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 */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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"
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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_null() || !frames->has_animation(animation)) {
return false;
}
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
return false;
}
Ref<Texture2D> t;
if (animation) {
t = frames->get_frame_texture(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_null() || !frames->has_animation(animation)) {
return Rect2();
}
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2();
}
Ref<Texture2D> t;
if (animation) {
t = frames->get_frame_texture(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 &p_property) const {
if (!frames.is_valid()) {
return;
}
if (p_property.name == "animation") {
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found = false;
bool is_first_element = true;
for (const StringName &E : names) {
if (!is_first_element) {
p_property.hint_string += ",";
} else {
is_first_element = false;
}
p_property.hint_string += String(E);
if (animation == E) {
current_found = true;
}
}
if (!current_found) {
if (p_property.hint_string.is_empty()) {
p_property.hint_string = String(animation);
} else {
p_property.hint_string = String(animation) + "," + p_property.hint_string;
}
}
return;
}
if (p_property.name == "frame") {
if (playing) {
p_property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY;
return;
}
p_property.hint = PROPERTY_HINT_RANGE;
if (frames->has_animation(animation) && frames->get_frame_count(animation) > 0) {
p_property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
} else {
// Avoid an error, `hint_string` is required for `PROPERTY_HINT_RANGE`.
p_property.hint_string = "0,0,1";
}
p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
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void AnimatedSprite2D::_notification(int p_what) {
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switch (p_what) {
case NOTIFICATION_READY: {
if (!Engine::get_singleton()->is_editor_hint() && !frames.is_null() && frames->has_animation(autoplay)) {
play(autoplay);
}
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (frames.is_null() || !frames->has_animation(animation)) {
return;
}
double remaining = get_process_delta_time();
int i = 0;
while (remaining) {
// Animation speed may be changed by animation_finished or frame_changed signals.
double speed = frames->get_animation_speed(animation) * speed_scale * custom_speed_scale * frame_speed_scale;
double abs_speed = Math::abs(speed);
if (speed == 0) {
return; // Do nothing.
}
// Frame count may be changed by animation_finished or frame_changed signals.
int fc = frames->get_frame_count(animation);
int last_frame = fc - 1;
if (!signbit(speed)) {
// Forwards.
if (frame_progress >= 1.0) {
if (frame >= last_frame) {
if (frames->get_animation_loop(animation)) {
frame = 0;
emit_signal("animation_looped");
} else {
frame = last_frame;
pause();
emit_signal(SceneStringName(animation_finished));
return;
}
} else {
frame++;
}
_calc_frame_speed_scale();
frame_progress = 0.0;
queue_redraw();
emit_signal(SceneStringName(frame_changed));
}
double to_process = MIN((1.0 - frame_progress) / abs_speed, remaining);
frame_progress += to_process * abs_speed;
remaining -= to_process;
} else {
// Backwards.
if (frame_progress <= 0) {
if (frame <= 0) {
if (frames->get_animation_loop(animation)) {
frame = last_frame;
emit_signal("animation_looped");
} else {
frame = 0;
pause();
emit_signal(SceneStringName(animation_finished));
return;
}
} else {
frame--;
}
_calc_frame_speed_scale();
frame_progress = 1.0;
queue_redraw();
emit_signal(SceneStringName(frame_changed));
}
double to_process = MIN(frame_progress / abs_speed, remaining);
frame_progress -= to_process * abs_speed;
remaining -= to_process;
}
i++;
if (i > fc) {
return; // Prevents freezing if to_process is each time much less than remaining.
