Merge pull request #65194 from Mickeon/rename-one-shot
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0c4d578bdf
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@ -62,7 +62,7 @@
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<member name="frames" type="int" setter="set_frames" getter="get_frames" default="1">
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Number of frames to use in the animation. While you can create the frames independently with [method set_frame_texture], you need to set this value for the animation to take new frames into account. The maximum number of frames is [constant MAX_FRAMES].
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</member>
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<member name="oneshot" type="bool" setter="set_oneshot" getter="get_oneshot" default="false">
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<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
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If [code]true[/code], the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set [member pause] to [code]true[/code].
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</member>
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<member name="pause" type="bool" setter="set_pause" getter="get_pause" default="false">
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@ -289,8 +289,8 @@ bool ConnectDialog::get_deferred() const {
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return deferred->is_pressed();
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}
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bool ConnectDialog::get_oneshot() const {
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return oneshot->is_pressed();
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bool ConnectDialog::get_one_shot() const {
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return one_shot->is_pressed();
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}
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/*
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@ -325,7 +325,7 @@ void ConnectDialog::init(ConnectionData p_cd, bool p_edit) {
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bool b_oneshot = (p_cd.flags & CONNECT_ONESHOT) == CONNECT_ONESHOT;
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deferred->set_pressed(b_deferred);
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oneshot->set_pressed(b_oneshot);
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one_shot->set_pressed(b_oneshot);
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MethodInfo r_signal;
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Ref<Script> source_script = source->get_script();
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@ -484,11 +484,11 @@ ConnectDialog::ConnectDialog() {
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deferred->set_tooltip_text(TTR("Defers the signal, storing it in a queue and only firing it at idle time."));
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vbc_right->add_child(deferred);
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oneshot = memnew(CheckBox);
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oneshot->set_h_size_flags(0);
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oneshot->set_text(TTR("Oneshot"));
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oneshot->set_tooltip_text(TTR("Disconnects the signal after its first emission."));
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vbc_right->add_child(oneshot);
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one_shot = memnew(CheckBox);
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one_shot->set_h_size_flags(0);
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one_shot->set_text(TTR("Oneshot"));
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one_shot->set_tooltip_text(TTR("Disconnects the signal after its first emission."));
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vbc_right->add_child(one_shot);
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cdbinds = memnew(ConnectDialogBinds);
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@ -564,7 +564,7 @@ void ConnectionsDock::_make_or_edit_connection() {
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cd.binds = connect_dialog->get_binds();
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}
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bool b_deferred = connect_dialog->get_deferred();
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bool b_oneshot = connect_dialog->get_oneshot();
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bool b_oneshot = connect_dialog->get_one_shot();
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cd.flags = CONNECT_PERSIST | (b_deferred ? CONNECT_DEFERRED : 0) | (b_oneshot ? CONNECT_ONESHOT : 0);
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// Conditions to add function: must have a script and must not have the method already
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@ -121,7 +121,7 @@ private:
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EditorInspector *bind_editor = nullptr;
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OptionButton *type_list = nullptr;
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CheckBox *deferred = nullptr;
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CheckBox *oneshot = nullptr;
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CheckBox *one_shot = nullptr;
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CheckButton *advanced = nullptr;
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Vector<Control *> bind_controls;
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@ -153,7 +153,7 @@ public:
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Vector<Variant> get_binds() const;
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bool get_deferred() const;
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bool get_oneshot() const;
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bool get_one_shot() const;
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bool is_editing() const;
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void init(ConnectionData p_cd, bool p_edit = false);
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@ -331,6 +331,7 @@ static const char *gdscript_function_renames[][2] = {
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{ "get_network_peer", "get_multiplayer_peer" }, // Multiplayer API
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{ "get_network_unique_id", "get_unique_id" }, // Multiplayer API
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{ "get_ok", "get_ok_button" }, // AcceptDialog
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{ "get_oneshot", "get_one_shot" }, // AnimatedTexture
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{ "get_option_visibility", "_get_option_visibility" }, // EditorImportPlugin
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{ "get_parameter_default_value", "_get_parameter_default_value" }, // AnimationNode
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{ "get_parameter_list", "_get_parameter_list" }, // AnimationNode
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@ -506,6 +507,7 @@ static const char *gdscript_function_renames[][2] = {
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{ "set_mid_height", "set_height" }, // CapsuleMesh
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{ "set_network_master", "set_multiplayer_authority" }, // Node
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{ "set_network_peer", "set_multiplayer_peer" }, // Multiplayer API
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{ "set_oneshot", "set_one_shot" }, // AnimatedTexture
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{ "set_pause_mode", "set_process_mode" }, // Node
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{ "set_physical_scancode", "set_physical_keycode" }, // InputEventKey
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{ "set_refuse_new_network_connections", "set_refuse_new_connections" }, // Multiplayer API
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@ -752,6 +754,7 @@ static const char *csharp_function_renames[][2] = {
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{ "GetNetworkMaster", "GetMultiplayerAuthority" }, // Node
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{ "GetNetworkPeer", "GetMultiplayerPeer" }, // Multiplayer API
