/*************************************************************************/ /* animated_sprite.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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_SPRITE_H #define ANIMATED_SPRITE_H #include "scene/2d/node_2d.h" #include "scene/resources/texture.h" class SpriteFrames : public Resource { OBJ_TYPE(SpriteFrames,Resource); struct Anim { float speed; bool loop; Vector< Ref > frames; Anim() { loop=true; speed=5; } }; Map animations; Array _get_frames() const; void _set_frames(const Array& p_frames); Array _get_animations() const; void _set_animations(const Array& p_animations); Vector _get_animation_list() const; 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 *r_animations) const; void set_animation_speed(const StringName& p_anim,float p_fps); float 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& p_frame,int p_at_pos=-1); int get_frame_count(const StringName& p_anim) const; _FORCE_INLINE_ Ref get_frame(const StringName& p_anim,int p_idx) const { const Map::Element *E=animations.find(p_anim); ERR_FAIL_COND_V(!E,Ref()); ERR_FAIL_COND_V(p_idx<0,Ref()); if (p_idx>=E->get().frames.size()) return Ref(); return E->get().frames[p_idx]; } void set_frame(const StringName& p_anim,int p_idx,const Ref& p_frame){ Map::Element *E=animations.find(p_anim); ERR_FAIL_COND(!E); ERR_FAIL_COND(p_idx<0); if (p_idx>=E->get().frames.size()) return; E->get().frames[p_idx]=p_frame; } void remove_frame(const StringName& p_anim,int p_idx); void clear(const StringName& p_anim); void clear_all(); SpriteFrames(); }; class AnimatedSprite : public Node2D { OBJ_TYPE(AnimatedSprite,Node2D); Ref frames; bool playing; StringName animation; int frame; bool centered; Point2 offset; float timeout; bool hflip; bool vflip; Color modulate; void _res_changed(); void _reset_timeout(); void _set_playing(bool p_playing); bool _is_playing() const; protected: static void _bind_methods(); void _notification(int p_what); virtual void _validate_property(PropertyInfo& property) const; public: virtual void edit_set_pivot(const Point2& p_pivot); virtual Point2 edit_get_pivot() const; virtual bool edit_has_pivot() const; void set_sprite_frames(const Ref &p_frames); Ref get_sprite_frames() const; void play(const StringName& p_animation=StringName()); 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_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; void set_modulate(const Color& p_color); Color get_modulate() const; virtual Rect2 get_item_rect() const; AnimatedSprite(); }; #endif // ANIMATED_SPRITE_H