"play" and "pause" are now synonymous with animate,1 and animate,0
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@@ -717,6 +717,8 @@ void Actor::HandleCommand( const ParsedCommand &command )
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else if( sName=="scaletofit" ) { RectF R(fParam(1), fParam(2), fParam(3), fParam(4)); ScaleToFitInside(R); }
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// Commands that take effect immediately (ignoring the tweening queue):
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else if( sName=="animate" ) EnableAnimation( bParam(1) );
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else if( sName=="play" ) EnableAnimation( true );
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else if( sName=="pause" ) EnableAnimation( false );
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else if( sName=="setstate" ) SetState( iParam(1) );
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else if( sName=="texturewrapping" ) SetTextureWrapping( bParam(1) );
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else if( sName=="additiveblend" ) SetBlendMode( bParam(1) ? BLEND_ADD : BLEND_NORMAL );
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@@ -745,8 +747,8 @@ void Actor::HandleCommand( const ParsedCommand &command )
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* GainFocus and LoseFocus. So, don't run CheckHandledParams
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* on these commands. */
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else if( sName=="customtexturerect" || sName=="texcoordvelocity" || sName=="scaletoclipped" ||
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sName=="stretchtexcoords" || sName=="position" || sName=="loop" || sName=="play" ||
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sName=="pause" || sName=="rate" || sName=="propagate" )
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sName=="stretchtexcoords" || sName=="position" || sName=="loop" ||
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sName=="rate" || sName=="propagate" )
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return;
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else
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{
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@@ -879,8 +879,6 @@ void Sprite::HandleCommand( const ParsedCommand &command )
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* shouldn't depend on Actor. */
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else if( sName=="position" ) GetTexture()->SetPosition( fParam(1) );
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else if( sName=="loop" ) GetTexture()->SetLooping( bParam(1) );
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else if( sName=="play" ) GetTexture()->Play();
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else if( sName=="pause" ) GetTexture()->Pause();
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else if( sName=="rate" ) GetTexture()->SetPlaybackRate( fParam(1) );
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else
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{
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