godot/scene/2d/animated_sprite.cpp
Rémi Verschelde 93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00

717 lines
18 KiB
C++

/*************************************************************************/
/* animated_sprite.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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.h"
#include "scene/scene_string_names.h"
#include "os/os.h"
#include "scene/scene_string_names.h"
////////////////////////////
void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture>& p_frame, int p_at_pos) {
Map<StringName,Anim>::Element *E=animations.find(p_anim);
ERR_FAIL_COND(!E);
if (p_at_pos>=0 && p_at_pos<E->get().frames.size())
E->get().frames.insert(p_at_pos,p_frame);
else
E->get().frames.push_back(p_frame);
emit_changed();
}
int SpriteFrames::get_frame_count(const StringName &p_anim) const {
const Map<StringName,Anim>::Element *E=animations.find(p_anim);
ERR_FAIL_COND_V(!E,0);
return E->get().frames.size();
}
void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {
Map<StringName,Anim>::Element *E=animations.find(p_anim);
ERR_FAIL_COND(!E);
E->get().frames.remove(p_idx);
emit_changed();
}
void SpriteFrames::clear(const StringName &p_anim) {
Map<StringName,Anim>::Element *E=animations.find(p_anim);
ERR_FAIL_COND(!E);
E->get().frames.clear();
emit_changed();
}
void SpriteFrames::clear_all() {
animations.clear();
add_animation("default");
}
void SpriteFrames::add_animation(const StringName& p_anim) {
ERR_FAIL_COND(animations.has(p_anim));
animations[p_anim]=Anim();
}
bool SpriteFrames::has_animation(const StringName& p_anim) const{
return animations.has(p_anim);
}
void SpriteFrames::remove_animation(const StringName& p_anim){
animations.erase(p_anim);
}
void SpriteFrames::rename_animation(const StringName& p_prev,const StringName& p_next) {
ERR_FAIL_COND(!animations.has(p_prev));
ERR_FAIL_COND(animations.has(p_next));
Anim anim = animations[p_prev];
animations.erase(p_prev);
animations[p_next]=anim;
}
Vector<String> SpriteFrames::_get_animation_list() const {
Vector<String> ret;
List<StringName> al;
get_animation_list(&al);
for(List<StringName>::Element *E=al.front();E;E=E->next()) {
ret.push_back(E->get());
}
return ret;
}
void SpriteFrames::get_animation_list(List<StringName> *r_animations) const{
for (const Map<StringName,Anim>::Element *E=animations.front();E;E=E->next()) {
r_animations->push_back(E->key());
}
}
void SpriteFrames::set_animation_speed(const StringName& p_anim,float p_fps){
ERR_FAIL_COND(p_fps<0);
Map<StringName,Anim>::Element *E=animations.find(p_anim);
ERR_FAIL_COND(!E);
E->get().speed=p_fps;
}
float SpriteFrames::get_animation_speed(const StringName& p_anim) const{
const Map<StringName,Anim>::Element *E=animations.find(p_anim);
ERR_FAIL_COND_V(!E,0);
return E->get().speed;
}
void SpriteFrames::set_animation_loop(const StringName& p_anim,bool p_loop){
Map<StringName,Anim>::Element *E=animations.find(p_anim);
ERR_FAIL_COND(!E);
E->get().loop=p_loop;
}
bool SpriteFrames::get_animation_loop(const StringName& p_anim) const{
const Map<StringName,Anim>::Element *E=animations.find(p_anim);
ERR_FAIL_COND_V(!E,false);
return E->get().loop;
}
void SpriteFrames::_set_frames(const Array& p_frames) {
clear_all();
Map<StringName,Anim>::Element *E=animations.find(SceneStringNames::get_singleton()->_default);
ERR_FAIL_COND(!E);
E->get().frames.resize(p_frames.size());
for(int i=0;i<E->get().frames.size();i++)
E->get().frames[i]=p_frames[i];
}
Array SpriteFrames::_get_frames() const {
return Array();
}
Array SpriteFrames::_get_animations() const {
Array anims;
