virtualx-engine/scene/2d/animated_sprite_2d.h

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C++

/*************************************************************************/
/* animated_sprite_2d.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef ANIMATED_SPRITE_2D_H
#define ANIMATED_SPRITE_2D_H
#include "scene/2d/node_2d.h"
#include "scene/resources/sprite_frames.h"
#include "scene/resources/texture.h"
class AnimatedSprite2D : public Node2D {
GDCLASS(AnimatedSprite2D, Node2D);
Ref<SpriteFrames> frames;
bool playing = false;
bool backwards = false;
StringName animation = "default";
int frame = 0;
float speed_scale = 1.0f;
bool centered = true;
Point2 offset;
bool is_over = false;
float timeout = 0.0;
bool hflip = false;
bool vflip = false;
void _res_changed();
float _get_frame_duration();
void _reset_timeout();
void _set_playing(bool p_playing);
bool _is_playing() const;
Rect2 _get_rect() const;
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const override;
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const override;
virtual void _edit_set_state(const Dictionary &p_state) override;
virtual void _edit_set_pivot(const Point2 &p_pivot) override;
virtual Point2 _edit_get_pivot() const override;
virtual bool _edit_use_pivot() const override;
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif
virtual Rect2 get_anchorable_rect() const override;
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
Ref<SpriteFrames> get_sprite_frames() const;
void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
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_speed_scale(float p_speed_scale);
float get_speed_scale() 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;
virtual String get_configuration_warning() const override;
AnimatedSprite2D();
};
#endif // ANIMATED_SPRITE_H