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			241 lines
		
	
	
	
		
			9.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			241 lines
		
	
	
	
		
			9.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  sprite_frames.cpp                                                    */
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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) 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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| 
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| #include "sprite_frames.h"
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| 
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| #include "scene/scene_string_names.h"
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| 
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| void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture2D> &p_frame, int p_at_pos) {
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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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| 
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| 	if (p_at_pos >= 0 && p_at_pos < E->get().frames.size()) {
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| 		E->get().frames.insert(p_at_pos, p_frame);
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| 	} else {
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| 		E->get().frames.push_back(p_frame);
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| 	}
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| 
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| 	emit_changed();
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| }
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| 
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| int SpriteFrames::get_frame_count(const StringName &p_anim) 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, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
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| 
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| 	return E->get().frames.size();
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| }
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| 
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| void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {
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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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| 
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| 	E->get().frames.remove(p_idx);
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| 	emit_changed();
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| }
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| 
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| void SpriteFrames::clear(const StringName &p_anim) {
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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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| 
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| 	E->get().frames.clear();
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| 	emit_changed();
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| }
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| 
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| void SpriteFrames::clear_all() {
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| 	animations.clear();
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| 	add_animation("default");
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| }
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| 
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| void SpriteFrames::add_animation(const StringName &p_anim) {
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| 	ERR_FAIL_COND_MSG(animations.has(p_anim), "SpriteFrames already has animation '" + p_anim + "'.");
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| 
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| 	animations[p_anim] = Anim();
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| }
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| 
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| bool SpriteFrames::has_animation(const StringName &p_anim) const {
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| 	return animations.has(p_anim);
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| }
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| 
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| void SpriteFrames::remove_animation(const StringName &p_anim) {
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| 	animations.erase(p_anim);
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| }
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| 
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| void SpriteFrames::rename_animation(const StringName &p_prev, const StringName &p_next) {
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| 	ERR_FAIL_COND_MSG(!animations.has(p_prev), "SpriteFrames doesn't have animation '" + String(p_prev) + "'.");
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| 	ERR_FAIL_COND_MSG(animations.has(p_next), "Animation '" + String(p_next) + "' already exists.");
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| 
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| 	Anim anim = animations[p_prev];
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| 	animations.erase(p_prev);
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| 	animations[p_next] = anim;
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| }
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| 
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| Vector<String> SpriteFrames::_get_animation_list() const {
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| 	Vector<String> ret;
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| 	List<StringName> al;
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| 	get_animation_list(&al);
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| 	for (const StringName &E : al) {
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| 		ret.push_back(E);
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| 	}
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| 
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| 	return ret;
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| }
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| 
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| void SpriteFrames::get_animation_list(List<StringName> *r_animations) const {
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| 	for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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| 		r_animations->push_back(E->key());
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| 	}
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| }
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| 
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| Vector<String> SpriteFrames::get_animation_names() const {
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| 	Vector<String> names;
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| 	for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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| 		names.push_back(E->key());
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| 	}
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| 	names.sort();
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| 	return names;
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| }
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| 
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| void SpriteFrames::set_animation_speed(const StringName &p_anim, double p_fps) {
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| 	ERR_FAIL_COND_MSG(p_fps < 0, "Animation speed cannot be negative (" + itos(p_fps) + ").");
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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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| 	E->get().speed = p_fps;
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| }
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| 
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| double SpriteFrames::get_animation_speed(const StringName &p_anim) 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, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
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| 	return E->get().speed;
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| }
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| 
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| void SpriteFrames::set_animation_loop(const StringName &p_anim, bool p_loop) {
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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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| 	E->get().loop = p_loop;
