93ab45b6b5
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
716 lines
18 KiB
C++
716 lines
18 KiB
C++
/*************************************************************************/
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/* animated_sprite.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "animated_sprite.h"
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#include "scene/scene_string_names.h"
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#include "os/os.h"
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#include "scene/scene_string_names.h"
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////////////////////////////
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void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture>& p_frame, int p_at_pos) {
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Map<StringName,Anim>::Element *E=animations.find(p_anim);
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ERR_FAIL_COND(!E);
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if (p_at_pos>=0 && p_at_pos<E->get().frames.size())
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E->get().frames.insert(p_at_pos,p_frame);
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else
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E->get().frames.push_back(p_frame);
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emit_changed();
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}
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int SpriteFrames::get_frame_count(const StringName &p_anim) const {
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const Map<StringName,Anim>::Element *E=animations.find(p_anim);
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ERR_FAIL_COND_V(!E,0);
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return E->get().frames.size();
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}
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void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {
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Map<StringName,Anim>::Element *E=animations.find(p_anim);
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ERR_FAIL_COND(!E);
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E->get().frames.remove(p_idx);
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emit_changed();
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}
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void SpriteFrames::clear(const StringName &p_anim) {
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Map<StringName,Anim>::Element *E=animations.find(p_anim);
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ERR_FAIL_COND(!E);
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E->get().frames.clear();
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emit_changed();
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}
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void SpriteFrames::clear_all() {
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animations.clear();
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add_animation("default");
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}
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void SpriteFrames::add_animation(const StringName& p_anim) {
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ERR_FAIL_COND(animations.has(p_anim));
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animations[p_anim]=Anim();
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}
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bool SpriteFrames::has_animation(const StringName& p_anim) const{
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return animations.has(p_anim);
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}
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void SpriteFrames::remove_animation(const StringName& p_anim){
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animations.erase(p_anim);
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}
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void SpriteFrames::rename_animation(const StringName& p_prev,const StringName& p_next) {
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ERR_FAIL_COND(!animations.has(p_prev));
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ERR_FAIL_COND(animations.has(p_next));
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Anim anim = animations[p_prev];
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animations.erase(p_prev);
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animations[p_next]=anim;
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}
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Vector<String> SpriteFrames::_get_animation_list() const {
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Vector<String> ret;
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List<StringName> al;
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get_animation_list(&al);
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for(List<StringName>::Element *E=al.front();E;E=E->next()) {
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ret.push_back(E->get());
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}
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return ret;
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}
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void SpriteFrames::get_animation_list(List<StringName> *r_animations) const{
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for (const Map<StringName,Anim>::Element *E=animations.front();E;E=E->next()) {
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r_animations->push_back(E->key());
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}
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}
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void SpriteFrames::set_animation_speed(const StringName& p_anim,float p_fps){
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ERR_FAIL_COND(p_fps<0);
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Map<StringName,Anim>::Element *E=animations.find(p_anim);
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ERR_FAIL_COND(!E);
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E->get().speed=p_fps;
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}
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float SpriteFrames::get_animation_speed(const StringName& p_anim) const{
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const Map<StringName,Anim>::Element *E=animations.find(p_anim);
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ERR_FAIL_COND_V(!E,0);
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return E->get().speed;
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}
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void SpriteFrames::set_animation_loop(const StringName& p_anim,bool p_loop){
