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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
718 lines
23 KiB
C++
718 lines
23 KiB
C++
/*************************************************************************/
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/* animated_sprite_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "animated_sprite_2d.h"
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#include "core/os/os.h"
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#include "scene/scene_string_names.h"
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#define NORMAL_SUFFIX "_normal"
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#define SPECULAR_SUFFIX "_specular"
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#ifdef TOOLS_ENABLED
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Dictionary AnimatedSprite2D::_edit_get_state() const {
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Dictionary state = Node2D::_edit_get_state();
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state["offset"] = offset;
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return state;
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}
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void AnimatedSprite2D::_edit_set_state(const Dictionary &p_state) {
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Node2D::_edit_set_state(p_state);
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set_offset(p_state["offset"]);
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}
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void AnimatedSprite2D::_edit_set_pivot(const Point2 &p_pivot) {
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set_offset(get_offset() - p_pivot);
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set_position(get_transform().xform(p_pivot));
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}
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Point2 AnimatedSprite2D::_edit_get_pivot() const {
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return Vector2();
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}
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bool AnimatedSprite2D::_edit_use_pivot() const {
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return true;
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}
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Rect2 AnimatedSprite2D::_edit_get_rect() const {
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return _get_rect();
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}
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bool AnimatedSprite2D::_edit_use_rect() const {
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if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
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return false;
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}
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Ref<Texture2D> t;
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if (animation)
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t = frames->get_frame(animation, frame);
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return t.is_valid();
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}
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#endif
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Rect2 AnimatedSprite2D::get_anchorable_rect() const {
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return _get_rect();
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}
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Rect2 AnimatedSprite2D::_get_rect() const {
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if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
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return Rect2();
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}
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Ref<Texture2D> t;
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if (animation)
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t = frames->get_frame(animation, frame);
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if (t.is_null())
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return Rect2();
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Size2 s = t->get_size();
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Point2 ofs = offset;
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if (centered)
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ofs -= Size2(s) / 2;
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if (s == Size2(0, 0))
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s = Size2(1, 1);
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return Rect2(ofs, s);
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}
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void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture2D> &p_frame, int p_at_pos) {
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Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
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if (p_at_pos >= 0 && p_at_pos < E->get().frames.size())
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E->get().frames.insert(p_at_pos, p_frame);
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else
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E->get().frames.push_back(p_frame);
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emit_changed();
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}
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int SpriteFrames::get_frame_count(const StringName &p_anim) const {
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const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
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return E->get().frames.size();
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}
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void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {
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Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
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E->get().frames.remove(p_idx);
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emit_changed();
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}
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void SpriteFrames::clear(const StringName &p_anim) {
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Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
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E->get().frames.clear();
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emit_changed();
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}
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void SpriteFrames::clear_all() {
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animations.clear();
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add_animation("default");
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}
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void SpriteFrames::add_animation(const StringName &p_anim) {
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ERR_FAIL_COND_MSG(animations.has(p_anim), "SpriteFrames already has animation '" + p_anim + "'.");
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animations[p_anim] = Anim();
