virtualx-engine/scene/2d/animated_sprite.cpp
lawnjelly bf1de6bbfa Revert backport of 2D transform and camera snapping options
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
2021-03-05 14:20:31 +00:00

743 lines
21 KiB
C++

/*************************************************************************/
/* animated_sprite.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "animated_sprite.h"
#include "core/os/os.h"
#include "scene/scene_string_names.h"
#define NORMAL_SUFFIX "_normal"
#ifdef TOOLS_ENABLED
Dictionary AnimatedSprite::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
return state;
}
void AnimatedSprite::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
}
void AnimatedSprite::_edit_set_pivot(const Point2 &p_pivot) {
set_offset(get_offset() - p_pivot);
set_position(get_transform().xform(p_pivot));
}
Point2 AnimatedSprite::_edit_get_pivot() const {
return Vector2();
}
bool AnimatedSprite::_edit_use_pivot() const {
return true;
}
Rect2 AnimatedSprite::_edit_get_rect() const {
return _get_rect();
}
bool AnimatedSprite::_edit_use_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
return false;
}
Ref<Texture> t;
if (animation)
t = frames->get_frame(animation, frame);
return t.is_valid();
}
#endif
Rect2 AnimatedSprite::get_anchorable_rect() const {
return _get_rect();
}
Rect2 AnimatedSprite::_get_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2();
}
Ref<Texture> t;
if (animation)
t = frames->get_frame(animation, frame);
if (t.is_null())
return Rect2();
Size2 s = t->get_size();
Point2 ofs = offset;
if (centered)
ofs -= Size2(s) / 2;
if (s == Size2(0, 0))
s = Size2(1, 1);
return Rect2(ofs, s);
}
void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture> &p_frame, int p_at_pos) {
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
if (p_at_pos >= 0 && p_at_pos < E->get().frames.size())
E->get().frames.insert(p_at_pos, p_frame);
else
E->get().frames.push_back(p_frame);
emit_changed();
}
int SpriteFrames::get_frame_count(const StringName &p_anim) const {
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
return E->get().frames.size();
}
void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
E->get().frames.remove(p_idx);
emit_changed();
}
void SpriteFrames::clear(const StringName &p_anim) {
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
E->get().frames.clear();
emit_changed();
}
void SpriteFrames::clear_all() {
animations.clear();
add_animation("default");
}
void SpriteFrames::add_animation(const StringName &p_anim) {
ERR_FAIL_COND_MSG(animations.has(p_anim), "SpriteFrames already has animation '" + p_anim + "'.");
animations[p_anim] = Anim();
animations[p_anim].normal_name = String(p_anim) + NORMAL_SUFFIX;
}
bool SpriteFrames::has_animation(const StringName &p_anim) const {
return animations.has(p_anim);
}
void SpriteFrames::remove_animation(const StringName &p_anim) {
animations.erase(p_anim);
}
void SpriteFrames::rename_animation(const StringName &p_prev, const StringName &p_next) {
ERR_FAIL_COND_MSG(!animations.has(p_prev), "SpriteFrames doesn't have animation '" + String(p_prev) + "'.");
ERR_FAIL_COND_MSG(animations.has(p_next), "Animation '" + String(p_next) + "' already exists.");
Anim anim = animations[p_prev];
animations.erase(p_prev);
animations[p_next] = anim;
animations[p_next].normal_name = String(p_next) + NORMAL_SUFFIX;
}
Vector<String> SpriteFrames::_get_animation_list() const {
Vector<String> ret;
List<StringName> al;
get_animation_list(&al);
for (List<StringName>::Element *E = al.front(); E; E = E->next()) {
ret.push_back(E->get());
}
return ret;
}
void SpriteFrames::get_animation_list(List<StringName> *r_animations) const {
for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
r_animations->push_back(E->key());
}
}
Vector<String> SpriteFrames::get_animation_names() const {
Vector<String> names;
for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
names.push_back(E->key());
}
names.sort();
return names;
}
void SpriteFrames::set_animation_speed(const StringName &p_anim, float p_fps) {
