Make AnimatedSprite's playback API consistent with AnimationPlayer

This commit is contained in:
Silc Renew
2023-01-21 14:51:03 +09:00
parent 35c37ce4ce
commit 17bf6238fc
14 changed files with 1132 additions and 386 deletions

View File

@@ -866,7 +866,6 @@ void AnimatedSprite3D::_validate_property(PropertyInfo &p_property) const {
}
if (p_property.name == "animation") {
p_property.hint = PROPERTY_HINT_ENUM;
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
@@ -916,6 +915,12 @@ void AnimatedSprite3D::_validate_property(PropertyInfo &p_property) const {
void AnimatedSprite3D::_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;
@@ -925,7 +930,8 @@ void AnimatedSprite3D::_notification(int p_what) {
int i = 0;
while (remaining) {
// Animation speed may be changed by animation_finished or frame_changed signals.
double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
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.
@@ -934,53 +940,57 @@ void AnimatedSprite3D::_notification(int p_what) {
// Frame count may be changed by animation_finished or frame_changed signals.
int fc = frames->get_frame_count(animation);
if (timeout <= 0) {
int last_frame = fc - 1;
if (!playing_backwards) {
// Forward.
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(SceneStringNames::get_singleton()->animation_finished);
emit_signal("animation_looped");
} else {
frame = last_frame;
if (!is_over) {
is_over = true;
emit_signal(SceneStringNames::get_singleton()->animation_finished);
}
pause();
emit_signal(SceneStringNames::get_singleton()->animation_finished);
return;
}
} else {
frame++;
}
} else {
// Reversed.
_calc_frame_speed_scale();
frame_progress = 0.0;
_queue_redraw();
emit_signal(SceneStringNames::get_singleton()->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(SceneStringNames::get_singleton()->animation_finished);
emit_signal("animation_looped");
} else {
frame = 0;
if (!is_over) {
is_over = true;
emit_signal(SceneStringNames::get_singleton()->animation_finished);
}
pause();
emit_signal(SceneStringNames::get_singleton()->animation_finished);
return;
}
} else {
frame--;
}
_calc_frame_speed_scale();
frame_progress = 1.0;
_queue_redraw();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
timeout = _get_frame_duration();
_queue_redraw();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
double to_process = MIN(frame_progress / abs_speed, remaining);
frame_progress -= to_process * abs_speed;
remaining -= to_process;
}
double to_process = MIN(timeout / speed, remaining);
timeout -= to_process * speed;
remaining -= to_process;
i++;
if (i > fc) {
return; // Prevents freezing if to_process is each time much less than remaining.
@@ -991,25 +1001,37 @@ void AnimatedSprite3D::_notification(int p_what) {
}
void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames == p_frames) {
return;
}
if (frames.is_valid()) {
frames->disconnect(SceneStringNames::get_singleton()->changed, callable_mp(this, &AnimatedSprite3D::_res_changed));
}
stop();
frames = p_frames;
if (frames.is_valid()) {
frames->connect(SceneStringNames::get_singleton()->changed, callable_mp(this, &AnimatedSprite3D::_res_changed));
}
if (frames.is_null()) {
frame = 0;
} else {
set_frame(frame);
List<StringName> al;
frames->get_animation_list(&al);
if (al.size() == 0) {
set_animation(StringName());
set_autoplay(String());
} else {
if (!frames->has_animation(animation)) {
set_animation(al[0]);
}
if (!frames->has_animation(autoplay)) {
set_autoplay(String());
}
}
}
notify_property_list_changed();
_reset_timeout();
_queue_redraw();
update_configuration_warnings();
emit_signal("sprite_frames_changed");
}
Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {
@@ -1017,44 +1039,63 @@ Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {
}
void AnimatedSprite3D::set_frame(int p_frame) {
if (frames.is_null()) {
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();
_queue_redraw();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
set_frame_and_progress(p_frame, signbit(get_playing_speed()) ? 1.0 : 0.0);
}
int AnimatedSprite3D::get_frame() const {
return frame;
}
void AnimatedSprite3D::set_frame_progress(real_t p_progress) {
frame_progress = p_progress;
}
real_t AnimatedSprite3D::get_frame_progress() const {
return frame_progress;
}
void AnimatedSprite3D::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(SceneStringNames::get_singleton()->frame_changed);
}
void AnimatedSprite3D::set_speed_scale(float p_speed_scale) {
speed_scale = p_speed_scale;
playing_backwards = signbit(speed_scale) != backwards;
}
float AnimatedSprite3D::get_speed_scale() const {
return speed_scale;
}
float AnimatedSprite3D::get_playing_speed() const {
if (!playing) {
return 0;
}
return speed_scale * custom_speed_scale;
}
Rect2 AnimatedSprite3D::get_item_rect() const {
if (frames.is_null() || !frames->has_animation(animation)) {
return Rect2(0, 0, 1, 1);
@@ -1085,69 +1126,130 @@ Rect2 AnimatedSprite3D::get_item_rect() const {
}
void AnimatedSprite3D::_res_changed() {
set_frame(frame);
set_frame_and_progress(frame, frame_progress);
_queue_redraw();
notify_property_list_changed();
