virtualx-engine/scene/resources/animation_library.cpp
Jonathan Nicholl f8021dae9c Add animation_changed signal to AnimationLibrary
AnimationLibrary now listens for the animation_changed signal on its
animations and emits this new signal, with the animation name added
on. AnimationPlayer now connects to this signal rather than connecting
to each individual animation, which was poor practice due to bypassing
encapsulation.
2022-11-21 15:39:03 -05:00

164 lines
7.6 KiB
C++

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