ERR_FAIL_COND_MSG(p_fps < 0, "Animation speed cannot be negative (" + itos(p_fps) + ").");
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
E->get().speed = p_fps;
}
float SpriteFrames::get_animation_speed(const StringName &p_anim) const {
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
return E->get().speed;
}
void SpriteFrames::set_animation_loop(const StringName &p_anim, bool p_loop) {
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
E->get().loop = p_loop;
}
bool SpriteFrames::get_animation_loop(const StringName &p_anim) const {
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_V_MSG(!E, false, "Animation '" + String(p_anim) + "' doesn't exist.");
return E->get().loop;
}
void SpriteFrames::_set_frames(const Array &p_frames) {
clear_all();
Map<StringName, Anim>::Element *E = animations.find(SceneStringNames::get_singleton()->_default);
ERR_FAIL_COND(!E);
E->get().frames.resize(p_frames.size());
for (int i = 0; i < E->get().frames.size(); i++)
E->get().frames.write[i] = p_frames[i];
}
Array SpriteFrames::_get_frames() const {
return Array();
}
Array SpriteFrames::_get_animations() const {
Array anims;
for (Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
Dictionary d;
d["name"] = E->key();
d["speed"] = E->get().speed;
d["loop"] = E->get().loop;
Array frames;
for (int i = 0; i < E->get().frames.size(); i++) {
frames.push_back(E->get().frames[i]);
}
d["frames"] = frames;
anims.push_back(d);
}
return anims;
}
void SpriteFrames::_set_animations(const Array &p_animations) {
animations.clear();
for (int i = 0; i < p_animations.size(); i++) {
Dictionary d = p_animations[i];
ERR_CONTINUE(!d.has("name"));
ERR_CONTINUE(!d.has("speed"));
ERR_CONTINUE(!d.has("loop"));
ERR_CONTINUE(!d.has("frames"));
Anim anim;
anim.speed = d["speed"];
anim.loop = d["loop"];
Array frames = d["frames"];
for (int j = 0; j < frames.size(); j++) {
RES res = frames[j];
anim.frames.push_back(res);
}
animations[d["name"]] = anim;
}
}
void SpriteFrames::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_animation", "anim"), &SpriteFrames::add_animation);
ClassDB::bind_method(D_METHOD("has_animation", "anim"), &SpriteFrames::has_animation);
ClassDB::bind_method(D_METHOD("remove_animation", "anim"), &SpriteFrames::remove_animation);
ClassDB::bind_method(D_METHOD("rename_animation", "anim", "newname"), &SpriteFrames::rename_animation);
ClassDB::bind_method(D_METHOD("get_animation_names"), &SpriteFrames::get_animation_names);
ClassDB::bind_method(D_METHOD("set_animation_speed", "anim", "speed"), &SpriteFrames::set_animation_speed);
ClassDB::bind_method(D_METHOD("get_animation_speed", "anim"), &SpriteFrames::get_animation_speed);
ClassDB::bind_method(D_METHOD("set_animation_loop", "anim", "loop"), &SpriteFrames::set_animation_loop);
ClassDB::bind_method(D_METHOD("get_animation_loop", "anim"), &SpriteFrames::get_animation_loop);
ClassDB::bind_method(D_METHOD("add_frame", "anim", "frame", "at_position"), &SpriteFrames::add_frame, DEFVAL(-1));
ClassDB::bind_method(D_METHOD("get_frame_count", "anim"), &SpriteFrames::get_frame_count);
ClassDB::bind_method(D_METHOD("get_frame", "anim", "idx"), &SpriteFrames::get_frame);
ClassDB::bind_method(D_METHOD("set_frame", "anim", "idx", "txt"), &SpriteFrames::set_frame);
ClassDB::bind_method(D_METHOD("remove_frame", "anim", "idx"), &SpriteFrames::remove_frame);
ClassDB::bind_method(D_METHOD("clear", "anim"), &SpriteFrames::clear);
ClassDB::bind_method(D_METHOD("clear_all"), &SpriteFrames::clear_all);
ClassDB::bind_method(D_METHOD("_set_frames"), &SpriteFrames::_set_frames);
ClassDB::bind_method(D_METHOD("_get_frames"), &SpriteFrames::_get_frames);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "frames", PROPERTY_HINT_NONE, "", 0), "_set_frames", "_get_frames"); //compatibility
ClassDB::bind_method(D_METHOD("_set_animations"), &SpriteFrames::_set_animations);
ClassDB::bind_method(D_METHOD("_get_animations"), &SpriteFrames::_get_animations);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_animations", "_get_animations"); //compatibility
}
SpriteFrames::SpriteFrames() {
