151 lines
6.6 KiB
C++
151 lines
6.6 KiB
C++
/*************************************************************************/
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/* animation_library.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 "animation_library.h"
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bool AnimationLibrary::is_valid_animation_name(const String &p_name) {
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return !(p_name.is_empty() || p_name.contains("/") || p_name.contains(":") || p_name.contains(",") || p_name.contains("["));
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}
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bool AnimationLibrary::is_valid_library_name(const String &p_name) {
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return !(p_name.contains("/") || p_name.contains(":") || p_name.contains(",") || p_name.contains("["));
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}
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String AnimationLibrary::validate_library_name(const String &p_name) {
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String name = p_name;
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const char *characters = "/:,[";
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for (const char *p = characters; *p; p++) {
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name = name.replace(String::chr(*p), "_");
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}
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return name;
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}
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Error AnimationLibrary::add_animation(const StringName &p_name, const Ref<Animation> &p_animation) {
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ERR_FAIL_COND_V_MSG(!is_valid_animation_name(p_name), ERR_INVALID_PARAMETER, "Invalid animation name: '" + String(p_name) + "'.");
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ERR_FAIL_COND_V(p_animation.is_null(), ERR_INVALID_PARAMETER);
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if (animations.has(p_name)) {
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animations.erase(p_name);
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emit_signal(SNAME("animation_removed"), p_name);
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}
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animations.insert(p_name, p_animation);
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emit_signal(SNAME("animation_added"), p_name);
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notify_property_list_changed();
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return OK;
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}
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void AnimationLibrary::remove_animation(const StringName &p_name) {
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ERR_FAIL_COND_MSG(!animations.has(p_name), vformat("Animation not found: %s.", p_name));
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animations.erase(p_name);
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emit_signal(SNAME("animation_removed"), p_name);
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notify_property_list_changed();
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}
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void AnimationLibrary::rename_animation(const StringName &p_name, const StringName &p_new_name) {
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ERR_FAIL_COND_MSG(!animations.has(p_name), vformat("Animation not found: %s.", p_name));
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ERR_FAIL_COND_MSG(!is_valid_animation_name(p_new_name), "Invalid animation name: '" + String(p_new_name) + "'.");
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ERR_FAIL_COND_MSG(animations.has(p_new_name), vformat("Animation name \"%s\" already exists in library.", p_new_name));
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animations.insert(p_new_name, animations[p_name]);
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animations.erase(p_name);
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emit_signal(SNAME("animation_renamed"), p_name, p_new_name);
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}
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bool AnimationLibrary::has_animation(const StringName &p_name) const {
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return animations.has(p_name);
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}
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Ref<Animation> AnimationLibrary::get_animation(const StringName &p_name) const {
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ERR_FAIL_COND_V(!animations.has(p_name), Ref<Animation>());
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return animations[p_name];
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}
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TypedArray<StringName> AnimationLibrary::_get_animation_list() const {
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TypedArray<StringName> ret;
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List<StringName> names;
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get_animation_list(&names);
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for (const StringName &K : names) {
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ret.push_back(K);
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}
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return ret;
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}
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void AnimationLibrary::get_animation_list(List<StringName> *p_animations) const {
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List<StringName> anims;
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for (const KeyValue<StringName, Ref<Animation>> &E : animations) {
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anims.push_back(E.key);
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}
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anims.sort_custom<StringName::AlphCompare>();
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for (const StringName &E : anims) {
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p_animations->push_back(E);
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}
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}
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void AnimationLibrary::_set_data(const Dictionary &p_data) {
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animations.clear();
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List<Variant> keys;
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p_data.get_key_list(&keys);
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for (const Variant &K : keys) {
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add_animation(K, p_data[K]);
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}
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}
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Dictionary AnimationLibrary::_get_data() const {
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Dictionary ret;
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for (const KeyValue<StringName, Ref<Animation>> &K : animations) {
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ret[K.key] = K.value;
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}
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return ret;
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}
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void AnimationLibrary::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_animation", "name", "animation"), &AnimationLibrary::add_animation);
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ClassDB::bind_method(D_METHOD("remove_animation", "name"), &AnimationLibrary::remove_animation);
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ClassDB::bind_method(D_METHOD("rename_animation", "name", "newname"), &AnimationLibrary::rename_animation);
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ClassDB::bind_method(D_METHOD("has_animation", "name"), &AnimationLibrary::has_animation);
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ClassDB::bind_method(D_METHOD("get_animation", "name"), &AnimationLibrary::get_animation);
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ClassDB::bind_method(D_METHOD("get_animation_list"), &AnimationLibrary::_get_animation_list);
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ClassDB::bind_method(D_METHOD("_set_data", "data"), &AnimationLibrary::_set_data);
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ClassDB::bind_method(D_METHOD("_get_data"), &AnimationLibrary::_get_data);
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "_set_data", "_get_data");
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ADD_SIGNAL(MethodInfo("animation_added", PropertyInfo(Variant::STRING_NAME, "name")));
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ADD_SIGNAL(MethodInfo("animation_removed", PropertyInfo(Variant::STRING_NAME, "name")));
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ADD_SIGNAL(MethodInfo("animation_renamed", PropertyInfo(Variant::STRING_NAME, "name"), PropertyInfo(Variant::STRING_NAME, "to_name")));
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}
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AnimationLibrary::AnimationLibrary() {
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}
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