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Map<StringName,Anim>::Element *E=animations.find(p_anim);
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ERR_FAIL_COND(!E);
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E->get().loop=p_loop;
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}
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bool SpriteFrames::get_animation_loop(const StringName& p_anim) const{
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const Map<StringName,Anim>::Element *E=animations.find(p_anim);
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ERR_FAIL_COND_V(!E,false);
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return E->get().loop;
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}
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void SpriteFrames::_set_frames(const Array& p_frames) {
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clear_all();
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Map<StringName,Anim>::Element *E=animations.find(SceneStringNames::get_singleton()->_default);
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ERR_FAIL_COND(!E);
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E->get().frames.resize(p_frames.size());
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for(int i=0;i<E->get().frames.size();i++)
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E->get().frames[i]=p_frames[i];
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}
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Array SpriteFrames::_get_frames() const {
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return Array();
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}
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Array SpriteFrames::_get_animations() const {
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Array anims;
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for (Map<StringName,Anim>::Element *E=animations.front();E;E=E->next()) {
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Dictionary d;
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d["name"]=E->key();
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d["speed"]=E->get().speed;
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d["loop"]=E->get().loop;
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Array frames;
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for(int i=0;i<E->get().frames.size();i++) {
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frames.push_back(E->get().frames[i]);
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}
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d["frames"]=frames;
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anims.push_back(d);
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}
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return anims;
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}
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void SpriteFrames::_set_animations(const Array& p_animations) {
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animations.clear();
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for(int i=0;i<p_animations.size();i++) {
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Dictionary d=p_animations[i];
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ERR_CONTINUE(!d.has("name"));
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ERR_CONTINUE(!d.has("speed"));
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ERR_CONTINUE(!d.has("loop"));
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ERR_CONTINUE(!d.has("frames"));
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Anim anim;
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anim.speed=d["speed"];
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anim.loop=d["loop"];
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Array frames=d["frames"];
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for(int i=0;i<frames.size();i++) {
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RES res = frames[i];
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anim.frames.push_back(res);
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}
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animations[d["name"]]=anim;
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}
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}
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void SpriteFrames::_bind_methods() {
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ClassDB::bind_method(_MD("add_animation","anim"),&SpriteFrames::add_animation);
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ClassDB::bind_method(_MD("has_animation","anim"),&SpriteFrames::has_animation);
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ClassDB::bind_method(_MD("remove_animation","anim"),&SpriteFrames::remove_animation);
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ClassDB::bind_method(_MD("rename_animation","anim","newname"),&SpriteFrames::rename_animation);
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ClassDB::bind_method(_MD("set_animation_speed","anim","speed"),&SpriteFrames::set_animation_speed);
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ClassDB::bind_method(_MD("get_animation_speed","anim"),&SpriteFrames::get_animation_speed);
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ClassDB::bind_method(_MD("set_animation_loop","anim","loop"),&SpriteFrames::set_animation_loop);
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ClassDB::bind_method(_MD("get_animation_loop","anim"),&SpriteFrames::get_animation_loop);
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ClassDB::bind_method(_MD("add_frame","anim","frame","atpos"),&SpriteFrames::add_frame,DEFVAL(-1));
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ClassDB::bind_method(_MD("get_frame_count","anim"),&SpriteFrames::get_frame_count);
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ClassDB::bind_method(_MD("get_frame","anim","idx"),&SpriteFrames::get_frame);
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ClassDB::bind_method(_MD("set_frame","anim","idx","txt"),&SpriteFrames::set_frame);
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ClassDB::bind_method(_MD("remove_frame","anim","idx"),&SpriteFrames::remove_frame);
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ClassDB::bind_method(_MD("clear","anim"),&SpriteFrames::clear);
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ClassDB::bind_method(_MD("clear_all"),&SpriteFrames::clear_all);
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ClassDB::bind_method(_MD("_set_frames"),&SpriteFrames::_set_frames);
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ClassDB::bind_method(_MD("_get_frames"),&SpriteFrames::_get_frames);
