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			110 lines
		
	
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			110 lines
		
	
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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								/**************************************************************************/
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								/*  animated_texture.h                                                    */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 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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								#ifndef ANIMATED_TEXTURE_H
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								#define ANIMATED_TEXTURE_H
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								#include "scene/resources/texture.h"
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								class AnimatedTexture : public Texture2D {
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									GDCLASS(AnimatedTexture, Texture2D);
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									// Use readers writers lock for this, since its far more times read than written to.
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									RWLock rw_lock;
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								public:
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									enum {
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										MAX_FRAMES = 256
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									};
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								private:
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									RID proxy_ph;
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									RID proxy;
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									struct Frame {
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										Ref<Texture2D> texture;
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										float duration = 1.0;
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									};
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									Frame frames[MAX_FRAMES];
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									int frame_count = 1.0;
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									int current_frame = 0;
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									bool pause = false;
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									bool one_shot = false;
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									float speed_scale = 1.0;
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									float time = 0.0;
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									uint64_t prev_ticks = 0;
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									void _update_proxy();
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								protected:
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									static void _bind_methods();
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									void _validate_property(PropertyInfo &p_property) const;
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								public:
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									void set_frames(int p_frames);
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									int get_frames() const;
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									void set_current_frame(int p_frame);
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									int get_current_frame() const;
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									void set_pause(bool p_pause);
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									bool get_pause() const;
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									void set_one_shot(bool p_one_shot);
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									bool get_one_shot() const;
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									void set_frame_texture(int p_frame, const Ref<Texture2D> &p_texture);
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									Ref<Texture2D> get_frame_texture(int p_frame) const;
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									void set_frame_duration(int p_frame, float p_duration);
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									float get_frame_duration(int p_frame) const;
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									void set_speed_scale(float p_scale);
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									float get_speed_scale() const;
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									virtual int get_width() const override;
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									virtual int get_height() const override;
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									virtual RID get_rid() const override;
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									virtual bool has_alpha() const override;
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									virtual Ref<Image> get_image() const override;
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									bool is_pixel_opaque(int p_x, int p_y) const override;
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									AnimatedTexture();
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									~AnimatedTexture();
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								};
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								#endif // ANIMATED_TEXTURE_H
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