/**************************************************************************/ /* animated_texture.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_texture.h" void AnimatedTexture::_update_proxy() { … } void AnimatedTexture::set_frames(int p_frames) { … } int AnimatedTexture::get_frames() const { … } void AnimatedTexture::set_current_frame(int p_frame) { … } int AnimatedTexture::get_current_frame() const { … } void AnimatedTexture::set_pause(bool p_pause) { … } bool AnimatedTexture::get_pause() const { … } void AnimatedTexture::set_one_shot(bool p_one_shot) { … } bool AnimatedTexture::get_one_shot() const { … } void AnimatedTexture::set_frame_texture(int p_frame, const Ref<Texture2D> &p_texture) { … } Ref<Texture2D> AnimatedTexture::get_frame_texture(int p_frame) const { … } void AnimatedTexture::set_frame_duration(int p_frame, float p_duration) { … } float AnimatedTexture::get_frame_duration(int p_frame) const { … } void AnimatedTexture::set_speed_scale(float p_scale) { … } float AnimatedTexture::get_speed_scale() const { … } int AnimatedTexture::get_width() const { … } int AnimatedTexture::get_height() const { … } RID AnimatedTexture::get_rid() const { … } bool AnimatedTexture::has_alpha() const { … } Ref<Image> AnimatedTexture::get_image() const { … } bool AnimatedTexture::is_pixel_opaque(int p_x, int p_y) const { … } void AnimatedTexture::_validate_property(PropertyInfo &p_property) const { … } void AnimatedTexture::_bind_methods() { … } void AnimatedTexture::_finish_non_thread_safe_setup() { … } AnimatedTexture::AnimatedTexture() { … } AnimatedTexture::~AnimatedTexture() { … }