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ADD_PROPERTYNZ( PropertyInfo(Variant::ARRAY,"frames",PROPERTY_HINT_NONE,"",0),_SCS("_set_frames"),_SCS("_get_frames")); //compatibility
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ClassDB::bind_method(_MD("_set_animations"),&SpriteFrames::_set_animations);
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ClassDB::bind_method(_MD("_get_animations"),&SpriteFrames::_get_animations);
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ADD_PROPERTYNZ( PropertyInfo(Variant::ARRAY,"animations",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_animations"),_SCS("_get_animations")); //compatibility
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}
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SpriteFrames::SpriteFrames() {
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add_animation(SceneStringNames::get_singleton()->_default);
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}
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void AnimatedSprite::edit_set_pivot(const Point2& p_pivot) {
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set_offset(p_pivot);
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}
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Point2 AnimatedSprite::edit_get_pivot() const {
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return get_offset();
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}
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bool AnimatedSprite::edit_has_pivot() const {
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return true;
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}
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void AnimatedSprite::_validate_property(PropertyInfo& property) const {
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if (!frames.is_valid())
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return;
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if (property.name=="animation") {
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property.hint=PROPERTY_HINT_ENUM;
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List<StringName> names;
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frames->get_animation_list(&names);
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names.sort_custom<StringName::AlphCompare>();
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bool current_found=false;
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for (List<StringName>::Element *E=names.front();E;E=E->next()) {
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if (E->prev()) {
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property.hint_string+=",";
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}
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property.hint_string+=String(E->get());
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if (animation==E->get()) {
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current_found=true;
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}
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}
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if (!current_found) {
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if (property.hint_string==String()) {
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property.hint_string=String(animation);
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} else {
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property.hint_string=String(animation)+","+property.hint_string;
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}
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}
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}
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if (property.name=="frame") {
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property.hint=PROPERTY_HINT_SPRITE_FRAME;
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if (frames->has_animation(animation)) {
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property.hint_string="0,"+itos(frames->get_frame_count(animation)-1)+",1";
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} else {
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property.hint_string="0,0,0";
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}
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}
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}
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void AnimatedSprite::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_INTERNAL_PROCESS: {
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if (frames.is_null())
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return;
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if (!frames->has_animation(animation))
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return;
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if (frame<0)
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return;
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float speed = frames->get_animation_speed(animation);
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if (speed==0)
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return; //do nothing
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float remaining = get_process_delta_time();
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while(remaining) {
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if (timeout<=0) {
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timeout=1.0/speed;
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int fc = frames->get_frame_count(animation);
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if (frame>=fc-1) {
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if (frames->get_animation_loop(animation)) {
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frame=0;
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} else {
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frame=fc-1;
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}
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} else {
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frame++;
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if (frame==fc-1) {
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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}
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}
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update();
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_change_notify("frame");
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}
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float to_process = MIN(timeout,remaining);
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remaining-=to_process;
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timeout-=to_process;
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}