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| }
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| 
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| bool SpriteFrames::get_animation_loop(const StringName &p_anim) 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, false, "Animation '" + String(p_anim) + "' doesn't exist.");
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| 	return E->get().loop;
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| }
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| 
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| void SpriteFrames::_set_frames(const Array &p_frames) {
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| 	clear_all();
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| 	Map<StringName, Anim>::Element *E = animations.find(SceneStringNames::get_singleton()->_default);
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| 	ERR_FAIL_COND(!E);
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| 
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| 	E->get().frames.resize(p_frames.size());
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| 	for (int i = 0; i < E->get().frames.size(); i++) {
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| 		E->get().frames.write[i] = p_frames[i];
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| 	}
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| }
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| 
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| Array SpriteFrames::_get_frames() const {
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| 	return Array();
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| }
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| 
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| Array SpriteFrames::_get_animations() const {
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| 	Array anims;
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| 	for (Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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| 		Dictionary d;
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| 		d["name"] = E->key();
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| 		d["speed"] = E->get().speed;
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| 		d["loop"] = E->get().loop;
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| 		Array frames;
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| 		for (int i = 0; i < E->get().frames.size(); i++) {
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| 			frames.push_back(E->get().frames[i]);
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| 		}
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| 		d["frames"] = frames;
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| 		anims.push_back(d);
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| 	}
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| 
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| 	return anims;
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| }
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| 
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| void SpriteFrames::_set_animations(const Array &p_animations) {
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| 	animations.clear();
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| 	for (int i = 0; i < p_animations.size(); i++) {
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| 		Dictionary d = p_animations[i];
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| 
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| 		ERR_CONTINUE(!d.has("name"));
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| 		ERR_CONTINUE(!d.has("speed"));
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| 		ERR_CONTINUE(!d.has("loop"));
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| 		ERR_CONTINUE(!d.has("frames"));
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| 
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| 		Anim anim;
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| 		anim.speed = d["speed"];
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| 		anim.loop = d["loop"];
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| 		Array frames = d["frames"];
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| 		for (int j = 0; j < frames.size(); j++) {
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| 			RES res = frames[j];
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| 			anim.frames.push_back(res);
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| 		}
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| 
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| 		animations[d["name"]] = anim;
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| 	}
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| }
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| 
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| void SpriteFrames::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("add_animation", "anim"), &SpriteFrames::add_animation);
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| 	ClassDB::bind_method(D_METHOD("has_animation", "anim"), &SpriteFrames::has_animation);
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| 	ClassDB::bind_method(D_METHOD("remove_animation", "anim"), &SpriteFrames::remove_animation);
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| 	ClassDB::bind_method(D_METHOD("rename_animation", "anim", "newname"), &SpriteFrames::rename_animation);
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| 
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| 	ClassDB::bind_method(D_METHOD("get_animation_names"), &SpriteFrames::get_animation_names);
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| 
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| 	ClassDB::bind_method(D_METHOD("set_animation_speed", "anim", "speed"), &SpriteFrames::set_animation_speed);
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| 	ClassDB::bind_method(D_METHOD("get_animation_speed", "anim"), &SpriteFrames::get_animation_speed);
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| 
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| 	ClassDB::bind_method(D_METHOD("set_animation_loop", "anim", "loop"), &SpriteFrames::set_animation_loop);
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| 	ClassDB::bind_method(D_METHOD("get_animation_loop", "anim"), &SpriteFrames::get_animation_loop);
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| 
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| 	ClassDB::bind_method(D_METHOD("add_frame", "anim", "frame", "at_position"), &SpriteFrames::add_frame, DEFVAL(-1));
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| 	ClassDB::bind_method(D_METHOD("get_frame_count", "anim"), &SpriteFrames::get_frame_count);
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| 	ClassDB::bind_method(D_METHOD("get_frame", "anim", "idx"), &SpriteFrames::get_frame);
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| 	ClassDB::bind_method(D_METHOD("set_frame", "anim", "idx", "txt"), &SpriteFrames::set_frame);
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| 	ClassDB::bind_method(D_METHOD("remove_frame", "anim", "idx"), &SpriteFrames::remove_frame);
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| 	ClassDB::bind_method(D_METHOD("clear", "anim"), &SpriteFrames::clear);
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| 	ClassDB::bind_method(D_METHOD("clear_all"), &SpriteFrames::clear_all);
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| 
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| 	ClassDB::bind_method(D_METHOD("_set_frames"), &SpriteFrames::_set_frames);
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| 	ClassDB::bind_method(D_METHOD("_get_frames"), &SpriteFrames::_get_frames);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "frames", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "_set_frames", "_get_frames"); //compatibility
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| 
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| 	ClassDB::bind_method(D_METHOD("_set_animations"), &SpriteFrames::_set_animations);
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| 	ClassDB::bind_method(D_METHOD("_get_animations"), &SpriteFrames::_get_animations);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_animations", "_get_animations"); //compatibility
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| }
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| 
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| SpriteFrames::SpriteFrames() {
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| 	add_animation(SceneStringNames::get_singleton()->_default);
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| }
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