}
void AnimatedSprite3D::set_playing(bool p_playing) {
if (playing == p_playing) {
return;
}
playing = p_playing;
playing_backwards = signbit(speed_scale) != backwards;
set_process_internal(playing);
notify_property_list_changed();
}
bool AnimatedSprite3D::is_playing() const {
return playing;
}
void AnimatedSprite3D::play(const StringName &p_animation, bool p_backwards) {
backwards = p_backwards;
playing_backwards = signbit(speed_scale) != backwards;
void AnimatedSprite3D::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.");
}
if (p_animation) {
set_animation(p_animation);
if (frames.is_valid() && playing_backwards && get_frame() == 0) {
set_frame(frames->get_frame_count(p_animation) - 1);
autoplay = p_name;
}
String AnimatedSprite3D::get_autoplay() const {
return autoplay;
}
void AnimatedSprite3D::play(const StringName &p_name, float p_custom_scale, bool p_from_end) {
StringName name = p_name;
if (name == StringName()) {
name = animation;
}
ERR_FAIL_COND_MSG(frames == nullptr, 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("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);
}
}
is_over = false;
set_playing(true);
notify_property_list_changed();
set_process_internal(true);
}
void AnimatedSprite3D::play_backwards(const StringName &p_name) {
play(p_name, -1, true);
}
void AnimatedSprite3D::_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 AnimatedSprite3D::pause() {
_stop_internal(false);
}
void AnimatedSprite3D::stop() {
set_playing(false);
backwards = false;
_reset_timeout();
_stop_internal(true);
}
double AnimatedSprite3D::_get_frame_duration() {
if (frames.is_valid() && frames->has_animation(animation)) {
return frames->get_frame_duration(animation, frame);
}
return 0.0;
return 1.0;
}
void AnimatedSprite3D::_reset_timeout() {
timeout = _get_frame_duration();
is_over = false;
void AnimatedSprite3D::_calc_frame_speed_scale() {
frame_speed_scale = 1.0 / _get_frame_duration();
}
void AnimatedSprite3D::set_animation(const StringName &p_animation) {
ERR_FAIL_COND_MSG(frames == nullptr, vformat("There is no animation with name '%s'.", p_animation));
ERR_FAIL_COND_MSG(!frames->get_animation_names().has(p_animation), vformat("There is no animation with name '%s'.", p_animation));
if (animation == p_animation) {
void AnimatedSprite3D::set_animation(const StringName &p_name) {
if (animation == p_name) {
return;
}
animation = p_animation;
set_frame(0);
_reset_timeout();
animation = p_name;
emit_signal("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();
}
@@ -1175,35 +1277,58 @@ void AnimatedSprite3D::get_argument_options(const StringName &p_function, int p_
Node::get_argument_options(p_function, p_idx, r_options);
}
#ifndef DISABLE_DEPRECATED
bool AnimatedSprite3D::_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 AnimatedSprite3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite3D::set_sprite_frames);
ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite3D::get_sprite_frames);
ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite3D::set_animation);
ClassDB::bind_method(D_METHOD("set_animation", "name"), &AnimatedSprite3D::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite3D::get_animation);
ClassDB::bind_method(D_METHOD("set_playing", "playing"), &AnimatedSprite3D::set_playing);
ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimatedSprite3D::set_autoplay);
ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimatedSprite3D::get_autoplay);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite3D::is_playing);
ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite3D::play, DEFVAL(StringName()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("play", "name", "custom_speed", "from_end"), &AnimatedSprite3D::play, DEFVAL(StringName()), DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("play_backwards", "name"), &AnimatedSprite3D::play_backwards, DEFVAL(StringName()));
ClassDB::bind_method(D_METHOD("pause"), &AnimatedSprite3D::pause);
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite3D::stop);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite3D::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite3D::get_frame);
ClassDB::bind_method(D_METHOD("set_frame_progress", "progress"), &AnimatedSprite3D::set_frame_progress);
ClassDB::bind_method(D_METHOD("get_frame_progress"), &AnimatedSprite3D::get_frame_progress);
ClassDB::bind_method(D_METHOD("set_frame_and_progress", "frame", "progress"), &AnimatedSprite3D::set_frame_and_progress);
ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite3D::set_speed_scale);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite3D::get_speed_scale);
ClassDB::bind_method(D_METHOD("get_playing_speed"), &AnimatedSprite3D::get_playing_speed);
ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite3D::_res_changed);
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_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_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_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "set_playing", "is_playing");
}
AnimatedSprite3D::AnimatedSprite3D() {