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animations[p_anim].normal_name = String(p_anim) + NORMAL_SUFFIX;
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animations[p_anim].specular_name = String(p_anim) + SPECULAR_SUFFIX;
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}
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bool SpriteFrames::has_animation(const StringName &p_anim) const {
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return animations.has(p_anim);
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}
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void SpriteFrames::remove_animation(const StringName &p_anim) {
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animations.erase(p_anim);
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}
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void SpriteFrames::rename_animation(const StringName &p_prev, const StringName &p_next) {
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ERR_FAIL_COND_MSG(!animations.has(p_prev), "SpriteFrames doesn't have animation '" + String(p_prev) + "'.");
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ERR_FAIL_COND_MSG(animations.has(p_next), "Animation '" + String(p_next) + "' already exists.");
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Anim anim = animations[p_prev];
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animations.erase(p_prev);
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animations[p_next] = anim;
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animations[p_next].normal_name = String(p_next) + NORMAL_SUFFIX;
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animations[p_next].specular_name = String(p_next) + SPECULAR_SUFFIX;
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}
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Vector<String> SpriteFrames::_get_animation_list() const {
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Vector<String> ret;
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List<StringName> al;
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get_animation_list(&al);
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for (List<StringName>::Element *E = al.front(); E; E = E->next()) {
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ret.push_back(E->get());
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}
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return ret;
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}
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void SpriteFrames::get_animation_list(List<StringName> *r_animations) const {
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for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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r_animations->push_back(E->key());
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}
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}
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Vector<String> SpriteFrames::get_animation_names() const {
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Vector<String> names;
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for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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names.push_back(E->key());
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}
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names.sort();
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return names;
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}
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void SpriteFrames::set_animation_speed(const StringName &p_anim, float p_fps) {
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ERR_FAIL_COND_MSG(p_fps < 0, "Animation speed cannot be negative (" + itos(p_fps) + ").");
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Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
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E->get().speed = p_fps;
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}
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float SpriteFrames::get_animation_speed(const StringName &p_anim) const {
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const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
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return E->get().speed;
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}
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void SpriteFrames::set_animation_loop(const StringName &p_anim, bool p_loop) {
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Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
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E->get().loop = p_loop;
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}
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bool SpriteFrames::get_animation_loop(const StringName &p_anim) const {
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const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, false, "Animation '" + String(p_anim) + "' doesn't exist.");
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return E->get().loop;
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}
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void SpriteFrames::_set_frames(const Array &p_frames) {
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clear_all();
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Map<StringName, Anim>::Element *E = animations.find(SceneStringNames::get_singleton()->_default);
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ERR_FAIL_COND(!E);
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E->get().frames.resize(p_frames.size());
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for (int i = 0; i < E->get().frames.size(); i++)
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E->get().frames.write[i] = p_frames[i];
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}
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Array SpriteFrames::_get_frames() const {
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return Array();
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}
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Array SpriteFrames::_get_animations() const {
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Array anims;
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for (Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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Dictionary d;
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d["name"] = E->key();
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d["speed"] = E->get().speed;
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d["loop"] = E->get().loop;
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Array frames;
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for (int i = 0; i < E->get().frames.size(); i++) {
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frames.push_back(E->get().frames[i]);
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}
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d["frames"] = frames;
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anims.push_back(d);
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}
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return anims;
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}
