1 | /**************************************************************************/ |
2 | /* animated_texture.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef ANIMATED_TEXTURE_H |
32 | #define ANIMATED_TEXTURE_H |
33 | |
34 | #include "scene/resources/texture.h" |
35 | |
36 | class AnimatedTexture : public Texture2D { |
37 | GDCLASS(AnimatedTexture, Texture2D); |
38 | |
39 | // Use readers writers lock for this, since its far more times read than written to. |
40 | RWLock rw_lock; |
41 | |
42 | public: |
43 | enum { |
44 | MAX_FRAMES = 256 |
45 | }; |
46 | |
47 | private: |
48 | RID proxy_ph; |
49 | RID proxy; |
50 | |
51 | struct Frame { |
52 | Ref<Texture2D> texture; |
53 | float duration = 1.0; |
54 | }; |
55 | |
56 | Frame frames[MAX_FRAMES]; |
57 | int frame_count = 1.0; |
58 | int current_frame = 0; |
59 | bool pause = false; |
60 | bool one_shot = false; |
61 | float speed_scale = 1.0; |
62 | |
63 | float time = 0.0; |
64 | |
65 | uint64_t prev_ticks = 0; |
66 | |
67 | void _update_proxy(); |
68 | |
69 | protected: |
70 | static void _bind_methods(); |
71 | void _validate_property(PropertyInfo &p_property) const; |
72 | |
73 | public: |
74 | void set_frames(int p_frames); |
75 | int get_frames() const; |
76 | |
77 | void set_current_frame(int p_frame); |
78 | int get_current_frame() const; |
79 | |
80 | void set_pause(bool p_pause); |
81 | bool get_pause() const; |
82 | |
83 | void set_one_shot(bool p_one_shot); |
84 | bool get_one_shot() const; |
85 | |
86 | void set_frame_texture(int p_frame, const Ref<Texture2D> &p_texture); |
87 | Ref<Texture2D> get_frame_texture(int p_frame) const; |
88 | |
89 | void set_frame_duration(int p_frame, float p_duration); |
90 | float get_frame_duration(int p_frame) const; |
91 | |
92 | void set_speed_scale(float p_scale); |
93 | float get_speed_scale() const; |
94 | |
95 | virtual int get_width() const override; |
96 | virtual int get_height() const override; |
97 | virtual RID get_rid() const override; |
98 | |
99 | virtual bool has_alpha() const override; |
100 | |
101 | virtual Ref<Image> get_image() const override; |
102 | |
103 | bool is_pixel_opaque(int p_x, int p_y) const override; |
104 | |
105 | AnimatedTexture(); |
106 | ~AnimatedTexture(); |
107 | }; |
108 | |
109 | #endif // ANIMATED_TEXTURE_H |
110 | |