/**************************************************************************/ /* animated_sprite_2d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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_2d.h" #include "scene/main/viewport.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_null() || !frames->has_animation(animation)) { return false; } if (frame < 0 || frame >= frames->get_frame_count(animation)) { return false; } Ref t; if (animation) { t = frames->get_frame_texture(animation, frame); } return t.is_valid(); } #endif Rect2 AnimatedSprite2D::get_anchorable_rect() const { return _get_rect(); } Rect2 AnimatedSprite2D::_get_rect() const { if (frames.is_null() || !frames->has_animation(animation)) { return Rect2(); } if (frame < 0 || frame >= frames->get_frame_count(animation)) { return Rect2(); } Ref t; if (animation) { t = frames->get_frame_texture(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 &p_property) const { if (!frames.is_valid()) { return; } if (p_property.name == "animation") { List names; frames->get_animation_list(&names); names.sort_custom(); bool current_found = false; bool is_first_element = true; for (const StringName &E : names) { if (!is_first_element) { p_property.hint_string += ","; } else { is_first_element = false; } p_property.hint_string += String(E); if (animation == E) { current_found = true; } } if (!current_found) { if (p_property.hint_string.is_empty()) { p_property.hint_string = String(animation); } else { p_property.hint_string = String(animation) + "," + p_property.hint_string; } } return; } if (p_property.name == "frame") { if (playing) { p_property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY; return; } p_property.hint = PROPERTY_HINT_RANGE; if (frames->has_animation(animation) && frames->get_frame_count(animation) > 0) { p_property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1"; } else { // Avoid an error, `hint_string` is required for `PROPERTY_HINT_RANGE`. p_property.hint_string = "0,0,1"; } p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS; } } void AnimatedSprite2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_READY: { if (!Engine::get_singleton()->is_editor_hint() && !frames.is_null() && frames->has_animation(autoplay)) { play(autoplay); } } break; case NOTIFICATION_INTERNAL_PROCESS: { if (frames.is_null() || !frames->has_animation(animation)) { return; } double remaining = get_process_delta_time(); int i = 0; while (remaining) { // Animation speed may be changed by animation_finished or frame_changed signals. double speed = frames->get_animation_speed(animation) * speed_scale * custom_speed_scale * frame_speed_scale; double abs_speed = Math::abs(speed); if (speed == 0) { return; // Do nothing. } // Frame count may be changed by animation_finished or frame_changed signals. int fc = frames->get_frame_count(animation); int last_frame = fc - 1; if (!signbit(speed)) { // Forwards. if (frame_progress >= 1.0) { if (frame >= last_frame) { if (frames->get_animation_loop(animation)) { frame = 0; emit_signal("animation_looped"); } else { frame = last_frame; pause(); emit_signal(SceneStringName(animation_finished)); return; } } else { frame++; } _calc_frame_speed_scale(); frame_progress = 0.0; queue_redraw(); emit_signal(SceneStringName(frame_changed)); } double to_process = MIN((1.0 - frame_progress) / abs_speed, remaining); frame_progress += to_process * abs_speed; remaining -= to_process; } else { // Backwards. if (frame_progress <= 0) { if (frame <= 0) { if (frames->get_animation_loop(animation)) { frame = last_frame; emit_signal("animation_looped"); } else { frame = 0; pause(); emit_signal(SceneStringName(animation_finished)); return; } } else { frame--; } _calc_frame_speed_scale(); frame_progress = 1.0; queue_redraw(); emit_signal(SceneStringName(frame_changed)); } double to_process = MIN(frame_progress / abs_speed, remaining); frame_progress -= to_process * abs_speed; remaining -= to_process; } i++; if (i > fc) { return; // Prevents freezing if to_process is each time much less than remaining. } } } break; case NOTIFICATION_DRAW: { if (frames.is_null() || !frames->has_animation(animation)) { return; } Ref texture = frames->get_frame_texture(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.round(); } 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 == p_frames) { return; } if (frames.is_valid()) { frames->disconnect(CoreStringName(changed), callable_mp(this, &AnimatedSprite2D::_res_changed)); } stop(); frames = p_frames; if (frames.is_valid()) { frames->connect(CoreStringName(changed), callable_mp(this, &AnimatedSprite2D::_res_changed)); List al; frames->get_animation_list(&al); if (al.size() == 0) { set_animation(StringName()); autoplay = String(); } else { if (!frames->has_animation(animation)) { set_animation(al.front()->get()); } if (!frames->has_animation(autoplay)) { autoplay = String(); } } } notify_property_list_changed(); queue_redraw(); update_configuration_warnings(); emit_signal("sprite_frames_changed"); } Ref AnimatedSprite2D::get_sprite_frames() const { return frames; } void AnimatedSprite2D::set_frame(int p_frame) { set_frame_and_progress(p_frame, signbit(get_playing_speed()) ? 1.0 : 0.0); } int AnimatedSprite2D::get_frame() const { return frame; } void AnimatedSprite2D::set_frame_progress(real_t p_progress) { frame_progress = p_progress; } real_t AnimatedSprite2D::get_frame_progress() const { return frame_progress; } void AnimatedSprite2D::set_frame_and_progress(int p_frame, real_t p_progress) { if (frames.is_null()) { return; } bool has_animation = frames->has_animation(animation); int end_frame = has_animation ? MAX(0, frames->get_frame_count(animation) - 1) : 0; bool is_changed = frame != p_frame; if (p_frame < 0) { frame = 0; } else if (has_animation && p_frame > end_frame) { frame = end_frame; } else { frame = p_frame; } _calc_frame_speed_scale(); frame_progress = p_progress; if (!is_changed) { return; // No change, don't redraw. } queue_redraw(); emit_signal(SceneStringName(frame_changed)); } void AnimatedSprite2D::set_speed_scale(float p_speed_scale) { speed_scale = p_speed_scale; } float AnimatedSprite2D::get_speed_scale() const { return speed_scale; } float AnimatedSprite2D::get_playing_speed() const { if (!playing) { return 0; } return speed_scale * custom_speed_scale; } void AnimatedSprite2D::set_centered(bool p_center) { if (centered == p_center) { return; } centered = p_center; queue_redraw(); item_rect_changed(); } bool AnimatedSprite2D::is_centered() const { return centered; } void AnimatedSprite2D::set_offset(const Point2 &p_offset) { if (offset == p_offset) { return; } offset = p_offset; queue_redraw(); item_rect_changed(); } Point2 AnimatedSprite2D::get_offset() const { return offset; } void AnimatedSprite2D::set_flip_h(bool p_flip) { if (hflip == p_flip) { return; } hflip = p_flip; queue_redraw(); } bool AnimatedSprite2D::is_flipped_h() const { return hflip; } void AnimatedSprite2D::set_flip_v(bool p_flip) { if (vflip == p_flip) { return; } vflip = p_flip; queue_redraw(); } bool AnimatedSprite2D::is_flipped_v() const { return vflip; } void AnimatedSprite2D::_res_changed() { set_frame_and_progress(frame, frame_progress); queue_redraw(); notify_property_list_changed(); } bool AnimatedSprite2D::is_playing() const { return playing; } void AnimatedSprite2D::set_autoplay(const String &p_name) { if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect."); } autoplay = p_name; } String AnimatedSprite2D::get_autoplay() const { return autoplay; } void AnimatedSprite2D::play(const StringName &p_name, float p_custom_scale, bool p_from_end) { StringName name = p_name; if (name == StringName()) { name = animation; } ERR_FAIL_NULL_MSG(frames, vformat("There is no animation with name '%s'.", name)); ERR_FAIL_COND_MSG(!frames->get_animation_names().has(name), vformat("There is no animation with name '%s'.", name)); if (frames->get_frame_count(name) == 0) { return; } playing = true; custom_speed_scale = p_custom_scale; int end_frame = MAX(0, frames->get_frame_count(animation) - 1); if (name != animation) { animation = name; if (p_from_end) { set_frame_and_progress(end_frame, 1.0); } else { set_frame_and_progress(0, 0.0); } emit_signal(SceneStringName(animation_changed)); } else { bool is_backward = signbit(speed_scale * custom_speed_scale); if (p_from_end && is_backward && frame == 0 && frame_progress <= 0.0) { set_frame_and_progress(end_frame, 1.0); } else if (!p_from_end && !is_backward && frame == end_frame && frame_progress >= 1.0) { set_frame_and_progress(0, 0.0); } } set_process_internal(true); notify_property_list_changed(); queue_redraw(); } void AnimatedSprite2D::play_backwards(const StringName &p_name) { play(p_name, -1, true); } void AnimatedSprite2D::_stop_internal(bool p_reset) { playing = false; if (p_reset) { custom_speed_scale = 1.0; set_frame_and_progress(0, 