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{ "GetNetworkUniqueId", "GetUniqueId" }, // Multiplayer API
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{ "GetOneshot", "GetOneShot" }, // AnimatedTexture
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{ "GetOk", "GetOkButton" }, // AcceptDialog
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{ "GetOptionVisibility", "_GetOptionVisibility" }, // EditorImportPlugin
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{ "GetParameterDefaultValue", "_GetParameterDefaultValue" }, // AnimationNode
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@ -918,6 +921,7 @@ static const char *csharp_function_renames[][2] = {
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{ "SetMidHeight", "SetHeight" }, // CapsuleMesh
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{ "SetNetworkMaster", "SetMultiplayerAuthority" }, // Node
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{ "SetNetworkPeer", "SetMultiplayerPeer" }, // Multiplayer API
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{ "SetOneshot", "SetOneShot" }, // AnimatedTexture
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{ "SetPhysicalScancode", "SetPhysicalKeycode" }, // InputEventKey
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{ "SetRefuseNewNetworkConnections", "SetRefuseNewConnections" }, // Multiplayer API
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{ "SetRegion", "SetRegionEnabled" }, // Sprite2D, Sprite broke AtlasTexture
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@ -1062,6 +1066,7 @@ static const char *gdscript_properties_renames[][2] = {
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{ "offset_h", "drag_horizontal_offset" }, // Camera2D
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{ "offset_v", "drag_vertical_offset" }, // Camera2D
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{ "ofs", "offset" }, // Theme
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{ "oneshot", "one_shot" }, // AnimatedTexture
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{ "out_of_range_mode", "max_polyphony" }, // AudioStreamPlayer3D
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{ "pause_mode", "process_mode" }, // Node
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{ "physical_scancode", "physical_keycode" }, // InputEventKey
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@ -1155,6 +1160,7 @@ static const char *csharp_properties_renames[][2] = {
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{ "OffsetH", "DragHorizontalOffset" }, // Camera2D
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{ "OffsetV", "DragVerticalOffset" }, // Camera2D
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{ "Ofs", "Offset" }, // Theme
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{ "Oneshot", "OneShot" }, // AnimatedTexture
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{ "OutOfRangeMode", "MaxPolyphony" }, // AudioStreamPlayer3D
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{ "PauseMode", "ProcessMode" }, // Node
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{ "PhysicalScancode", "PhysicalKeycode" }, // InputEventKey
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@ -2632,7 +2632,7 @@ void AnimatedTexture::_update_proxy() {
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if (time > frame_limit) {
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current_frame++;
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if (current_frame >= frame_count) {
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if (oneshot) {
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if (one_shot) {
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current_frame = frame_count - 1;
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} else {
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current_frame = 0;
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@ -2684,13 +2684,13 @@ bool AnimatedTexture::get_pause() const {
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return pause;
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}
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void AnimatedTexture::set_oneshot(bool p_oneshot) {
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void AnimatedTexture::set_one_shot(bool p_one_shot) {
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RWLockWrite r(rw_lock);
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oneshot = p_oneshot;
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one_shot = p_one_shot;
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}
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bool AnimatedTexture::get_oneshot() const {
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return oneshot;
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bool AnimatedTexture::get_one_shot() const {
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return one_shot;
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}
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void AnimatedTexture::set_frame_texture(int p_frame, const Ref<Texture2D> &p_texture) {
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@ -2809,8 +2809,8 @@ void AnimatedTexture::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_pause", "pause"), &AnimatedTexture::set_pause);
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ClassDB::bind_method(D_METHOD("get_pause"), &AnimatedTexture::get_pause);
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ClassDB::bind_method(D_METHOD("set_oneshot", "oneshot"), &AnimatedTexture::set_oneshot);
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ClassDB::bind_method(D_METHOD("get_oneshot"), &AnimatedTexture::get_oneshot);
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ClassDB::bind_method(D_METHOD("set_one_shot", "one_shot"), &AnimatedTexture::set_one_shot);
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ClassDB::bind_method(D_METHOD("get_one_shot"), &AnimatedTexture::get_one_shot);
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ClassDB::bind_method(D_METHOD("set_fps", "fps"), &AnimatedTexture::set_fps);
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ClassDB::bind_method(D_METHOD("get_fps"), &AnimatedTexture::get_fps);
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@ -2824,7 +2824,7 @@ void AnimatedTexture::_bind_methods() {
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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");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "current_frame", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_current_frame", "get_current_frame");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "pause"), "set_pause", "get_pause");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "oneshot"), "set_oneshot", "get_oneshot");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fps", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_fps", "get_fps");
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for (int i = 0; i < MAX_FRAMES; i++) {
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@ -929,7 +929,7 @@ private:
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int frame_count = 1.0;
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int current_frame = 0;
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bool pause = false;
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bool oneshot = false;
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bool one_shot = false;
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float fps = 4.0;
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float time = 0.0;
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@ -952,8 +952,8 @@ public:
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void set_pause(bool p_pause);
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bool get_pause() const;
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void set_oneshot(bool p_oneshot);
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bool get_oneshot() const;
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void set_one_shot(bool p_one_shot);
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bool get_one_shot() const;
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void set_frame_texture(int p_frame, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_frame_texture(int p_frame) const;
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