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void SpriteFrames::_set_animations(const Array &p_animations) {
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animations.clear();
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for (int i = 0; i < p_animations.size(); i++) {
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Dictionary d = p_animations[i];
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ERR_CONTINUE(!d.has("name"));
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ERR_CONTINUE(!d.has("speed"));
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ERR_CONTINUE(!d.has("loop"));
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ERR_CONTINUE(!d.has("frames"));
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Anim anim;
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anim.speed = d["speed"];
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anim.loop = d["loop"];
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Array frames = d["frames"];
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for (int j = 0; j < frames.size(); j++) {
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RES res = frames[j];
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anim.frames.push_back(res);
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}
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animations[d["name"]] = anim;
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}
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}
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void SpriteFrames::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_animation", "anim"), &SpriteFrames::add_animation);
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ClassDB::bind_method(D_METHOD("has_animation", "anim"), &SpriteFrames::has_animation);
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ClassDB::bind_method(D_METHOD("remove_animation", "anim"), &SpriteFrames::remove_animation);
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ClassDB::bind_method(D_METHOD("rename_animation", "anim", "newname"), &SpriteFrames::rename_animation);
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ClassDB::bind_method(D_METHOD("get_animation_names"), &SpriteFrames::get_animation_names);
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ClassDB::bind_method(D_METHOD("set_animation_speed", "anim", "speed"), &SpriteFrames::set_animation_speed);
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ClassDB::bind_method(D_METHOD("get_animation_speed", "anim"), &SpriteFrames::get_animation_speed);
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ClassDB::bind_method(D_METHOD("set_animation_loop", "anim", "loop"), &SpriteFrames::set_animation_loop);
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ClassDB::bind_method(D_METHOD("get_animation_loop", "anim"), &SpriteFrames::get_animation_loop);
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ClassDB::bind_method(D_METHOD("add_frame", "anim", "frame", "at_position"), &SpriteFrames::add_frame, DEFVAL(-1));
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ClassDB::bind_method(D_METHOD("get_frame_count", "anim"), &SpriteFrames::get_frame_count);
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ClassDB::bind_method(D_METHOD("get_frame", "anim", "idx"), &SpriteFrames::get_frame);
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ClassDB::bind_method(D_METHOD("set_frame", "anim", "idx", "txt"), &SpriteFrames::set_frame);
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ClassDB::bind_method(D_METHOD("remove_frame", "anim", "idx"), &SpriteFrames::remove_frame);
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ClassDB::bind_method(D_METHOD("clear", "anim"), &SpriteFrames::clear);
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ClassDB::bind_method(D_METHOD("clear_all"), &SpriteFrames::clear_all);
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ClassDB::bind_method(D_METHOD("_set_frames"), &SpriteFrames::_set_frames);
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ClassDB::bind_method(D_METHOD("_get_frames"), &SpriteFrames::_get_frames);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "frames", PROPERTY_HINT_NONE, "", 0), "_set_frames", "_get_frames"); //compatibility
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ClassDB::bind_method(D_METHOD("_set_animations"), &SpriteFrames::_set_animations);
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ClassDB::bind_method(D_METHOD("_get_animations"), &SpriteFrames::_get_animations);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_animations", "_get_animations"); //compatibility
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}
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SpriteFrames::SpriteFrames() {
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add_animation(SceneStringNames::get_singleton()->_default);
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}
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void AnimatedSprite2D::_validate_property(PropertyInfo &property) const {
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if (!frames.is_valid())
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return;
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if (property.name == "animation") {
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property.hint = PROPERTY_HINT_ENUM;
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List<StringName> names;
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frames->get_animation_list(&names);
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names.sort_custom<StringName::AlphCompare>();
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bool current_found = false;
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for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
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if (E->prev()) {
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property.hint_string += ",";
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}
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property.hint_string += String(E->get());
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if (animation == E->get()) {
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current_found = true;
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}
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}
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if (!current_found) {
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if (property.hint_string == String()) {
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property.hint_string = String(animation);
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} else {
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property.hint_string = String(animation) + "," + property.hint_string;
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}
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}
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}
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if (property.name == "frame") {
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property.hint = PROPERTY_HINT_RANGE;
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if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) {
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property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
