virtualx-engine/scene/2d/animated_sprite.cpp
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

731 lines
18 KiB
C++

/*************************************************************************/
/* animated_sprite.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#include "animated_sprite.h"
#include "scene/scene_string_names.h"
#include "os/os.h"
#include "scene/scene_string_names.h"
////////////////////////////
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(!E);
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(!E,0);
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(!E);
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(!E);
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(animations.has(p_anim));
animations[p_anim]=Anim();
}
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(!animations.has(p_prev));
ERR_FAIL_COND(animations.has(p_next));
Anim anim = animations[p_prev];
animations.erase(p_prev);
animations[p_next]=anim;
}
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());
}
}
void SpriteFrames::set_animation_speed(const StringName& p_anim,float p_fps){
ERR_FAIL_COND(p_fps<0);
Map<StringName,Anim>::Element *E=animations.find(p_anim);
ERR_FAIL_COND(!E);
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(!E,0);
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(!E);
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(!E,false);
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[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 i=0;i<frames.size();i++) {
RES res = frames[i];
anim.frames.push_back(res);
}
animations[d["name"]]=anim;
}
}
void SpriteFrames::_bind_methods() {
ClassDB::bind_method(_MD("add_animation","anim"),&SpriteFrames::add_animation);
ClassDB::bind_method(_MD("has_animation","anim"),&SpriteFrames::has_animation);
ClassDB::bind_method(_MD("remove_animation","anim"),&SpriteFrames::remove_animation);
ClassDB::bind_method(_MD("rename_animation","anim","newname"),&SpriteFrames::rename_animation);
ClassDB::bind_method(_MD("set_animation_speed","anim","speed"),&SpriteFrames::set_animation_speed);
ClassDB::bind_method(_MD("get_animation_speed","anim"),&SpriteFrames::get_animation_speed);
ClassDB::bind_method(_MD("set_animation_loop","anim","loop"),&SpriteFrames::set_animation_loop);
ClassDB::bind_method(_MD("get_animation_loop","anim"),&SpriteFrames::get_animation_loop);
ClassDB::bind_method(_MD("add_frame","anim","frame","atpos"),&SpriteFrames::add_frame,DEFVAL(-1));
ClassDB::bind_method(_MD("get_frame_count","anim"),&SpriteFrames::get_frame_count);
ClassDB::bind_method(_MD("get_frame","anim","idx"),&SpriteFrames::get_frame);
ClassDB::bind_method(_MD("set_frame","anim","idx","txt"),&SpriteFrames::set_frame);
ClassDB::bind_method(_MD("remove_frame","anim","idx"),&SpriteFrames::remove_frame);
ClassDB::bind_method(_MD("clear","anim"),&SpriteFrames::clear);
ClassDB::bind_method(_MD("clear_all"),&SpriteFrames::clear_all);
ClassDB::bind_method(_MD("_set_frames"),&SpriteFrames::_set_frames);
ClassDB::bind_method(_MD("_get_frames"),&SpriteFrames::_get_frames);
ADD_PROPERTYNZ( PropertyInfo(Variant::ARRAY,"frames",PROPERTY_HINT_NONE,"",0),_SCS("_set_frames"),_SCS("_get_frames")); //compatibility
ClassDB::bind_method(_MD("_set_animations"),&SpriteFrames::_set_animations);
ClassDB::bind_method(_MD("_get_animations"),&SpriteFrames::_get_animations);
ADD_PROPERTYNZ( PropertyInfo(Variant::ARRAY,"animations",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_animations"),_SCS("_get_animations")); //compatibility
}
SpriteFrames::SpriteFrames() {
add_animation(SceneStringNames::get_singleton()->_default);
}
void AnimatedSprite::edit_set_pivot(const Point2& p_pivot) {
set_offset(p_pivot);
}
Point2 AnimatedSprite::edit_get_pivot() const {
return get_offset();
}
bool AnimatedSprite::edit_has_pivot() const {
return true;
}
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_SPRITE_FRAME;
if (frames->has_animation(animation)) {
property.hint_string="0,"+itos(frames->get_frame_count(animation)-1)+",1";
} else {
property.hint_string="0,0,0";
}
}
}
void AnimatedSprite::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_PROCESS: {
if (frames.is_null())
return;
if (!frames->has_animation(animation))
return;
if (frame<0)
return;
float speed = frames->get_animation_speed(animation);
if (speed==0)
return; //do nothing
float remaining = get_process_delta_time();
while(remaining) {
if (timeout<=0) {
timeout=1.0/speed;
int fc = frames->get_frame_count(animation);
if (frame>=fc-1) {
if (frames->get_animation_loop(animation)) {
frame=0;
} else {
frame=fc-1;
}
} else {
frame++;
if (frame==fc-1) {
emit_signal(SceneStringNames::get_singleton()->finished);
}
}
update();
_change_notify("frame");
}
float to_process = MIN(timeout,remaining);
remaining-=to_process;
timeout-=to_process;
}
} break;
case NOTIFICATION_DRAW: {
if (frames.is_null()) {
print_line("no draw no faemos");
return;
}
if (frame<0) {
print_line("no draw frame <0");
return;
}
if (!frames->has_animation(animation)) {
print_line("no draw no anim: "+String(animation));
return;
}
Ref<Texture> texture = frames->get_frame(animation,frame);
if (texture.is_null()) {
print_line("no draw texture is null");
return;
}
//print_line("DECIDED TO DRAW");
RID ci = get_canvas_item();
/*
texture->draw(ci,Point2());
break;
*/
Size2i s;
s = texture->get_size();
Point2 ofs=offset;
if (centered)
ofs-=s/2;
if (OS::get_singleton()->get_use_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(ci,dst_rect,false,modulate);
texture->draw_rect_region(ci,dst_rect,Rect2(Vector2(),texture->get_size()),modulate);
// VisualServer::get_singleton()->canvas_item_add_texture_rect_region(ci,dst_rect,texture->get_rid(),src_rect,modulate);
} 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_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::set_modulate(const Color& p_color) {
modulate=p_color;
update();
}
Color AnimatedSprite::get_modulate() const{
return modulate;
}
Rect2 AnimatedSprite::get_item_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
return Node2D::get_item_rect();
}
Ref<Texture> t;
if (animation)
t = frames->get_frame(animation,frame);
if (t.is_null())
return Node2D::get_item_rect();
Size2i s = t->get_size();
Point2 ofs=offset;
if (centered)
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(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("set_modulate","modulate"),&AnimatedSprite::set_modulate);
ClassDB::bind_method(_MD("get_modulate"),&AnimatedSprite::get_modulate);
ClassDB::bind_method(_MD("_res_changed"),&AnimatedSprite::_res_changed);
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_SIGNAL(MethodInfo("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"));
ADD_PROPERTYNO( PropertyInfo( Variant::COLOR, "modulate"), _SCS("set_modulate"),_SCS("get_modulate"));
}
AnimatedSprite::AnimatedSprite() {
centered=true;
hflip=false;
vflip=false;
frame=0;
playing=false;
animation="default";
modulate=Color(1,1,1,1);
timeout=0;
}