}
}
} break;
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case NOTIFICATION_DRAW: {
if (frames.is_null() || !frames->has_animation(animation)) {
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return;
}
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Ref<Texture2D> texture = frames->get_frame_texture(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) {
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ofs -= s / 2;
}
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if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
ofs = ofs.round();
}
Rect2 dst_rect(ofs, s);
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if (hflip) {
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dst_rect.size.x = -dst_rect.size.x;
}
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);
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} break;
}
}
void AnimatedSprite2D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames == p_frames) {
return;
}
if (frames.is_valid()) {
frames->disconnect(CoreStringName(changed), callable_mp(this, &AnimatedSprite2D::_res_changed));
}
stop();
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frames = p_frames;
if (frames.is_valid()) {
frames->connect(CoreStringName(changed), callable_mp(this, &AnimatedSprite2D::_res_changed));
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List<StringName> al;
frames->get_animation_list(&al);
if (al.size() == 0) {
set_animation(StringName());
autoplay = String();
} else {
if (!frames->has_animation(animation)) {
set_animation(al.front()->get());
}
if (!frames->has_animation(autoplay)) {
autoplay = String();
}
}
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}
notify_property_list_changed();
queue_redraw();
update_configuration_warnings();
emit_signal("sprite_frames_changed");
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}
Ref<SpriteFrames> AnimatedSprite2D::get_sprite_frames() const {
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return frames;
}
void AnimatedSprite2D::set_frame(int p_frame) {
set_frame_and_progress(p_frame, signbit(get_playing_speed()) ? 1.0 : 0.0);
}
int AnimatedSprite2D::get_frame() const {
return frame;
}
void AnimatedSprite2D::set_frame_progress(real_t p_progress) {
frame_progress = p_progress;
}
real_t AnimatedSprite2D::get_frame_progress() const {
return frame_progress;
}
void AnimatedSprite2D::set_frame_and_progress(int p_frame, real_t p_progress) {
if (frames.is_null()) {
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return;
}
bool has_animation = frames->has_animation(animation);
int end_frame = has_animation ? MAX(0, frames->get_frame_count(animation) - 1) : 0;
bool is_changed = frame != p_frame;
if (p_frame < 0) {
frame = 0;
} else if (has_animation && p_frame > end_frame) {
frame = end_frame;
} else {
frame = p_frame;
}
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_calc_frame_speed_scale();
frame_progress = p_progress;
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if (!is_changed) {
return; // No change, don't redraw.
}
queue_redraw();
emit_signal(SceneStringName(frame_changed));
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}
void AnimatedSprite2D::set_speed_scale(float p_speed_scale) {
speed_scale = p_speed_scale;
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}
float AnimatedSprite2D::get_speed_scale() const {
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return speed_scale;
}
float AnimatedSprite2D::get_playing_speed() const {
if (!playing) {
return 0;
}
return speed_scale * custom_speed_scale;
}
void AnimatedSprite2D::set_centered(bool p_center) {
if (centered == p_center) {
return;
}
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centered = p_center;
queue_redraw();
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item_rect_changed();
}
bool AnimatedSprite2D::is_centered() const {
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return centered;
}
void AnimatedSprite2D::set_offset(const Point2 &p_offset) {
if (offset == p_offset) {
return;
}
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offset = p_offset;
queue_redraw();
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item_rect_changed();
}
Point2 AnimatedSprite2D::get_offset() const {
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return offset;
}
void AnimatedSprite2D::set_flip_h(bool p_flip) {
if (hflip == p_flip) {
return;
}
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hflip = p_flip;
queue_redraw();
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}
bool AnimatedSprite2D::is_flipped_h() const {
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return hflip;
}
void AnimatedSprite2D::set_flip_v(bool p_flip) {
if (vflip == p_flip) {
return;
}
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vflip = p_flip;
queue_redraw();
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}
bool AnimatedSprite2D::is_flipped_v() const {
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return vflip;
}
void AnimatedSprite2D::_res_changed() {
set_frame_and_progress(frame, frame_progress);
queue_redraw();
notify_property_list_changed();
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}
bool AnimatedSprite2D::is_playing() const {
return playing;
}
void AnimatedSprite2D::set_autoplay(const String &p_name) {
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect.");
}
autoplay = p_name;
}
String AnimatedSprite2D::get_autoplay() const {
return autoplay;
}
void AnimatedSprite2D::play(const StringName &p_name, float p_custom_scale, bool p_from_end) {
StringName name = p_name;
if (name == StringName()) {