for (Map<StringName,Anim>::Element *E=animations.front();E;E=E->next()) {
Dictionary d;
d["name"]=E->key();
d["speed"]=E->get().speed;
d["loop"]=E->get().loop;
Array frames;
for(int i=0;i<E->get().frames.size();i++) {
frames.push_back(E->get().frames[i]);
}
d["frames"]=frames;
anims.push_back(d);
}
return anims;
}
void SpriteFrames::_set_animations(const Array& p_animations) {
animations.clear();
for(int i=0;i<p_animations.size();i++) {
Dictionary d=p_animations[i];
ERR_CONTINUE(!d.has("name"));
ERR_CONTINUE(!d.has("speed"));
ERR_CONTINUE(!d.has("loop"));
ERR_CONTINUE(!d.has("frames"));
Anim anim;
anim.speed=d["speed"];
anim.loop=d["loop"];
Array frames=d["frames"];
for(int i=0;i<frames.size();i++) {
RES res = frames[i];
anim.frames.push_back(res);
}
animations[d["name"]]=anim;
}
}
void SpriteFrames::_bind_methods() {
ClassDB::bind_method(_MD("add_animation","anim"),&SpriteFrames::add_animation);
ClassDB::bind_method(_MD("has_animation","anim"),&SpriteFrames::has_animation);
ClassDB::bind_method(_MD("remove_animation","anim"),&SpriteFrames::remove_animation);
ClassDB::bind_method(_MD("rename_animation","anim","newname"),&SpriteFrames::rename_animation);
ClassDB::bind_method(_MD("set_animation_speed","anim","speed"),&SpriteFrames::set_animation_speed);
ClassDB::bind_method(_MD("get_animation_speed","anim"),&SpriteFrames::get_animation_speed);
ClassDB::bind_method(_MD("set_animation_loop","anim","loop"),&SpriteFrames::set_animation_loop);
ClassDB::bind_method(_MD("get_animation_loop","anim"),&SpriteFrames::get_animation_loop);
ClassDB::bind_method(_MD("add_frame","anim","frame","atpos"),&SpriteFrames::add_frame,DEFVAL(-1));
ClassDB::bind_method(_MD("get_frame_count","anim"),&SpriteFrames::get_frame_count);
ClassDB::bind_method(_MD("get_frame","anim","idx"),&SpriteFrames::get_frame);
ClassDB::bind_method(_MD("set_frame","anim","idx","txt"),&SpriteFrames::set_frame);
ClassDB::bind_method(_MD("remove_frame","anim","idx"),&SpriteFrames::remove_frame);
ClassDB::bind_method(_MD("clear","anim"),&SpriteFrames::clear);
ClassDB::bind_method(_MD("clear_all"),&SpriteFrames::clear_all);
ClassDB::bind_method(_MD("_set_frames"),&SpriteFrames::_set_frames);
ClassDB::bind_method(_MD("_get_frames"),&SpriteFrames::_get_frames);
ADD_PROPERTYNZ( PropertyInfo(Variant::ARRAY,"frames",PROPERTY_HINT_NONE,"",0),_SCS("_set_frames"),_SCS("_get_frames")); //compatibility
ClassDB::bind_method(_MD("_set_animations"),&SpriteFrames::_set_animations);
ClassDB::bind_method(_MD("_get_animations"),&SpriteFrames::_get_animations);
ADD_PROPERTYNZ( PropertyInfo(Variant::ARRAY,"animations",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_animations"),_SCS("_get_animations")); //compatibility
}
SpriteFrames::SpriteFrames() {
add_animation(SceneStringNames::get_singleton()->_default);
}
void AnimatedSprite::edit_set_pivot(const Point2& p_pivot) {
set_offset(p_pivot);
}
Point2 AnimatedSprite::edit_get_pivot() const {
return get_offset();
}
bool AnimatedSprite::edit_has_pivot() const {
return true;
}
void AnimatedSprite::_validate_property(PropertyInfo& property) const {
if (!frames.is_valid())
return;
if (property.name=="animation") {
property.hint=PROPERTY_HINT_ENUM;
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found=false;
for (List<StringName>::Element *E=names.front();E;E=E->next()) {
if (E->prev()) {
property.hint_string+=",";
}
property.hint_string+=String(E->get());
if (animation==E->get()) {
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_SPRITE_FRAME;
if (frames->has_animation(animation)) {
property.hint_string="0,"+itos(frames->get_frame_count(animation)-1)+",1";
} else {