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} break;
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case NOTIFICATION_DRAW: {
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if (frames.is_null()) {
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print_line("no draw no faemos");
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return;
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}
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if (frame<0) {
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print_line("no draw frame <0");
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return;
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}
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if (!frames->has_animation(animation)) {
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print_line("no draw no anim: "+String(animation));
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return;
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}
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Ref<Texture> texture = frames->get_frame(animation,frame);
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if (texture.is_null()) {
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print_line("no draw texture is null");
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return;
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}
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//print_line("DECIDED TO DRAW");
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RID ci = get_canvas_item();
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/*
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texture->draw(ci,Point2());
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break;
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*/
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Size2i s;
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s = texture->get_size();
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Point2 ofs=offset;
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if (centered)
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ofs-=s/2;
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if (Engine::get_singleton()->get_use_pixel_snap()) {
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ofs=ofs.floor();
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}
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Rect2 dst_rect(ofs,s);
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if (hflip)
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dst_rect.size.x=-dst_rect.size.x;
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if (vflip)
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dst_rect.size.y=-dst_rect.size.y;
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//texture->draw_rect(ci,dst_rect,false,modulate);
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texture->draw_rect_region(ci,dst_rect,Rect2(Vector2(),texture->get_size()));
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//VisualServer::get_singleton()->canvas_item_add_texture_rect_region(ci,dst_rect,texture->get_rid(),src_rect,modulate);
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} break;
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}
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}
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void AnimatedSprite::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
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if (frames.is_valid())
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frames->disconnect("changed",this,"_res_changed");
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frames=p_frames;
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if (frames.is_valid())
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frames->connect("changed",this,"_res_changed");
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if (!frames.is_valid()) {
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frame=0;
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} else {
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set_frame(frame);
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}
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_change_notify();
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_reset_timeout();
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update();
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update_configuration_warning();
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}
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Ref<SpriteFrames> AnimatedSprite::get_sprite_frames() const {
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return frames;
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}
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void AnimatedSprite::set_frame(int p_frame) {
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if (!frames.is_valid()) {
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return;
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}
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if (frames->has_animation(animation)) {
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int limit = frames->get_frame_count(animation);
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if (p_frame>=limit)
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p_frame=limit-1;
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}
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if (p_frame<0)
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p_frame=0;
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if (frame==p_frame)
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return;
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frame=p_frame;
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_reset_timeout();
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update();
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_change_notify("frame");
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emit_signal(SceneStringNames::get_singleton()->frame_changed);
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}
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int AnimatedSprite::get_frame() const {
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return frame;
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}
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void AnimatedSprite::set_centered(bool p_center) {
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centered=p_center;
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update();
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item_rect_changed();
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}
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bool AnimatedSprite::is_centered() const {