add_animation(SceneStringNames::get_singleton()->_default);
}
void AnimatedSprite::_validate_property(PropertyInfo &property) const {
if (!frames.is_valid())
return;
if (property.name == "animation") {
property.hint = PROPERTY_HINT_ENUM;
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found = false;
for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
if (E->prev()) {
property.hint_string += ",";
}
property.hint_string += String(E->get());
if (animation == E->get()) {
current_found = true;
}
}
if (!current_found) {
if (property.hint_string == String()) {
property.hint_string = String(animation);
} else {
property.hint_string = String(animation) + "," + property.hint_string;
}
}
}
if (property.name == "frame") {
property.hint = PROPERTY_HINT_RANGE;
if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) {
property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
}
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
void AnimatedSprite::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PROCESS: {
if (frames.is_null())
return;
if (!frames->has_animation(animation))
return;
if (frame < 0)
return;
float speed = frames->get_animation_speed(animation) * speed_scale;
if (speed == 0)
return; //do nothing
float remaining = get_process_delta_time();
while (remaining) {
if (timeout <= 0) {
timeout = _get_frame_duration();
int fc = frames->get_frame_count(animation);
if ((!backwards && frame >= fc - 1) || (backwards && frame <= 0)) {
if (frames->get_animation_loop(animation)) {
if (backwards)
frame = fc - 1;
else
frame = 0;
emit_signal(SceneStringNames::get_singleton()->animation_finished);
} else {
if (backwards)
frame = 0;
else
frame = fc - 1;
if (!is_over) {
is_over = true;
emit_signal(SceneStringNames::get_singleton()->animation_finished);
}
}
} else {
if (backwards)
frame--;
else
frame++;
}
update();
_change_notify("frame");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
float to_process = MIN(timeout, remaining);
remaining -= to_process;
timeout -= to_process;
}
} break;
case NOTIFICATION_DRAW: {
if (frames.is_null())
return;
if (frame < 0)
return;
if (!frames->has_animation(animation))
return;
Ref<Texture> texture = frames->get_frame(animation, frame);
if (texture.is_null())
return;
Ref<Texture> normal = frames->get_normal_frame(animation, frame);
RID ci = get_canvas_item();
Size2i s;
s = texture->get_size();
Point2 ofs = offset;
if (centered)
ofs -= s / 2;
if (Engine::get_singleton()->get_use_gpu_pixel_snap()) {
ofs = ofs.floor();
}
Rect2 dst_rect(ofs, s);
if (hflip)
dst_rect.size.x = -dst_rect.size.x;
if (vflip)
dst_rect.size.y = -dst_rect.size.y;
texture->draw_rect_region(ci, dst_rect, Rect2(Vector2(), texture->get_size()), Color(1, 1, 1), false, normal);
} break;
}
}
void AnimatedSprite::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames.is_valid())
frames->disconnect("changed", this, "_res_changed");
frames = p_frames;
if (frames.is_valid())
frames->connect("changed", this, "_res_changed");
if (!frames.is_valid()) {
frame = 0;
} else {
set_frame(frame);
}
_change_notify();
_reset_timeout();
update();
update_configuration_warning();
}
Ref<SpriteFrames> AnimatedSprite::get_sprite_frames() const {
return frames;
}
void AnimatedSprite::set_frame(int p_frame) {
if (!frames.is_valid()) {
return;
}
if (frames->has_animation(animation)) {
int limit = frames->get_frame_count(animation);
if (p_frame >= limit)
p_frame = limit - 1;
}
if (p_frame < 0)
p_frame = 0;
if (frame == p_frame)
return;
frame = p_frame;
_reset_timeout();
update();
_change_notify("frame");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int AnimatedSprite::get_frame() const {
return frame;
}
void AnimatedSprite::set_speed_scale(float p_speed_scale) {
float elapsed = _get_frame_duration() - timeout;
speed_scale = MAX(p_speed_scale, 0.0f);
// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed
_reset_timeout();
timeout -= elapsed;
}
float AnimatedSprite::get_speed_scale() const {
return speed_scale;
}
void AnimatedSprite::set_centered(bool p_center) {
centered = p_center;
update();
item_rect_changed();
}
