/*************************************************************************/ /* animation_library.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 ANIMATION_LIBRARY_H #define ANIMATION_LIBRARY_H #include "core/variant/typed_array.h" #include "scene/resources/animation.h" class AnimationLibrary : public Resource { GDCLASS(AnimationLibrary, Resource) void _set_data(const Dictionary &p_data); Dictionary _get_data() const; TypedArray<StringName> _get_animation_list() const; friend class AnimationPlayer; //for faster access HashMap<StringName, Ref<Animation>> animations; protected: static void _bind_methods(); public: static bool is_valid_animation_name(const String &p_name); static bool is_valid_library_name(const String &p_name); static String validate_library_name(const String &p_name); Error add_animation(const StringName &p_name, const Ref<Animation> &p_animation); void remove_animation(const StringName &p_name); void rename_animation(const StringName &p_name, const StringName &p_new_name); bool has_animation(const StringName &p_name) const; Ref<Animation> get_animation(const StringName &p_name) const; void get_animation_list(List<StringName> *p_animations) const; AnimationLibrary(); }; #endif // ANIMATION_LIBRARY_H