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								/*  sprite_frames.h                                                      */
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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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2021 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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								#ifndef SPRITE_FRAMES_H
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								#define SPRITE_FRAMES_H
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								#include "scene/resources/texture.h"
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								class SpriteFrames : public Resource {
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									GDCLASS(SpriteFrames, Resource);
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									struct Anim {
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										double speed = 5.0;
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										bool loop = true;
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										Vector<Ref<Texture2D>> frames;
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									};
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									Map<StringName, Anim> animations;
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									Array _get_frames() const;
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									void _set_frames(const Array &p_frames);
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									Array _get_animations() const;
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									void _set_animations(const Array &p_animations);
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									Vector<String> _get_animation_list() const;
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								protected:
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									static void _bind_methods();
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								public:
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									void add_animation(const StringName &p_anim);
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									bool has_animation(const StringName &p_anim) const;
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									void remove_animation(const StringName &p_anim);
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									void rename_animation(const StringName &p_prev, const StringName &p_next);
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									void get_animation_list(List<StringName> *r_animations) const;
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									Vector<String> get_animation_names() const;
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									void set_animation_speed(const StringName &p_anim, double p_fps);
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									double get_animation_speed(const StringName &p_anim) const;
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									void set_animation_loop(const StringName &p_anim, bool p_loop);
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									bool get_animation_loop(const StringName &p_anim) const;
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									void add_frame(const StringName &p_anim, const Ref<Texture2D> &p_frame, int p_at_pos = -1);
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									int get_frame_count(const StringName &p_anim) const;
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									_FORCE_INLINE_ Ref<Texture2D> get_frame(const StringName &p_anim, int p_idx) const {
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										const Map<StringName, Anim>::Element *E = animations.find(p_anim);
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										ERR_FAIL_COND_V_MSG(!E, Ref<Texture2D>(), "Animation '" + String(p_anim) + "' doesn't exist.");
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										ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>());
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										if (p_idx >= E->get().frames.size()) {
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											return Ref<Texture2D>();
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										}
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										return E->get().frames[p_idx];
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									}
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									void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture2D> &p_frame) {
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										Map<StringName, Anim>::Element *E = animations.find(p_anim);
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										ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
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										ERR_FAIL_COND(p_idx < 0);
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										if (p_idx >= E->get().frames.size()) {
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											return;
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										}
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										E->get().frames.write[p_idx] = p_frame;
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									}
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									void remove_frame(const StringName &p_anim, int p_idx);
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									void clear(const StringName &p_anim);
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									void clear_all();
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									SpriteFrames();
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								};
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								#endif // SPRITE_FRAMES_H
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