringName get_animation() const; 151 152 void set_frame(int p_frame); 153 int get_frame() const; 154 155 void set_centered(bool p_center); 156 bool is_centered() const; 157 158 void set_offset(const Point2 &p_offset); 159 Point2 get_offset() const; 160 161 void set_flip_h(bool p_flip); 162 bool is_flipped_h() const; 163 164 void set_flip_v(bool p_flip); 165 bool is_flipped_v() const; 166 167 void set_modulate(const Color &p_color); 168 Color get_modulate() const; 169 170 virtual Rect2 get_item_rect() const; 171 172 virtual String get_configuration_warning() const; 173 AnimatedSprite(); 174 }; 175 176 #endif // ANIMATED_SPRITE_H 177