0.0); } notify_property_list_changed(); set_process_internal(false); } void AnimatedSprite2D::pause() { _stop_internal(false); } void AnimatedSprite2D::stop() { _stop_internal(true); } double AnimatedSprite2D::_get_frame_duration() { if (frames.is_valid() && frames->has_animation(animation)) { return frames->get_frame_duration(animation, frame); } return 1.0; } void AnimatedSprite2D::_calc_frame_speed_scale() { frame_speed_scale = 1.0 / _get_frame_duration(); } void AnimatedSprite2D::set_animation(const StringName &p_name) { if (animation == p_name) { return; } animation = p_name; emit_signal(SceneStringName(animation_changed)); if (frames == nullptr) { animation = StringName(); stop(); ERR_FAIL_MSG(vformat("There is no animation with name '%s'.", p_name)); } int frame_count = frames->get_frame_count(animation); if (animation == StringName() || frame_count == 0) { stop(); return; } else if (!frames->get_animation_names().has(animation)) { animation = StringName(); stop(); ERR_FAIL_MSG(vformat("There is no animation with name '%s'.", p_name)); } if (signbit(get_playing_speed())) { set_frame_and_progress(frame_count - 1, 1.0); } else { set_frame_and_progress(0, 0.0); } notify_property_list_changed(); queue_redraw(); } StringName AnimatedSprite2D::get_animation() const { return animation; } PackedStringArray AnimatedSprite2D::get_configuration_warnings() const { PackedStringArray warnings = Node2D::get_configuration_warnings(); if (frames.is_null()) { warnings.push_back(RTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite2D to display frames.")); } return warnings; } #ifdef TOOLS_ENABLED void AnimatedSprite2D::get_argument_options(const StringName &p_function, int p_idx, List *r_options) const { const String pf = p_function; if (p_idx == 0 && frames.is_valid()) { if (pf == "play" || pf == "play_backwards" || pf == "set_animation" || pf == "set_autoplay") { List al; frames->get_animation_list(&al); for (const StringName &name : al) { r_options->push_back(String(name).quote()); } } } Node2D::get_argument_options(p_function, p_idx, r_options); } #endif #ifndef DISABLE_DEPRECATED bool AnimatedSprite2D::_set(const StringName &p_name, const Variant &p_value) { if ((p_name == SNAME("frames"))) { set_sprite_frames(p_value); return true; } return false; } #endif 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", "name"), &AnimatedSprite2D::set_animation); ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite2D::get_animation); ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimatedSprite2D::set_autoplay); ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimatedSprite2D::get_autoplay); ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing); ClassDB::bind_method(D_METHOD("play", "name", "custom_speed", "from_end"), &AnimatedSprite2D::play, DEFVAL(StringName()), DEFVAL(1.0), DEFVAL(false)); ClassDB::bind_method(D_METHOD("play_backwards", "name"), &AnimatedSprite2D::play_backwards, DEFVAL(StringName())); ClassDB::bind_method(D_METHOD("pause"), &AnimatedSprite2D::pause); ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite2D::stop); 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_frame_progress", "progress"), &AnimatedSprite2D::set_frame_progress); ClassDB::bind_method(D_METHOD("get_frame_progress"), &AnimatedSprite2D::get_frame_progress); ClassDB::bind_method(D_METHOD("set_frame_and_progress", "frame", "progress"), &AnimatedSprite2D::set_frame_and_progress); 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); ClassDB::bind_method(D_METHOD("get_playing_speed"), &AnimatedSprite2D::get_playing_speed); ADD_SIGNAL(MethodInfo("sprite_frames_changed")); ADD_SIGNAL(MethodInfo("animation_changed")); ADD_SIGNAL(MethodInfo("frame_changed")); ADD_SIGNAL(MethodInfo("animation_looped")); ADD_SIGNAL(MethodInfo("animation_finished")); ADD_GROUP("Animation", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sprite_frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation", PROPERTY_HINT_ENUM, ""), "set_animation", "get_animation"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_autoplay", "get_autoplay"); ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "frame_progress", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_frame_progress", "get_frame_progress"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale"); ADD_GROUP("Offset", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "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() { }