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

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/*************************************************************************/
/* animated_sprite_2d.h */
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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. */
/*************************************************************************/
#ifndef ANIMATED_SPRITE_2D_H
#define ANIMATED_SPRITE_2D_H
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#include "scene/2d/node_2d.h"
#include "scene/resources/sprite_frames.h"
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class AnimatedSprite2D : public Node2D {
GDCLASS(AnimatedSprite2D, Node2D);
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Ref<SpriteFrames> frames;
bool playing = false;
bool playing_backwards = false;
bool backwards = false;
StringName animation = "default";
int frame = 0;
float speed_scale = 1.0f;
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bool centered = true;
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Point2 offset;
bool is_over = false;
float timeout = 0.0;
bool hflip = false;
bool vflip = false;
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void _res_changed();
double _get_frame_duration();
void _reset_timeout();
Rect2 _get_rect() const;
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protected:
static void _bind_methods();
void _notification(int p_what);
void _validate_property(PropertyInfo &p_property) const;
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public:
#ifdef TOOLS_ENABLED
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virtual Dictionary _edit_get_state() const override;
virtual void _edit_set_state(const Dictionary &p_state) override;
virtual void _edit_set_pivot(const Point2 &p_pivot) override;
virtual Point2 _edit_get_pivot() const override;
virtual bool _edit_use_pivot() const override;
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif
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virtual Rect2 get_anchorable_rect() const override;
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void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
Ref<SpriteFrames> get_sprite_frames() const;
void play(const StringName &p_animation = StringName(), bool p_backwards = false);
void stop();
void set_playing(bool p_playing);
bool is_playing() const;
void set_animation(const StringName &p_animation);
StringName get_animation() const;
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void set_frame(int p_frame);
int get_frame() const;
void set_speed_scale(double p_speed_scale);
double get_speed_scale() const;
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void set_centered(bool p_center);
bool is_centered() const;
void set_offset(const Point2 &p_offset);
Point2 get_offset() const;
void set_flip_h(bool p_flip);
bool is_flipped_h() const;
void set_flip_v(bool p_flip);
bool is_flipped_v() const;
TypedArray<String> get_configuration_warnings() const override;
virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
AnimatedSprite2D();
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};
#endif // ANIMATED_SPRITE_2D_H