property.hint_string="0,0,0";
}
}
}
void AnimatedSprite::_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;
float speed = frames->get_animation_speed(animation);
if (speed==0)
return; //do nothing
float remaining = get_process_delta_time();
while(remaining) {
if (timeout<=0) {
timeout=1.0/speed;
int fc = frames->get_frame_count(animation);
if (frame>=fc-1) {
if (frames->get_animation_loop(animation)) {
frame=0;
} else {
frame=fc-1;
}
} else {
frame++;
if (frame==fc-1) {
emit_signal(SceneStringNames::get_singleton()->animation_finished);
}
}
update();
_change_notify("frame");
}
float to_process = MIN(timeout,remaining);
remaining-=to_process;
timeout-=to_process;
}
} break;
case NOTIFICATION_DRAW: {
if (frames.is_null()) {
print_line("no draw no faemos");
return;
}
if (frame<0) {
print_line("no draw frame <0");
return;
}
if (!frames->has_animation(animation)) {
print_line("no draw no anim: "+String(animation));
return;
}
Ref<Texture> texture = frames->get_frame(animation,frame);
if (texture.is_null()) {
print_line("no draw texture is null");
return;
}
//print_line("DECIDED TO DRAW");
RID ci = get_canvas_item();
/*
texture->draw(ci,Point2());
break;
*/
Size2i s;
s = texture->get_size();
Point2 ofs=offset;
if (centered)
ofs-=s/2;
if (Engine::get_singleton()->get_use_pixel_snap()) {
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(ci,dst_rect,false,modulate);
texture->draw_rect_region(ci,dst_rect,Rect2(Vector2(),texture->get_size()));
//VisualServer::get_singleton()->canvas_item_add_texture_rect_region(ci,dst_rect,texture->get_rid(),src_rect,modulate);
} break;
}
}
void AnimatedSprite::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames.is_valid())
frames->disconnect("changed",this,"_res_changed");
frames=p_frames;
if (frames.is_valid())
frames->connect("changed",this,"_res_changed");
if (!frames.is_valid()) {
frame=0;
} else {
set_frame(frame);
}
_change_notify();
_reset_timeout();
update();
update_configuration_warning();
}
Ref<SpriteFrames> AnimatedSprite::get_sprite_frames() const {
return frames;
}
void AnimatedSprite::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();
_change_notify("frame");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int AnimatedSprite::get_frame() const {
return frame;
}
void AnimatedSprite::set_centered(bool p_center) {
centered=p_center;
update();
item_rect_changed();
}
bool AnimatedSprite::is_centered() const {
return centered;
}
void AnimatedSprite::set_offset(const Point2& p_offset) {
offset=p_offset;
update();
item_rect_changed();
_change_notify("offset");
}
Point2 AnimatedSprite::get_offset() const {
return offset;
}
void AnimatedSprite::set_flip_h(bool p_flip) {
hflip=p_flip;
update();
}
bool AnimatedSprite::is_flipped_h() const {
return hflip;
}
void AnimatedSprite::set_flip_v(bool p_flip) {
vflip=p_flip;
update();
}
bool AnimatedSprite::is_flipped_v() const {
return vflip;
}
Rect2 AnimatedSprite::get_item_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
return Node2D::get_item_rect();
}
Ref<Texture> t;
if (animation)
t = frames->get_frame(animation,frame);
if (t.is_null())
return Node2D::get_item_rect();
Size2i 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 AnimatedSprite::_res_changed() {
set_frame(frame);
_change_notify("frame");
_change_notify("animation");
update();
}
void AnimatedSprite::_set_playing(bool p_playing) {
if (playing==p_playing)
return;
playing=p_playing;
_reset_timeout();
set_process_internal(playing);
}
bool AnimatedSprite::_is_playing() const {
return playing;
}
void AnimatedSprite::play(const StringName& p_animation) {
if (p_animation)
set_animation(p_animation);