bool AnimatedSprite::is_centered() const {
return centered;
}
void AnimatedSprite::set_offset(const Point2 &p_offset) {
offset = p_offset;
update();
item_rect_changed();
_change_notify("offset");
}
Point2 AnimatedSprite::get_offset() const {
return offset;
}
void AnimatedSprite::set_flip_h(bool p_flip) {
hflip = p_flip;
update();
}
bool AnimatedSprite::is_flipped_h() const {
return hflip;
}
void AnimatedSprite::set_flip_v(bool p_flip) {
vflip = p_flip;
update();
}
bool AnimatedSprite::is_flipped_v() const {
return vflip;
}
void AnimatedSprite::_res_changed() {
set_frame(frame);
_change_notify("frame");
_change_notify("animation");
update();
}
void AnimatedSprite::_set_playing(bool p_playing) {
if (playing == p_playing)
return;
playing = p_playing;
_reset_timeout();
set_process_internal(playing);
}
bool AnimatedSprite::_is_playing() const {
return playing;
}
void AnimatedSprite::play(const StringName &p_animation, const bool p_backwards) {
backwards = p_backwards;
if (p_animation) {
set_animation(p_animation);
if (backwards && get_frame() == 0)
set_frame(frames->get_frame_count(p_animation) - 1);
}
_set_playing(true);
}
void AnimatedSprite::stop() {
_set_playing(false);
}
bool AnimatedSprite::is_playing() const {
return playing;
}
float AnimatedSprite::_get_frame_duration() {
if (frames.is_valid() && frames->has_animation(animation)) {
float speed = frames->get_animation_speed(animation) * speed_scale;
if (speed > 0) {
return 1.0 / speed;
}
}
return 0.0;
}
void AnimatedSprite::_reset_timeout() {
if (!playing)
return;
timeout = _get_frame_duration();
is_over = false;
}
void AnimatedSprite::set_animation(const StringName &p_animation) {
ERR_FAIL_COND_MSG(frames == NULL, vformat("There is no animation with name '%s'.", p_animation));
ERR_FAIL_COND_MSG(frames->get_animation_names().find(p_animation) == -1, vformat("There is no animation with name '%s'.", p_animation));
if (animation == p_animation)
return;
animation = p_animation;
_reset_timeout();
set_frame(0);
_change_notify();
update();
}
StringName AnimatedSprite::get_animation() const {
return animation;
}
String AnimatedSprite::get_configuration_warning() const {
String warning = Node2D::get_configuration_warning();
if (frames.is_null()) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite to display frames.");
}
return warning;
}
void AnimatedSprite::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite::set_sprite_frames);
ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite::get_sprite_frames);
ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite::get_animation);
ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite::_set_playing);
ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite::_is_playing);
ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite::play, DEFVAL(StringName()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite::is_playing);
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite::is_centered);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AnimatedSprite::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &AnimatedSprite::get_offset);
ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &AnimatedSprite::set_flip_h);
ClassDB::bind_method(D_METHOD("is_flipped_h"), &AnimatedSprite::is_flipped_h);
ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &AnimatedSprite::set_flip_v);
ClassDB::bind_method(D_METHOD("is_flipped_v"), &AnimatedSprite::is_flipped_v);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite::get_frame);
ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite::set_speed_scale);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite::get_speed_scale);
ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite::_res_changed);
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_SIGNAL(MethodInfo("animation_finished"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
}
AnimatedSprite::AnimatedSprite() {
centered = true;
hflip = false;
vflip = false;
frame = 0;
speed_scale = 1.0f;
playing = false;
backwards = false;
animation = "default";
timeout = 0;
is_over = false;
}