virtualx-engine/scene/2d/animated_sprite_2d.cpp

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/*************************************************************************/
/* animated_sprite_2d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
#include "animated_sprite_2d.h"
#include "scene/main/viewport.h"
#include "scene/scene_string_names.h"
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#ifdef TOOLS_ENABLED
Dictionary AnimatedSprite2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
return state;
}
void AnimatedSprite2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
}
void AnimatedSprite2D::_edit_set_pivot(const Point2 &p_pivot) {
set_offset(get_offset() - p_pivot);
set_position(get_transform().xform(p_pivot));
}
Point2 AnimatedSprite2D::_edit_get_pivot() const {
return Vector2();
}
bool AnimatedSprite2D::_edit_use_pivot() const {
return true;
}
Rect2 AnimatedSprite2D::_edit_get_rect() const {
return _get_rect();
}
bool AnimatedSprite2D::_edit_use_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
return false;
}
Ref<Texture2D> t;
if (animation) {
t = frames->get_frame(animation, frame);
}
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return t.is_valid();
}
#endif
Rect2 AnimatedSprite2D::get_anchorable_rect() const {
return _get_rect();
}
Rect2 AnimatedSprite2D::_get_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2();
}
Ref<Texture2D> t;
if (animation) {
t = frames->get_frame(animation, frame);
}
if (t.is_null()) {
return Rect2();
}
Size2 s = t->get_size();
Point2 ofs = offset;
if (centered) {
ofs -= s / 2;
}
if (s == Size2(0, 0)) {
s = Size2(1, 1);
}
return Rect2(ofs, s);
}
void AnimatedSprite2D::_validate_property(PropertyInfo &property) const {
if (!frames.is_valid()) {
return;
}
if (property.name == "animation") {
property.hint = PROPERTY_HINT_ENUM;
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found = false;
for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
if (E->prev()) {
property.hint_string += ",";
}
property.hint_string += String(E->get());
if (animation == E->get()) {
current_found = true;
}
}
if (!current_found) {
if (property.hint_string.is_empty()) {
property.hint_string = String(animation);
} else {
property.hint_string = String(animation) + "," + property.hint_string;
}
}
}
if (property.name == "frame") {
property.hint = PROPERTY_HINT_RANGE;
if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) {
property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
}
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
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void AnimatedSprite2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PROCESS: {
if (frames.is_null()) {
return;
}
if (!frames->has_animation(animation)) {
return;
}
if (frame < 0) {
return;
}
double remaining = get_process_delta_time();
while (remaining) {
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double speed = frames->get_animation_speed(animation) * speed_scale;
if (speed == 0) {
return; // Do nothing.
}
if (timeout <= 0) {
timeout = _get_frame_duration();
int fc = frames->get_frame_count(animation);
if ((!backwards && frame >= fc - 1) || (backwards && frame <= 0)) {
if (frames->get_animation_loop(animation)) {
if (backwards) {
frame = fc - 1;
} else {
frame = 0;
}
emit_signal(SceneStringNames::get_singleton()->animation_finished);
} else {
if (backwards) {
frame = 0;
} else {
frame = fc - 1;
}
if (!is_over) {
is_over = true;
emit_signal(SceneStringNames::get_singleton()->animation_finished);
}
}
} else {
if (backwards) {
frame--;
} else {
frame++;
}
}
update();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
double to_process = MIN(timeout, remaining);
remaining -= to_process;
timeout -= to_process;
}
} break;
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case NOTIFICATION_DRAW: {
if (frames.is_null()) {
return;
}
if (frame < 0) {
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return;
}
if (!frames->has_animation(animation)) {
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return;
}
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Ref<Texture2D> texture = frames->get_frame(animation, frame);
if (texture.is_null()) {
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return;
}
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RID ci = get_canvas_item();
Size2 s = texture->get_size();
Point2 ofs = offset;
if (centered) {
ofs -= s / 2;
}
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if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
ofs = ofs.floor();
}
Rect2 dst_rect(ofs, s);
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if (hflip) {
dst_rect.size.x = -dst_rect.size.x;
}
if (vflip) {
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);
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} break;
}
}
void AnimatedSprite2D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames.is_valid()) {
frames->disconnect("changed", callable_mp(this, &AnimatedSprite2D::_res_changed));
}
frames = p_frames;
if (frames.is_valid()) {
frames->connect("changed", callable_mp(this, &AnimatedSprite2D::_res_changed));
}
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if (!frames.is_valid()) {
frame = 0;
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} else {
set_frame(frame);
}
notify_property_list_changed();
_reset_timeout();
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update();
update_configuration_warnings();
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}
Ref<SpriteFrames> AnimatedSprite2D::get_sprite_frames() const {
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return frames;
}
void AnimatedSprite2D::set_frame(int p_frame) {
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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;
}
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if (frame == p_frame) {
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return;
}
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frame = p_frame;
_reset_timeout();
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update();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
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}
int AnimatedSprite2D::get_frame() const {
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return frame;
}
void AnimatedSprite2D::set_speed_scale(double p_speed_scale) {
double elapsed = _get_frame_duration() - timeout;
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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;
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}
double AnimatedSprite2D::get_speed_scale() const {
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return speed_scale;
}
void AnimatedSprite2D::set_centered(bool p_center) {
centered = p_center;
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update();
item_rect_changed();
}
bool AnimatedSprite2D::is_centered() const {
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return centered;
}
void AnimatedSprite2D::set_offset(const Point2 &p_offset) {
offset = p_offset;
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update();
item_rect_changed();
}
Point2 AnimatedSprite2D::get_offset() const {
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return offset;
}
void AnimatedSprite2D::set_flip_h(bool p_flip) {
hflip = p_flip;
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update();
}
bool AnimatedSprite2D::is_flipped_h() const {
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return hflip;
}
void AnimatedSprite2D::set_flip_v(bool p_flip) {
vflip = p_flip;
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update();
}
bool AnimatedSprite2D::is_flipped_v() const {
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return vflip;
}
void AnimatedSprite2D::_res_changed() {
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set_frame(frame);
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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 (frames.is_valid() && backwards && get_frame() == 0) {
set_frame(frames->get_frame_count(p_animation) - 1);
}
}
set_playing(true);
}
void AnimatedSprite2D::stop() {
set_playing(false);
}
double AnimatedSprite2D::_get_frame_duration() {
if (frames.is_valid() && frames->has_animation(animation)) {
double 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) {
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ERR_FAIL_COND_MSG(frames == nullptr, vformat("There is no animation with name '%s'.", p_animation));
ERR_FAIL_COND_MSG(!frames->get_animation_names().has(p_animation), vformat("There is no animation with name '%s'.", p_animation));
if (animation == p_animation) {
return;
}
animation = p_animation;
_reset_timeout();
set_frame(0);
notify_property_list_changed();
update();
}
StringName AnimatedSprite2D::get_animation() const {
return animation;
}
TypedArray<String> AnimatedSprite2D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (frames.is_null()) {
warnings.push_back(RTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite to display frames."));
}
return warnings;
}
void AnimatedSprite2D::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
if (p_idx == 0 && p_function == "play" && frames.is_valid()) {
List<StringName> al;
frames->get_animation_list(&al);
for (const StringName &name : al) {
r_options->push_back(String(name).quote());
}
}
Node::get_argument_options(p_function, p_idx, r_options);
}
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);
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ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite2D::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite2D::is_centered);
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ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AnimatedSprite2D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &AnimatedSprite2D::get_offset);
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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);
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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);
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ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite2D::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite2D::get_frame);
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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);
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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("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");
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}
AnimatedSprite2D::AnimatedSprite2D() {
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}