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}
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property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
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}
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}
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void AnimatedSprite2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_INTERNAL_PROCESS: {
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if (frames.is_null())
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return;
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if (!frames->has_animation(animation))
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return;
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if (frame < 0)
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return;
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float speed = frames->get_animation_speed(animation) * speed_scale;
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if (speed == 0)
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return; //do nothing
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float remaining = get_process_delta_time();
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while (remaining) {
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if (timeout <= 0) {
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timeout = _get_frame_duration();
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int fc = frames->get_frame_count(animation);
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if ((!backwards && frame >= fc - 1) || (backwards && frame <= 0)) {
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if (frames->get_animation_loop(animation)) {
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if (backwards)
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frame = fc - 1;
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else
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frame = 0;
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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} else {
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if (backwards)
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frame = 0;
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else
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frame = fc - 1;
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if (!is_over) {
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is_over = true;
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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}
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}
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} else {
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if (backwards)
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frame--;
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else
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frame++;
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}
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update();
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_change_notify("frame");
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emit_signal(SceneStringNames::get_singleton()->frame_changed);
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}
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float to_process = MIN(timeout, remaining);
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remaining -= to_process;
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timeout -= to_process;
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}
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} break;
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case NOTIFICATION_DRAW: {
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if (frames.is_null())
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return;
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if (frame < 0)
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return;
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if (!frames->has_animation(animation))
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return;
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Ref<Texture2D> texture = frames->get_frame(animation, frame);
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if (texture.is_null())
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return;
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Ref<Texture2D> normal = frames->get_normal_frame(animation, frame);
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Ref<Texture2D> specular = frames->get_specular_frame(animation, frame);
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RID ci = get_canvas_item();
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Size2i s;
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s = texture->get_size();
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Point2 ofs = offset;
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if (centered)
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ofs -= s / 2;
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if (Engine::get_singleton()->get_use_pixel_snap()) {
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ofs = ofs.floor();
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}
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Rect2 dst_rect(ofs, s);
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if (hflip)
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dst_rect.size.x = -dst_rect.size.x;
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if (vflip)
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dst_rect.size.y = -dst_rect.size.y;
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texture->draw_rect_region(ci, dst_rect, Rect2(Vector2(), texture->get_size()), Color(1, 1, 1), false, normal, specular, Color(specular_color.r, specular_color.g, specular_color.b, shininess));
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} break;
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}
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}
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void AnimatedSprite2D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
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if (frames.is_valid())
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frames->disconnect("changed", callable_mp(this, &AnimatedSprite2D::_res_changed));
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frames = p_frames;
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if (frames.is_valid())
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frames->connect("changed", callable_mp(this, &AnimatedSprite2D::_res_changed));
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if (!frames.is_valid()) {
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frame = 0;
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} else {
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set_frame(frame);
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}
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_change_notify();
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_reset_timeout();
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update();
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|
