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