godot/scene/resources/sprite_frames.h
Rémi Verschelde 4639050c64 SpriteFrames: Sort animations alphabetically
And finally remove the 'frames' property which was added for compatibility with 2.1
in bed3efb17e.
Fixes #21765.

The 'animations' property on the other hand is needed, contrarily to what its comment
said (copy-paste mistake probably).

Also removes unused '_get_animation_list'.
2022-07-13 16:15:11 +02:00

98 lines
4.2 KiB
C++

/*************************************************************************/
/* sprite_frames.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 */
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/* the following conditions: */
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/*************************************************************************/
#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<Ref<Texture2D>> frames;
};
HashMap<StringName, Anim> animations;
Array _get_animations() const;
void _set_animations(const Array &p_animations);
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<StringName> *r_animations) const;
Vector<String> 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<Texture2D> &p_frame, int p_at_pos = -1);
int get_frame_count(const StringName &p_anim) const;
_FORCE_INLINE_ Ref<Texture2D> get_frame(const StringName &p_anim, int p_idx) const {
HashMap<StringName, Anim>::ConstIterator E = animations.find(p_anim);
ERR_FAIL_COND_V_MSG(!E, Ref<Texture2D>(), "Animation '" + String(p_anim) + "' doesn't exist.");
ERR_FAIL_COND_V(p_idx < 0, Ref<Texture2D>());
if (p_idx >= E->value.frames.size()) {
return Ref<Texture2D>();
}
return E->value.frames[p_idx];
}
void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture2D> &p_frame) {
HashMap<StringName, Anim>::Iterator 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->value.frames.size()) {
return;
}
E->value.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