update_configuration_warning();
|
|
}
|
|
|
|
Ref<SpriteFrames> AnimatedSprite2D::get_sprite_frames() const {
|
|
return frames;
|
|
}
|
|
|
|
void AnimatedSprite2D::set_frame(int p_frame) {
|
|
if (!frames.is_valid()) {
|
|
return;
|
|
}
|
|
|
|
if (frames->has_animation(animation)) {
|
|
int limit = frames->get_frame_count(animation);
|
|
if (p_frame >= limit)
|
|
p_frame = limit - 1;
|
|
}
|
|
|
|
if (p_frame < 0)
|
|
p_frame = 0;
|
|
|
|
if (frame == p_frame)
|
|
return;
|
|
|
|
frame = p_frame;
|
|
_reset_timeout();
|
|
update();
|
|
_change_notify("frame");
|
|
emit_signal(SceneStringNames::get_singleton()->frame_changed);
|
|
}
|
|
int AnimatedSprite2D::get_frame() const {
|
|
return frame;
|
|
}
|
|
|
|
void AnimatedSprite2D::set_speed_scale(float p_speed_scale) {
|
|
float elapsed = _get_frame_duration() - timeout;
|
|
|
|
speed_scale = MAX(p_speed_scale, 0.0f);
|
|
|
|
// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed
|
|
_reset_timeout();
|
|
timeout -= elapsed;
|
|
}
|
|
|
|
float AnimatedSprite2D::get_speed_scale() const {
|
|
return speed_scale;
|
|
}
|
|
|
|
void AnimatedSprite2D::set_centered(bool p_center) {
|
|
centered = p_center;
|
|
update();
|
|
item_rect_changed();
|
|
}
|
|
|
|
bool AnimatedSprite2D::is_centered() const {
|
|
return centered;
|
|
}
|
|
|
|
void AnimatedSprite2D::set_offset(const Point2 &p_offset) {
|
|
offset = p_offset;
|
|
update();
|
|
item_rect_changed();
|
|
_change_notify("offset");
|
|
}
|
|
Point2 AnimatedSprite2D::get_offset() const {
|
|
return offset;
|
|
}
|
|
|
|
void AnimatedSprite2D::set_flip_h(bool p_flip) {
|
|
hflip = p_flip;
|
|
update();
|
|
}
|
|
bool AnimatedSprite2D::is_flipped_h() const {
|
|
return hflip;
|
|
}
|
|
|
|
void AnimatedSprite2D::set_flip_v(bool p_flip) {
|
|
vflip = p_flip;
|
|
update();
|
|
}
|
|
bool AnimatedSprite2D::is_flipped_v() const {
|
|
return vflip;
|
|
}
|
|
|
|
void AnimatedSprite2D::_res_changed() {
|
|
set_frame(frame);
|
|
_change_notify("frame");
|
|
_change_notify("animation");
|
|
update();
|
|
}
|
|
|
|
void AnimatedSprite2D::_set_playing(bool p_playing) {
|
|
if (playing == p_playing)
|
|
return;
|
|
playing = p_playing;
|
|
_reset_timeout();
|
|
set_process_internal(playing);
|
|
}
|
|
|
|
bool AnimatedSprite2D::_is_playing() const {
|
|
return playing;
|
|
}
|
|
|
|
void AnimatedSprite2D::play(const StringName &p_animation, const bool p_backwards) {
|
|
backwards = p_backwards;
|
|
|
|
if (p_animation) {
|
|
set_animation(p_animation);
|
|
if (backwards && get_frame() == 0)
|
|
set_frame(frames->get_frame_count(p_animation) - 1);
|
|
}
|
|
|
|
_set_playing(true);
|
|
}
|
|
|
|
void AnimatedSprite2D::stop() {
|
|
_set_playing(false);
|
|
}
|
|
|
|
bool AnimatedSprite2D::is_playing() const {
|
|
return playing;
|
|
}
|
|
|
|
float AnimatedSprite2D::_get_frame_duration() {
|
|
if (frames.is_valid() && frames->has_animation(animation)) {
|
|
float speed = frames->get_animation_speed(animation) * speed_scale;
|
|
if (speed > 0) {
|
|
return 1.0 / speed;
|
|
}
|
|
}
|
|
return 0.0;
|
|
}
|
|
|
|
void AnimatedSprite2D::_reset_timeout() {
|
|
if (!playing)
|
|
return;
|
|
|
|
timeout = _get_frame_duration();
|
|
is_over = false;
|
|
}
|
|
|
|
void AnimatedSprite2D::set_animation(const StringName &p_animation) {
|
|
ERR_FAIL_COND_MSG(frames == nullptr, vformat("There is no animation with name '%s'.", p_animation));
|
|
ERR_FAIL_COND_MSG(frames->get_animation_names().find(p_animation) == -1, vformat("There is no animation with name '%s'.", p_animation));
|
|
|
|
if (animation == p_animation)
|
|
return;
|
|
|
|
animation = p_animation;
|
|
_reset_timeout();
|
|
set_frame(0);
|
|
_change_notify();
|
|
update();
|
|
}
|
|
StringName AnimatedSprite2D::get_animation() const {
|
|
return animation;
|
|
}
|
|
|
|
String AnimatedSprite2D::get_configuration_warning() const {
|
|
if (frames.is_null()) {
|
|
return TTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite to display frames.");
|
|
}
|
|
|
|
return String();
|
|
}
|
|
|
|
void AnimatedSprite2D::set_specular_color(const Color &p_color) {
|
|
specular_color = p_color;
|
|
update();
|
|
}
|
|
|
|
Color AnimatedSprite2D::get_specular_color() const {
|
|
return specular_color;
|
|
}
|
|
|
|
void AnimatedSprite2D::set_shininess(float p_shininess) {
|
|
shininess = CLAMP(p_shininess, 0.0, 1.0);
|
|
update();
|
|
}
|
|
|
|
float AnimatedSprite2D::get_shininess() const {
|
|
return shininess;
|
|
}
|
|
|
|
void AnimatedSprite2D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite2D::set_sprite_frames);
|
|
ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite2D::get_sprite_frames);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite2D::set_animation);
|
|
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite2D::get_animation);
|
|
|
|
ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite2D::_set_playing);
|
|
ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite2D::_is_playing);
|
|
|
|
ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite2D::play, DEFVAL(StringName()), DEFVAL(false));
|
|
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite2D::stop);
|
|
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite2D::set_centered);
|
|
ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite2D::is_centered);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AnimatedSprite2D::set_offset);
|
|
ClassDB::bind_method(D_METHOD("get_offset"), &AnimatedSprite2D::get_offset);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &AnimatedSprite2D::set_flip_h);
|
|
ClassDB::bind_method(D_METHOD("is_flipped_h"), &AnimatedSprite2D::is_flipped_h);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &AnimatedSprite2D::set_flip_v);
|
|
ClassDB::bind_method(D_METHOD("is_flipped_v"), &AnimatedSprite2D::is_flipped_v);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite2D::set_frame);
|
|
ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite2D::get_frame);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite2D::set_speed_scale);
|
|
ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite2D::get_speed_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_specular_color", "color"), &AnimatedSprite2D::set_specular_color);
|
|
ClassDB::bind_method(D_METHOD("get_specular_color"), &AnimatedSprite2D::get_specular_color);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_shininess", "shininess"), &AnimatedSprite2D::set_shininess);
|
|
ClassDB::bind_method(D_METHOD("get_shininess"), &AnimatedSprite2D::get_shininess);
|
|
|
|
ADD_SIGNAL(MethodInfo("frame_changed"));
|
|
ADD_SIGNAL(MethodInfo("animation_finished"));
|
|
|
|
ADD_GROUP("Animation", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
|
|
ADD_GROUP("Lighting", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "specular_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_specular_color", "get_specular_color");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "shininess", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_shininess", "get_shininess");
|
|
ADD_GROUP("Offset", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
|
|
}
|
|
|
|
AnimatedSprite2D::AnimatedSprite2D() {
|
|
centered = true;
|
|
hflip = false;
|
|
vflip = false;
|
|
|
|
frame = 0;
|
|
speed_scale = 1.0f;
|
|
playing = false;
|
|
backwards = false;
|
|
animation = "default";
|
|
timeout = 0;
|
|
is_over = false;
|
|
specular_color = Color(1, 1, 1, 1);
|
|
shininess = 1.0;
|
|
}
|