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return centered;
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}
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void AnimatedSprite::set_offset(const Point2& p_offset) {
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offset=p_offset;
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update();
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item_rect_changed();
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_change_notify("offset");
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}
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Point2 AnimatedSprite::get_offset() const {
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return offset;
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}
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void AnimatedSprite::set_flip_h(bool p_flip) {
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hflip=p_flip;
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update();
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}
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bool AnimatedSprite::is_flipped_h() const {
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return hflip;
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}
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void AnimatedSprite::set_flip_v(bool p_flip) {
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vflip=p_flip;
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update();
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}
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bool AnimatedSprite::is_flipped_v() const {
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return vflip;
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}
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Rect2 AnimatedSprite::get_item_rect() const {
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if (!frames.is_valid() || !frames->has_animation(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
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return Node2D::get_item_rect();
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}
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Ref<Texture> t;
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if (animation)
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t = frames->get_frame(animation,frame);
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if (t.is_null())
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return Node2D::get_item_rect();
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Size2i s = t->get_size();
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Point2 ofs=offset;
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if (centered)
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ofs-=s/2;
|
|
|
|
if (s==Size2(0,0))
|
|
s=Size2(1,1);
|
|
|
|
return Rect2(ofs,s);
|
|
}
|
|
|
|
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) {
|
|
|
|
if (p_animation)
|
|
set_animation(p_animation);
|
|
_set_playing(true);
|
|
}
|
|
|
|
void AnimatedSprite::stop(){
|
|
|
|
_set_playing(false);
|
|
}
|
|
|
|
bool AnimatedSprite::is_playing() const {
|
|
|
|
return is_processing();
|
|
}
|
|
|
|
void AnimatedSprite::_reset_timeout() {
|
|
|
|
if (!playing)
|
|
return;
|
|
|
|
if (frames.is_valid() && frames->has_animation(animation)) {
|
|
float speed = frames->get_animation_speed(animation);
|
|
if (speed>0) {
|
|
timeout=1.0/speed;
|
|
} else {
|
|
timeout=0;
|
|
}
|
|
} else {
|
|
timeout=0;
|
|
}
|
|
|
|
}
|
|
|
|
void AnimatedSprite::set_animation(const StringName& 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 {
|
|
|
|
if (frames.is_null()) {
|
|
return TTR("A SpriteFrames resource must be created or set in the 'Frames' property in order for AnimatedSprite to display frames.");
|
|
}
|
|
|
|
return String();
|
|
}
|
|
|
|
void AnimatedSprite::_bind_methods() {
|
|
|
|
|
|
ClassDB::bind_method(_MD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite::set_sprite_frames);
|
|
ClassDB::bind_method(_MD("get_sprite_frames:SpriteFrames"),&AnimatedSprite::get_sprite_frames);
|
|
|
|
ClassDB::bind_method(_MD("set_animation","animation"),&AnimatedSprite::set_animation);
|
|
ClassDB::bind_method(_MD("get_animation"),&AnimatedSprite::get_animation);
|
|
|
|
ClassDB::bind_method(_MD("_set_playing","playing"),&AnimatedSprite::_set_playing);
|
|
ClassDB::bind_method(_MD("_is_playing"),&AnimatedSprite::_is_playing);
|
|
|
|
ClassDB::bind_method(_MD("play","anim"),&AnimatedSprite::play,DEFVAL(StringName()));
|
|
ClassDB::bind_method(_MD("stop"),&AnimatedSprite::stop);
|
|
ClassDB::bind_method(_MD("is_playing"),&AnimatedSprite::is_playing);
|
|
|
|
ClassDB::bind_method(_MD("set_centered","centered"),&AnimatedSprite::set_centered);
|
|
ClassDB::bind_method(_MD("is_centered"),&AnimatedSprite::is_centered);
|
|
|
|
ClassDB::bind_method(_MD("set_offset","offset"),&AnimatedSprite::set_offset);
|
|
ClassDB::bind_method(_MD("get_offset"),&AnimatedSprite::get_offset);
|
|
|
|
ClassDB::bind_method(_MD("set_flip_h","flip_h"),&AnimatedSprite::set_flip_h);
|
|
ClassDB::bind_method(_MD("is_flipped_h"),&AnimatedSprite::is_flipped_h);
|
|
|
|
ClassDB::bind_method(_MD("set_flip_v","flip_v"),&AnimatedSprite::set_flip_v);
|
|
ClassDB::bind_method(_MD("is_flipped_v"),&AnimatedSprite::is_flipped_v);
|
|
|
|
ClassDB::bind_method(_MD("set_frame","frame"),&AnimatedSprite::set_frame);
|
|
ClassDB::bind_method(_MD("get_frame"),&AnimatedSprite::get_frame);
|
|
|
|
|
|
ClassDB::bind_method(_MD("_res_changed"),&AnimatedSprite::_res_changed);
|
|
|
|
ADD_SIGNAL(MethodInfo("frame_changed"));
|
|
ADD_SIGNAL(MethodInfo("animation_finished"));
|
|
|
|
ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "frames",PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), _SCS("set_sprite_frames"),_SCS("get_sprite_frames"));
|
|
ADD_PROPERTY( PropertyInfo( Variant::STRING, "animation"), _SCS("set_animation"),_SCS("get_animation"));
|
|
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), _SCS("set_frame"),_SCS("get_frame"));
|
|
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "playing"), _SCS("_set_playing"),_SCS("_is_playing"));
|
|
ADD_PROPERTYNO( PropertyInfo( Variant::BOOL, "centered"), _SCS("set_centered"),_SCS("is_centered"));
|
|
ADD_PROPERTYNZ( PropertyInfo( Variant::VECTOR2, "offset"), _SCS("set_offset"),_SCS("get_offset"));
|
|
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "flip_h"), _SCS("set_flip_h"),_SCS("is_flipped_h"));
|
|
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "flip_v"), _SCS("set_flip_v"),_SCS("is_flipped_v"));
|
|
|
|
|
|
}
|
|
|
|
AnimatedSprite::AnimatedSprite() {
|
|
|
|
centered=true;
|
|
hflip=false;
|
|
vflip=false;
|
|
|
|
frame=0;
|
|
playing=false;
|
|
animation="default";
|
|
timeout=0;
|
|
|
|
|
|
}
|
|
|
|
|