/*************************************************************************/ /* animated_sprite_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 ANIMATED_SPRITE_2D_H #define ANIMATED_SPRITE_2D_H #include "scene/2d/node_2d.h" #include "scene/resources/sprite_frames.h" class AnimatedSprite2D : public Node2D { GDCLASS(AnimatedSprite2D, Node2D); Ref<SpriteFrames> frames; bool playing = false; bool backwards = false; StringName animation = "default"; int frame = 0; float speed_scale = 1.0f; bool centered = true; Point2 offset; bool is_over = false; float timeout = 0.0; bool hflip = false; bool vflip = false; void _res_changed(); double _get_frame_duration(); void _reset_timeout(); void _set_playing(bool p_playing); bool _is_playing() const; Rect2 _get_rect() const; protected: static void _bind_methods(); void _notification(int p_what); virtual void _validate_property(PropertyInfo &property) const override; public: #ifdef TOOLS_ENABLED 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 virtual Rect2 get_anchorable_rect() const override; void set_sprite_frames(const Ref<SpriteFrames> &p_frames); Ref<SpriteFrames> get_sprite_frames() const; void play(const StringName &p_animation = StringName(), const bool p_backwards = false); void stop(); bool is_playing() const; void set_animation(const StringName &p_animation); StringName get_animation() const; void set_frame(int p_frame); int get_frame() const; void set_speed_scale(double p_speed_scale); double get_speed_scale() const; 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; AnimatedSprite2D(); }; #endif // ANIMATED_SPRITE_H