name = animation;
}
ERR_FAIL_NULL_MSG(frames, vformat("There is no animation with name '%s'.", name));
ERR_FAIL_COND_MSG(!frames->get_animation_names().has(name), vformat("There is no animation with name '%s'.", name));
if (frames->get_frame_count(name) == 0) {
return;
}
playing = true;
custom_speed_scale = p_custom_scale;
if (name != animation) {
animation = name;
int end_frame = MAX(0, frames->get_frame_count(animation) - 1);
if (p_from_end) {
set_frame_and_progress(end_frame, 1.0);
} else {
set_frame_and_progress(0, 0.0);
}
emit_signal(SceneStringName(animation_changed));
} else {
int end_frame = MAX(0, frames->get_frame_count(animation) - 1);
bool is_backward = signbit(speed_scale * custom_speed_scale);
if (p_from_end && is_backward && frame == 0 && frame_progress <= 0.0) {
set_frame_and_progress(end_frame, 1.0);
} else if (!p_from_end && !is_backward && frame == end_frame && frame_progress >= 1.0) {
set_frame_and_progress(0, 0.0);
}
}
set_process_internal(true);
notify_property_list_changed();
queue_redraw();
}
void AnimatedSprite2D::play_backwards(const StringName &p_name) {
play(p_name, -1, true);
}
void AnimatedSprite2D::_stop_internal(bool p_reset) {
playing = false;
if (p_reset) {
custom_speed_scale = 1.0;
set_frame_and_progress(0, 0.0);
}
notify_property_list_changed();
set_process_internal(false);
}
void AnimatedSprite2D::pause() {
_stop_internal(false);
}
void AnimatedSprite2D::stop() {
_stop_internal(true);
}
double AnimatedSprite2D::_get_frame_duration() {
if (frames.is_valid() && frames->has_animation(animation)) {
return frames->get_frame_duration(animation, frame);
}
return 1.0;
}
void AnimatedSprite2D::_calc_frame_speed_scale() {
frame_speed_scale = 1.0 / _get_frame_duration();
}
void AnimatedSprite2D::set_animation(const StringName &p_name) {
if (animation == p_name) {
return;
}
animation = p_name;
emit_signal(SceneStringName(animation_changed));
if (frames == nullptr) {
animation = StringName();
stop();
ERR_FAIL_MSG(vformat("There is no animation with name '%s'.", p_name));
}
int frame_count = frames->get_frame_count(animation);
if (animation == StringName() || frame_count == 0) {
stop();
return;
} else if (!frames->get_animation_names().has(animation)) {
animation = StringName();
stop();
ERR_FAIL_MSG(vformat("There is no animation with name '%s'.", p_name));
}
if (signbit(get_playing_speed())) {
set_frame_and_progress(frame_count - 1, 1.0);
} else {
set_frame_and_progress(0, 0.0);
}
notify_property_list_changed();
queue_redraw();
}
StringName AnimatedSprite2D::get_animation() const {
return animation;
}
PackedStringArray AnimatedSprite2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::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 AnimatedSprite2D to display frames."));
}
return warnings;
}
#ifdef TOOLS_ENABLED
void AnimatedSprite2D::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
const String pf = p_function;
if (p_idx == 0 && frames.is_valid()) {
if (pf == "play" || pf == "play_backwards" || pf == "set_animation" || pf == "set_autoplay") {
List<StringName> al;
frames->get_animation_list(&al);
for (const StringName &name : al) {
r_options->push_back(String(name).quote());
}
}
}
Node2D::get_argument_options(p_function, p_idx, r_options);
}
#endif
#ifndef DISABLE_DEPRECATED
bool AnimatedSprite2D::_set(const StringName &p_name, const Variant &p_value) {
if ((p_name == SNAME("frames"))) {
set_sprite_frames(p_value);
return true;
}
return false;
}
#endif
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", "name"), &AnimatedSprite2D::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite2D::get_animation);
ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimatedSprite2D::set_autoplay);
ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimatedSprite2D::get_autoplay);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing);
ClassDB::bind_method(D_METHOD("play", "name", "custom_speed", "from_end"), &AnimatedSprite2D::play, DEFVAL(StringName()), DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("play_backwards", "name"), &AnimatedSprite2D::play_backwards, DEFVAL(StringName()));
ClassDB::bind_method(D_METHOD("pause"), &AnimatedSprite2D::pause);
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_frame_progress", "progress"), &AnimatedSprite2D::set_frame_progress);
ClassDB::bind_method(D_METHOD("get_frame_progress"), &AnimatedSprite2D::get_frame_progress);
ClassDB::bind_method(D_METHOD("set_frame_and_progress", "frame", "progress"), &AnimatedSprite2D::set_frame_and_progress);
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("get_playing_speed"), &AnimatedSprite2D::get_playing_speed);
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ADD_SIGNAL(MethodInfo("sprite_frames_changed"));
ADD_SIGNAL(MethodInfo("animation_changed"));
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_SIGNAL(MethodInfo("animation_looped"));
ADD_SIGNAL(MethodInfo("animation_finished"));
ADD_GROUP("Animation", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sprite_frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation", PROPERTY_HINT_ENUM, ""), "set_animation", "get_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_autoplay", "get_autoplay");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "frame_progress", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_frame_progress", "get_frame_progress");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale");
ADD_GROUP("Offset", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "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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}