/*************************************************************************/ /* animated_sprite_2d.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "animated_sprite_2d.h" #include "scene/main/viewport.h" #include "scene/scene_string_names.h" #ifdef TOOLS_ENABLED Dictionary AnimatedSprite2D::_edit_get_state() const { Dictionary state = Node2D::_edit_get_state(); state["offset"] = offset; return state; } void AnimatedSprite2D::_edit_set_state(const Dictionary &p_state) { Node2D::_edit_set_state(p_state); set_offset(p_state["offset"]); } void AnimatedSprite2D::_edit_set_pivot(const Point2 &p_pivot) { set_offset(get_offset() - p_pivot); set_position(get_transform().xform(p_pivot)); } Point2 AnimatedSprite2D::_edit_get_pivot() const { return Vector2(); } bool AnimatedSprite2D::_edit_use_pivot() const { return true; } Rect2 AnimatedSprite2D::_edit_get_rect() const { return _get_rect(); } bool AnimatedSprite2D::_edit_use_rect() const { if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) { return false; } Ref t; if (animation) { t = frames->get_frame(animation, frame); } return t.is_valid(); } #endif Rect2 AnimatedSprite2D::get_anchorable_rect() const { return _get_rect(); } Rect2 AnimatedSprite2D::_get_rect() const { if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) { return Rect2(); } Ref t; if (animation) { t = frames->get_frame(animation, frame); } if (t.is_null()) { return Rect2(); } Size2 s = t->get_size(); Point2 ofs = offset; if (centered) { ofs -= s / 2; } if (s == Size2(0, 0)) { s = Size2(1, 1); } return Rect2(ofs, s); } void AnimatedSprite2D::_validate_property(PropertyInfo &property) const { if (!frames.is_valid()) { return; } if (property.name == "animation") { property.hint = PROPERTY_HINT_ENUM; List names; frames->get_animation_list(&names); names.sort_custom(); bool current_found = false; for (List::Element *E = names.front(); E; E = E->next()) { if (E->prev()) { property.hint_string += ","; } property.hint_string += String(E->get()); if (animation == E) { current_found = true; } } if (!current_found) { if (property.hint_string == String()) { property.hint_string = String(animation); } else { property.hint_string = String(animation) + "," + property.hint_string; } } } if (property.name == "frame") { property.hint = PROPERTY_HINT_RANGE; if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) { property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1"; } property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS; } } void AnimatedSprite2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_INTERNAL_PROCESS: { if (frames.is_null()) { return; } if (!frames->has_animation(animation)) { return; } if (frame < 0) { return; } double speed = frames->get_animation_speed(animation) * speed_scale; if (speed == 0) { return; //do nothing } double remaining = get_process_delta_time(); while (remaining) { if (timeout <= 0) { timeout = _get_frame_duration(); int fc = frames->get_frame_count(animation); if ((!backwards && frame >= fc - 1) || (backwards && frame <= 0)) { if (frames->get_animation_loop(animation)) { if (backwards) { frame = fc - 1; } else { frame = 0; } emit_signal(SceneStringNames::get_singleton()->animation_finished); } else { if (backwards) { frame = 0; } else { frame = fc - 1; } if (!is_over) { is_over = true; emit_signal(SceneStringNames::get_singleton()->animation_finished); } } } else { if (backwards) { frame--; } else { frame++; } } update(); emit_signal(SceneStringNames::get_singleton()->frame_changed); } double to_process = MIN(timeout, remaining); remaining -= to_process; timeout -= to_process; } } break; case NOTIFICATION_DRAW: { if (frames.is_null()) { return; } if (frame < 0) { return; } if (!frames->has_animation(animation)) { return; } Ref texture = frames->get_frame(animation, frame); if (texture.is_null()) { return; } RID ci = get_canvas_item(); Size2 s = texture->get_size(); Point2 ofs = offset; if (centered) { ofs -= s / 2; } if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) { ofs = ofs.floor(); } Rect2 dst_rect(ofs, s); if (hflip) { dst_rect.size.x = -dst_rect.size.x; } if (vflip) { dst_rect.size.y = -dst_rect.size.y; } texture->draw_rect_region(ci, dst_rect, Rect2(Vector2(), texture->get_size()), Color(1, 1, 1), false); } break; } } void AnimatedSprite2D::set_sprite_frames(const Ref &p_frames) { if (frames.is_valid()) { frames->disconnect("changed", callable_mp(this, &AnimatedSprite2D::_res_changed)); } frames = p_frames; if (frames.is_valid()) { frames->connect("changed", callable_mp(this, &AnimatedSprite2D::_res_changed)); } if (!frames.is_valid()) { frame = 0; } else { set_frame(frame); } notify_property_list_changed(); _reset_timeout(); update(); update_configuration_warnings(); } Ref AnimatedSprite2D::get_sprite_frames() const { return frames; } void AnimatedSprite2D::set_frame(int p_frame) { if (!frames.is_valid()) { return; } if (frames->has_animation(animation)) { int limit = frames->get_frame_count(animation); if (p_frame >= limit) { p_frame = limit - 1; } } if (p_frame < 0) { p_frame = 0; } if (frame == p_frame) { return; } frame = p_frame; _reset_timeout(); update(); emit_signal(SceneStringNames::get_singleton()->frame_changed); } int AnimatedSprite2D::get_frame() const { return frame; } void AnimatedSprite2D::set_speed_scale(double p_speed_scale) { double elapsed = _get_frame_duration() - timeout; speed_scale = MAX(p_speed_scale, 0.0f); // We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed _reset_timeout(); timeout -= elapsed; } double AnimatedSprite2D::get_speed_scale() const { return speed_scale; } void AnimatedSprite2D::set_centered(bool p_center) { centered = p_center; update(); item_rect_changed(); } bool AnimatedSprite2D::is_centered() const { return centered; } void AnimatedSprite2D::set_offset(const Point2 &p_offset) { offset = p_offset; update(); item_rect_changed(); } Point2 AnimatedSprite2D::get_offset() const { return offset; } void AnimatedSprite2D::set_flip_h(bool p_flip) { hflip = p_flip; update(); } bool AnimatedSprite2D::is_flipped_h() const { return hflip; } void AnimatedSprite2D::set_flip_v(bool p_flip) { vflip = p_flip; update(); } bool AnimatedSprite2D::is_flipped_v() const { return vflip; } void AnimatedSprite2D::_res_changed() { set_frame(frame); update(); } void AnimatedSprite2D::_set_playing(bool p_playing) { if (playing == p_playing) { return; } playing = p_playing; _reset_timeout(); set_process_internal(playing); } bool AnimatedSprite2D::_is_playing() const { return playing; } void AnimatedSprite2D::play(const StringName &p_animation, const bool p_backwards) { backwards = p_backwards; if (p_animation) { set_animation(p_animation); if (frames.is_valid() && backwards && get_frame() == 0) { set_frame(frames->get_frame_count(p_animation) - 1); } } _set_playing(true); } void AnimatedSprite2D::stop() { _set_playing(false); } bool AnimatedSprite2D::is_playing() const { return playing; } double AnimatedSprite2D::_get_frame_duration() { if (frames.is_valid() && frames->has_animation(animation)) { double speed = frames->get_animation_speed(animation) * speed_scale; if (speed > 0) { return 1.0 / speed; } } return 0.0; } void AnimatedSprite2D::_reset_timeout() { if (!playing) { return; } timeout = _get_frame_duration(); is_over = false; } void AnimatedSprite2D::set_animation(const StringName &p_animation) { ERR_FAIL_COND_MSG(frames == nullptr, vformat("There is no animation with name '%s'.", p_animation)); ERR_FAIL_COND_MSG(frames->get_animation_names().find(p_animation) == -1, vformat("There is no animation with name '%s'.", p_animation)); if (animation == p_animation) { return; } animation = p_animation; _reset_timeout(); set_frame(0); notify_property_list_changed(); update(); } StringName AnimatedSprite2D::get_animation() const { return animation; } TypedArray AnimatedSprite2D::get_configuration_warnings() const { TypedArray warnings = Node::get_configuration_warnings(); if (frames.is_null()) { warnings.push_back(TTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite to display frames.")); } return warnings; } void AnimatedSprite2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite2D::set_sprite_frames); ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite2D::get_sprite_frames); ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite2D::set_animation); ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite2D::get_animation); ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite2D::_set_playing); ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite2D::_is_playing); ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite2D::play, DEFVAL(StringName()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite2D::stop); ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing); ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite2D::set_centered); ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite2D::is_centered); ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AnimatedSprite2D::set_offset); ClassDB::bind_method(D_METHOD("get_offset"), &AnimatedSprite2D::get_offset); ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &AnimatedSprite2D::set_flip_h); ClassDB::bind_method(D_METHOD("is_flipped_h"), &AnimatedSprite2D::is_flipped_h); ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &AnimatedSprite2D::set_flip_v); ClassDB::bind_method(D_METHOD("is_flipped_v"), &AnimatedSprite2D::is_flipped_v); ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite2D::set_frame); ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite2D::get_frame); ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite2D::set_speed_scale); ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite2D::get_speed_scale); ADD_SIGNAL(MethodInfo("frame_changed")); ADD_SIGNAL(MethodInfo("animation_finished")); ADD_GROUP("Animation", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation"); ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing"); ADD_GROUP("Offset", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v"); } AnimatedSprite2D::AnimatedSprite2D() { }