[godot] Rename SpineSprite ProcessMode to UpdateMode.

This commit is contained in:
badlogic 2022-04-21 15:26:07 +02:00
parent 0191ac3641
commit 5af5bf6e9f
2 changed files with 27 additions and 27 deletions

View File

@ -49,8 +49,8 @@ void SpineSprite::_bind_methods() {
ClassDB::bind_method(D_METHOD("bone_get_global_transform", "bone_name"), &SpineSprite::bone_get_global_transform);
ClassDB::bind_method(D_METHOD("bone_set_global_transform", "bone_name", "global_transform"), &SpineSprite::bone_set_global_transform);
ClassDB::bind_method(D_METHOD("set_process_mode", "v"), &SpineSprite::set_process_mode);
ClassDB::bind_method(D_METHOD("get_process_mode"), &SpineSprite::get_process_mode);
ClassDB::bind_method(D_METHOD("set_update_mode", "v"), &SpineSprite::set_update_mode);
ClassDB::bind_method(D_METHOD("get_update_mode"), &SpineSprite::get_update_mode);
ClassDB::bind_method(D_METHOD("update_all", "delta"), &SpineSprite::_update_all);
@ -64,14 +64,14 @@ void SpineSprite::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skeleton_data_res", PropertyHint::PROPERTY_HINT_RESOURCE_TYPE, "SpineSkeletonDataResource"), "set_skeleton_data_res", "get_skeleton_data_res");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bind_slot_nodes"), "set_bind_slot_nodes", "get_bind_slot_nodes");
ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Process,Physics,Manual"), "set_process_mode", "get_process_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "update_mode", PROPERTY_HINT_ENUM, "Process,Physics,Manual"), "set_update_mode", "get_update_mode");
BIND_ENUM_CONSTANT(ProcessMode::ProcessMode_Process)
BIND_ENUM_CONSTANT(ProcessMode::ProcessMode_Physics)
BIND_ENUM_CONSTANT(ProcessMode::ProcessMode_Manual)
BIND_ENUM_CONSTANT(UpdateMode::UpdateMode_Process)
BIND_ENUM_CONSTANT(UpdateMode::UpdateMode_Physics)
BIND_ENUM_CONSTANT(UpdateMode::UpdateMode_Manual)
}
SpineSprite::SpineSprite() : overlap(false), process_mode(ProcessMode_Process), skeleton_clipper(nullptr) {
SpineSprite::SpineSprite() : overlap(false), update_mode(UpdateMode_Process), skeleton_clipper(nullptr) {
skeleton_clipper = new spine::SkeletonClipping();
// One material per blend mode, shared across all sprites.
@ -140,9 +140,9 @@ void SpineSprite::_on_skeleton_data_changed() {
skeleton->update_world_transform();
generate_meshes_for_slots(skeleton);
if (process_mode == ProcessMode_Process) {
if (update_mode == UpdateMode_Process) {
_notification(NOTIFICATION_INTERNAL_PROCESS);
} else if (process_mode == ProcessMode_Physics) {
} else if (update_mode == UpdateMode_Physics) {
_notification(NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
}
}
@ -161,17 +161,17 @@ Ref<SpineAnimationState> SpineSprite::get_animation_state() {
void SpineSprite::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
set_process_internal(process_mode == ProcessMode_Process);
set_physics_process_internal(process_mode == ProcessMode_Physics);
set_process_internal(update_mode == UpdateMode_Process);
set_physics_process_internal(update_mode == UpdateMode_Physics);
break;
}
case NOTIFICATION_INTERNAL_PROCESS: {
if (process_mode == ProcessMode_Process)
if (update_mode == UpdateMode_Process)
_update_all(get_process_delta_time());
break;
}
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (process_mode == ProcessMode_Physics)
if (update_mode == UpdateMode_Physics)
_update_all(get_physics_process_delta_time());
break;
}
@ -566,14 +566,14 @@ void SpineSprite::bone_set_global_transform(const String &bone_name, Transform2D
bone->set_godot_global_transform(transform);
}
SpineSprite::ProcessMode SpineSprite::get_process_mode() {
return process_mode;
SpineSprite::UpdateMode SpineSprite::get_update_mode() {
return update_mode;
}
void SpineSprite::set_process_mode(SpineSprite::ProcessMode v) {
process_mode = v;
set_process_internal(process_mode == ProcessMode_Process);
set_physics_process_internal(process_mode == ProcessMode_Physics);
void SpineSprite::set_update_mode(SpineSprite::UpdateMode v) {
update_mode = v;
set_process_internal(update_mode == UpdateMode_Process);
set_physics_process_internal(update_mode == UpdateMode_Physics);
}
void SpineSprite::_get_property_list(List<PropertyInfo> *p_list) const {

View File

@ -51,10 +51,10 @@ protected:
void _validate_and_play_current_animations();
public:
enum ProcessMode {
ProcessMode_Process,
ProcessMode_Physics,
ProcessMode_Manual
enum UpdateMode {
UpdateMode_Process,
UpdateMode_Physics,
UpdateMode_Manual
};
private:
@ -67,7 +67,7 @@ private:
Array bind_slot_nodes;
bool overlap;
ProcessMode process_mode;
UpdateMode update_mode;
Vector<MeshInstance2D *> mesh_instances;
spine::SkeletonClipping *skeleton_clipper;
@ -106,9 +106,9 @@ public:
void bone_set_global_transform(const String &bone_name, Transform2D transform);
ProcessMode get_process_mode();
UpdateMode get_update_mode();
void set_process_mode(ProcessMode v);
void set_update_mode(UpdateMode v);
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
@ -116,5 +116,5 @@ public:
#endif
};
VARIANT_ENUM_CAST(SpineSprite::ProcessMode);
VARIANT_ENUM_CAST(SpineSprite::UpdateMode);
#endif//GODOT_SPINESPRITE_H