Render animation fixes, vs code tasks
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+1
-1
@@ -80,7 +80,7 @@ namespace anm2ed::anm2
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bool animations_deserialize(const std::string&, int, std::set<int>&, std::string* = nullptr);
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Item* item_get(int, Type, int = -1);
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Reference layer_animation_add(Reference = {}, std::string = {}, int = 0,
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Reference layer_animation_add(Reference = {}, int = -1, std::string = {}, int = 0,
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types::destination::Type = types::destination::ALL);
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Reference null_animation_add(Reference = {}, std::string = {}, bool = false,
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types::destination::Type = types::destination::ALL);
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+20
-6
@@ -30,7 +30,7 @@ namespace anm2ed::anm2
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return nullptr;
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}
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Reference Anm2::layer_animation_add(Reference reference, std::string name, int spritesheetID,
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Reference Anm2::layer_animation_add(Reference reference, int insertBeforeID, std::string name, int spritesheetID,
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destination::Type destination)
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{
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auto id = reference.itemID == -1 ? map::next_id_get(content.layers) : reference.itemID;
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@@ -39,21 +39,35 @@ namespace anm2ed::anm2
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layer.name = !name.empty() ? name : layer.name;
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layer.spritesheetID = content.spritesheets.contains(spritesheetID) ? spritesheetID : 0;
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auto add = [&](Animation* animation, int id)
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auto add = [&](Animation* animation, int id, bool insertBeforeReference)
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{
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animation->layerAnimations[id] = Item();
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if (insertBeforeReference && insertBeforeID != -1)
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{
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auto it = std::find(animation->layerOrder.begin(), animation->layerOrder.end(), insertBeforeID);
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if (it != animation->layerOrder.end())
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{
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animation->layerOrder.insert(it, id);
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return;
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}
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}
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animation->layerOrder.push_back(id);
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};
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if (destination == destination::ALL)
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{
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for (auto& animation : animations.items)
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if (!animation.layerAnimations.contains(id)) add(&animation, id);
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for (size_t index = 0; index < animations.items.size(); ++index)
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{
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auto& animation = animations.items[index];
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if (!animation.layerAnimations.contains(id)) add(&animation, id, true);
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}
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}
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else if (destination == destination::THIS)
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{
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if (auto animation = animation_get(reference.animationIndex))
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if (!animation->layerAnimations.contains(id)) add(animation, id);
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if (!animation->layerAnimations.contains(id)) add(animation, id, true);
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}
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return {reference.animationIndex, LAYER, id};
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@@ -82,4 +96,4 @@ namespace anm2ed::anm2
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return {reference.animationIndex, NULL_, id};
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}
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}
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}
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+3
-2
@@ -104,9 +104,10 @@ namespace anm2ed::anm2
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{
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bool noRegions = has_flag(flags, NO_REGIONS);
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bool frameNoRegionValues = has_flag(flags, FRAME_NO_REGION_VALUES);
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bool writeRegionValues = !frameNoRegionValues || noRegions;
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bool hasValidRegion = !noRegions && regionID != -1;
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bool writeRegionValues = !frameNoRegionValues || !hasValidRegion;
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if (!noRegions && regionID != -1) element->SetAttribute("RegionId", regionID);
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if (hasValidRegion) element->SetAttribute("RegionId", regionID);
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element->SetAttribute("XPosition", position.x);
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element->SetAttribute("YPosition", position.y);
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if (writeRegionValues)
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