2023-07-11 22:29:09 +02:00
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/**************************************************************************/
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/* animated_texture.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 ANIMATED_TEXTURE_H
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#define ANIMATED_TEXTURE_H
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#include "scene/resources/texture.h"
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class AnimatedTexture : public Texture2D {
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GDCLASS(AnimatedTexture, Texture2D);
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// Use readers writers lock for this, since its far more times read than written to.
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RWLock rw_lock;
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public:
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enum {
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MAX_FRAMES = 256
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};
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private:
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RID proxy_ph;
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RID proxy;
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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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Frame frames[MAX_FRAMES];
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int frame_count = 1.0;
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int current_frame = 0;
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bool pause = false;
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bool one_shot = false;
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float speed_scale = 1.0;
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float time = 0.0;
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uint64_t prev_ticks = 0;
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void _update_proxy();
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2024-06-19 09:54:01 +02:00
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void _finish_non_thread_safe_setup();
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2023-07-11 22:29:09 +02:00
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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public:
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void set_frames(int p_frames);
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int get_frames() const;
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void set_current_frame(int p_frame);
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int get_current_frame() const;
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void set_pause(bool p_pause);
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bool get_pause() const;
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void set_one_shot(bool p_one_shot);
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bool get_one_shot() const;
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void set_frame_texture(int p_frame, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_frame_texture(int p_frame) const;
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void set_frame_duration(int p_frame, float p_duration);
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float get_frame_duration(int p_frame) const;
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void set_speed_scale(float p_scale);
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float get_speed_scale() const;
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virtual int get_width() const override;
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virtual int get_height() const override;
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virtual RID get_rid() const override;
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virtual bool has_alpha() const override;
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virtual Ref<Image> get_image() const override;
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bool is_pixel_opaque(int p_x, int p_y) const override;
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AnimatedTexture();
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~AnimatedTexture();
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};
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#endif // ANIMATED_TEXTURE_H
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