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Finally figured out how to implement AnimatedTexture properly.

This commit is contained in:
Juan Linietsky
2018-07-16 11:43:26 -03:00
parent 9eb082004d
commit de910f8c26
18 changed files with 483 additions and 3 deletions

View File

@@ -1669,3 +1669,208 @@ ProxyTexture::~ProxyTexture() {
VS::get_singleton()->free(proxy);
}
//////////////////////////////////////////////
void AnimatedTexture::_update_proxy() {
_THREAD_SAFE_METHOD_
float delta;
if (prev_ticks == 0) {
delta = 0;
prev_ticks = OS::get_singleton()->get_ticks_usec();
} else {
uint64_t ticks = OS::get_singleton()->get_ticks_usec();
delta = float(double(ticks - prev_ticks) / 1000000.0);
prev_ticks = ticks;
}
time += delta;
float limit;
if (fps == 0) {
limit = 0;
} else {
limit = 1.0 / fps;
}
int iter_max = frame_count;
while (iter_max) {
float frame_limit = limit + frames[current_frame].delay_sec;
if (time > frame_limit) {
current_frame++;
if (current_frame >= frame_count) {
current_frame = 0;
}
time -= frame_limit;
} else {
break;
}
iter_max--;
}
if (frames[current_frame].texture.is_valid()) {
VisualServer::get_singleton()->texture_set_proxy(proxy, frames[current_frame].texture->get_rid());
}
}
void AnimatedTexture::set_frames(int p_frames) {
ERR_FAIL_COND(p_frames < 1 || p_frames > MAX_FRAMES);
_THREAD_SAFE_METHOD_
frame_count = p_frames;
}
int AnimatedTexture::get_frames() const {
return frame_count;
}
void AnimatedTexture::set_frame_texture(int p_frame, const Ref<Texture> &p_texture) {
ERR_FAIL_INDEX(p_frame, MAX_FRAMES);
_THREAD_SAFE_METHOD_
frames[p_frame].texture = p_texture;
}
Ref<Texture> AnimatedTexture::get_frame_texture(int p_frame) const {
ERR_FAIL_INDEX_V(p_frame, MAX_FRAMES, Ref<Texture>());
_THREAD_SAFE_METHOD_
return frames[p_frame].texture;
}
void AnimatedTexture::set_frame_delay(int p_frame, float p_delay_sec) {
ERR_FAIL_INDEX(p_frame, MAX_FRAMES);
_THREAD_SAFE_METHOD_
frames[p_frame].delay_sec = p_delay_sec;
}
float AnimatedTexture::get_frame_delay(int p_frame) const {
ERR_FAIL_INDEX_V(p_frame, MAX_FRAMES, 0);
_THREAD_SAFE_METHOD_
return frames[p_frame].delay_sec;
}
void AnimatedTexture::set_fps(float p_fps) {
ERR_FAIL_COND(p_fps < 0 || p_fps >= 1000);
fps = p_fps;
}
float AnimatedTexture::get_fps() const {
return fps;
}
int AnimatedTexture::get_width() const {
_THREAD_SAFE_METHOD_
if (!frames[current_frame].texture.is_valid()) {
return 1;
}
return frames[current_frame].texture->get_width();
}
int AnimatedTexture::get_height() const {
_THREAD_SAFE_METHOD_
if (!frames[current_frame].texture.is_valid()) {
return 1;
}
return frames[current_frame].texture->get_height();
}
RID AnimatedTexture::get_rid() const {
return proxy;
}
bool AnimatedTexture::has_alpha() const {
_THREAD_SAFE_METHOD_
if (!frames[current_frame].texture.is_valid()) {
return false;
}
return frames[current_frame].texture->has_alpha();
}
Ref<Image> AnimatedTexture::get_data() const {
_THREAD_SAFE_METHOD_
if (!frames[current_frame].texture.is_valid()) {
return Ref<Image>();
}
return frames[current_frame].texture->get_data();
}
void AnimatedTexture::set_flags(uint32_t p_flags) {
}
uint32_t AnimatedTexture::get_flags() const {
_THREAD_SAFE_METHOD_
if (!frames[current_frame].texture.is_valid()) {
return 0;
}
return frames[current_frame].texture->get_flags();
}
void AnimatedTexture::_validate_property(PropertyInfo &property) const {
String prop = property.name;
if (prop.begins_with("frame_")) {
int frame = prop.get_slicec('/', 0).get_slicec('_', 1).to_int();
if (frame >= frame_count) {
property.usage = 0;
}
}
}
void AnimatedTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_frames", "frames"), &AnimatedTexture::set_frames);
ClassDB::bind_method(D_METHOD("get_frames"), &AnimatedTexture::get_frames);
ClassDB::bind_method(D_METHOD("set_fps", "fps"), &AnimatedTexture::set_fps);
ClassDB::bind_method(D_METHOD("get_fps"), &AnimatedTexture::get_fps);
ClassDB::bind_method(D_METHOD("set_frame_texture", "frame", "texture"), &AnimatedTexture::set_frame_texture);
ClassDB::bind_method(D_METHOD("get_frame_texture", "frame"), &AnimatedTexture::get_frame_texture);
ClassDB::bind_method(D_METHOD("set_frame_delay", "frame", "delay"), &AnimatedTexture::set_frame_delay);
ClassDB::bind_method(D_METHOD("get_frame_delay", "frame"), &AnimatedTexture::get_frame_delay);
ClassDB::bind_method(D_METHOD("_update_proxy"), &AnimatedTexture::_update_proxy);
ADD_PROPERTY(PropertyInfo(Variant::INT, "frames", PROPERTY_HINT_RANGE, "1," + itos(MAX_FRAMES), PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_frames", "get_frames");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "fps", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_fps", "get_fps");
for (int i = 0; i < MAX_FRAMES; i++) {
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "frame_" + itos(i) + "/texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_frame_texture", "get_frame_texture", i);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "frame_" + itos(i) + "/delay_sec", PROPERTY_HINT_RANGE, "0.0,16.0,0.01"), "set_frame_delay", "get_frame_delay", i);
}
}
AnimatedTexture::AnimatedTexture() {
proxy = VS::get_singleton()->texture_create();
VisualServer::get_singleton()->texture_set_force_redraw_if_visible(proxy, true);
time = 0;
frame_count = 1;
fps = 4;
prev_ticks = 0;
current_frame = 0;
VisualServer::get_singleton()->connect("frame_pre_draw", this, "_update_proxy");
}
AnimatedTexture::~AnimatedTexture() {
VS::get_singleton()->free(proxy);
}