_set_playing(true);
}
void AnimatedSprite::stop(){
_set_playing(false);
}
bool AnimatedSprite::is_playing() const {
return is_processing();
}
void AnimatedSprite::_reset_timeout() {
if (!playing)
return;
if (frames.is_valid() && frames->has_animation(animation)) {
float speed = frames->get_animation_speed(animation);
if (speed>0) {
timeout=1.0/speed;
} else {
timeout=0;
}
} else {
timeout=0;
}
}
void AnimatedSprite::set_animation(const StringName& p_animation){
if (animation==p_animation)
return;
animation=p_animation;
_reset_timeout();
set_frame(0);
_change_notify();
update();
}
StringName AnimatedSprite::get_animation() const{
return animation;
}
String AnimatedSprite::get_configuration_warning() const {
if (frames.is_null()) {
return TTR("A SpriteFrames resource must be created or set in the 'Frames' property in order for AnimatedSprite to display frames.");
}
return String();
}
void AnimatedSprite::_bind_methods() {
ClassDB::bind_method(_MD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite::set_sprite_frames);
ClassDB::bind_method(_MD("get_sprite_frames:SpriteFrames"),&AnimatedSprite::get_sprite_frames);
ClassDB::bind_method(_MD("set_animation","animation"),&AnimatedSprite::set_animation);
ClassDB::bind_method(_MD("get_animation"),&AnimatedSprite::get_animation);
ClassDB::bind_method(_MD("_set_playing","playing"),&AnimatedSprite::_set_playing);
ClassDB::bind_method(_MD("_is_playing"),&AnimatedSprite::_is_playing);
ClassDB::bind_method(_MD("play","anim"),&AnimatedSprite::play,DEFVAL(StringName()));
ClassDB::bind_method(_MD("stop"),&AnimatedSprite::stop);
ClassDB::bind_method(_MD("is_playing"),&AnimatedSprite::is_playing);
ClassDB::bind_method(_MD("set_centered","centered"),&AnimatedSprite::set_centered);
ClassDB::bind_method(_MD("is_centered"),&AnimatedSprite::is_centered);
ClassDB::bind_method(_MD("set_offset","offset"),&AnimatedSprite::set_offset);
ClassDB::bind_method(_MD("get_offset"),&AnimatedSprite::get_offset);
ClassDB::bind_method(_MD("set_flip_h","flip_h"),&AnimatedSprite::set_flip_h);
ClassDB::bind_method(_MD("is_flipped_h"),&AnimatedSprite::is_flipped_h);
ClassDB::bind_method(_MD("set_flip_v","flip_v"),&AnimatedSprite::set_flip_v);
ClassDB::bind_method(_MD("is_flipped_v"),&AnimatedSprite::is_flipped_v);
ClassDB::bind_method(_MD("set_frame","frame"),&AnimatedSprite::set_frame);
ClassDB::bind_method(_MD("get_frame"),&AnimatedSprite::get_frame);
ClassDB::bind_method(_MD("_res_changed"),&AnimatedSprite::_res_changed);
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_SIGNAL(MethodInfo("animation_finished"));
ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "frames",PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), _SCS("set_sprite_frames"),_SCS("get_sprite_frames"));
ADD_PROPERTY( PropertyInfo( Variant::STRING, "animation"), _SCS("set_animation"),_SCS("get_animation"));
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), _SCS("set_frame"),_SCS("get_frame"));
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "playing"), _SCS("_set_playing"),_SCS("_is_playing"));
ADD_PROPERTYNO( PropertyInfo( Variant::BOOL, "centered"), _SCS("set_centered"),_SCS("is_centered"));
ADD_PROPERTYNZ( PropertyInfo( Variant::VECTOR2, "offset"), _SCS("set_offset"),_SCS("get_offset"));
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "flip_h"), _SCS("set_flip_h"),_SCS("is_flipped_h"));
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "flip_v"), _SCS("set_flip_v"),_SCS("is_flipped_v"));
}
AnimatedSprite::AnimatedSprite() {
centered=true;
hflip=false;
vflip=false;
frame=0;
playing=false;
animation="default";
timeout=0;
}