/**************************************************************************/ /* animated_texture.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 ANIMATED_TEXTURE_H #define ANIMATED_TEXTURE_H #include "scene/resources/texture.h" class AnimatedTexture : public Texture2D { GDCLASS(AnimatedTexture, Texture2D); // Use readers writers lock for this, since its far more times read than written to. RWLock rw_lock; public: enum { MAX_FRAMES = 256 }; private: RID proxy_ph; RID proxy; struct Frame { Ref texture; float duration = 1.0; }; Frame frames[MAX_FRAMES]; int frame_count = 1.0; int current_frame = 0; bool pause = false; bool one_shot = false; float speed_scale = 1.0; float time = 0.0; uint64_t prev_ticks = 0; void _update_proxy(); protected: static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; public: void set_frames(int p_frames); int get_frames() const; void set_current_frame(int p_frame); int get_current_frame() const; void set_pause(bool p_pause); bool get_pause() const; void set_one_shot(bool p_one_shot); bool get_one_shot() const; void set_frame_texture(int p_frame, const Ref &p_texture); Ref get_frame_texture(int p_frame) const; void set_frame_duration(int p_frame, float p_duration); float get_frame_duration(int p_frame) const; void set_speed_scale(float p_scale); float get_speed_scale() const; virtual int get_width() const override; virtual int get_height() const override; virtual RID get_rid() const override; virtual bool has_alpha() const override; virtual Ref get_image() const override; bool is_pixel_opaque(int p_x, int p_y) const override; AnimatedTexture(); ~AnimatedTexture(); }; #endif // ANIMATED_TEXTURE_H