/**************************************************************************/ /* sprite_frames.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef SPRITE_FRAMES_H #define SPRITE_FRAMES_H #include "scene/resources/texture.h" static const float SPRITE_FRAME_MINIMUM_DURATION = 0.01; class SpriteFrames : public Resource { GDCLASS(SpriteFrames, Resource); struct Frame { Ref<Texture2D> texture; float duration = 1.0; }; struct Anim { double speed = 5.0; bool loop = true; Vector<Frame> frames; }; HashMap<StringName, Anim> animations; Array _get_animations() const; void _set_animations(const Array &p_animations); protected: static void _bind_methods(); public: void add_animation(const StringName &p_anim); bool has_animation(const StringName &p_anim) const; void remove_animation(const StringName &p_anim); void rename_animation(const StringName &p_prev, const StringName &p_next); void get_animation_list(List<StringName> *r_animations) const; Vector<String> get_animation_names() const; void set_animation_speed(const StringName &p_anim, double p_fps); double get_animation_speed(const StringName &p_anim) const; void set_animation_loop(const StringName &p_anim, bool p_loop); bool get_animation_loop(const StringName &p_anim) const; void add_frame(const StringName &p_anim, const Ref<Texture2D> &p_texture, float p_duration = 1.0, int p_at_pos = -1); void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture2D> &p_texture, float p_duration = 1.0); void remove_frame(const StringName &p_anim, int p_idx); int get_frame_count(const StringName &p_anim) const; _FORCE_INLINE_ Ref<Texture2D> get_frame_texture(const StringName &p_anim, int p_idx) const { HashMap<StringName, Anim>::ConstIterator E = animations.find(p_anim); ERR_FAIL_COND_V_MSG(!E, Ref<Texture2D>(), "Animation '" + String(p_anim) + "' doesn't exist."); ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>()); if (p_idx >= E->value.frames.size()) { return Ref<Texture2D>(); } return E->value.frames[p_idx].texture; } _FORCE_INLINE_ float get_frame_duration(const StringName &p_anim, int p_idx) const { HashMap<StringName, Anim>::ConstIterator E = animations.find(p_anim); ERR_FAIL_COND_V_MSG(!E, 1.0, "Animation '" + String(p_anim) + "' doesn't exist."); ERR_FAIL_COND_V(p_idx < 0, 1.0); if (p_idx >= E->value.frames.size()) { return 1.0; } return E->value.frames[p_idx].duration; } void clear(const StringName &p_anim); void clear_all(); SpriteFrames(); }; #endif // SPRITE_FRAMES_H