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112 lines
4.6 KiB
C++
112 lines
4.6 KiB
C++
/**************************************************************************/
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/* sprite_frames.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef SPRITE_FRAMES_H
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#define SPRITE_FRAMES_H
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#include "scene/resources/texture.h"
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static const float SPRITE_FRAME_MINIMUM_DURATION = 0.01;
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class SpriteFrames : public Resource {
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GDCLASS(SpriteFrames, Resource);
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struct Frame {
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Ref<Texture2D> texture;
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float duration = 1.0;
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};
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struct Anim {
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double speed = 5.0;
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bool loop = true;
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Vector<Frame> frames;
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};
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HashMap<StringName, Anim> animations;
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Array _get_animations() const;
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void _set_animations(const Array &p_animations);
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protected:
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static void _bind_methods();
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public:
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void add_animation(const StringName &p_anim);
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bool has_animation(const StringName &p_anim) const;
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void remove_animation(const StringName &p_anim);
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void rename_animation(const StringName &p_prev, const StringName &p_next);
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void get_animation_list(List<StringName> *r_animations) const;
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Vector<String> get_animation_names() const;
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void set_animation_speed(const StringName &p_anim, double p_fps);
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double get_animation_speed(const StringName &p_anim) const;
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void set_animation_loop(const StringName &p_anim, bool p_loop);
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bool get_animation_loop(const StringName &p_anim) const;
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void add_frame(const StringName &p_anim, const Ref<Texture2D> &p_texture, float p_duration = 1.0, int p_at_pos = -1);
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void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture2D> &p_texture, float p_duration = 1.0);
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void remove_frame(const StringName &p_anim, int p_idx);
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int get_frame_count(const StringName &p_anim) const;
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_FORCE_INLINE_ Ref<Texture2D> get_frame_texture(const StringName &p_anim, int p_idx) const {
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HashMap<StringName, Anim>::ConstIterator E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, Ref<Texture2D>(), "Animation '" + String(p_anim) + "' doesn't exist.");
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ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>());
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if (p_idx >= E->value.frames.size()) {
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return Ref<Texture2D>();
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}
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return E->value.frames[p_idx].texture;
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}
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_FORCE_INLINE_ float get_frame_duration(const StringName &p_anim, int p_idx) const {
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HashMap<StringName, Anim>::ConstIterator E = animations.find(p_anim);
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ERR_FAIL_COND_V_MSG(!E, 1.0, "Animation '" + String(p_anim) + "' doesn't exist.");
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ERR_FAIL_COND_V(p_idx < 0, 1.0);
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if (p_idx >= E->value.frames.size()) {
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return 1.0;
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}
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return E->value.frames[p_idx].duration;
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}
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void clear(const StringName &p_anim);
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void clear_all();
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virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
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SpriteFrames();
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};
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#endif // SPRITE_FRAMES_H
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