Add IAnimatedMeshSceneNode::getLoopMode (asked for by JLouisB)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4259 dfc29bdd-3216-0410-991c-e03cc46cb475master
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@ -1,4 +1,7 @@
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Changes in 1.8 (??.??.2011)
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- Add IAnimatedMeshSceneNode::getLoopMode (asked for by JLouisB)
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- CSceneNodeAnimatorCameraFPS now resets the key-input when it was disabled (thx @ gerdb for reporting and patch-proposal)
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- Properly destroy OpenGL resources on linux (thx @curaga for the patch)
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@ -166,6 +166,10 @@ namespace scene
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/** If set to false, animations will not be played looped. */
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virtual void setLoopMode(bool playAnimationLooped) = 0;
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//! returns the current loop mode
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/** When true the animations are played looped */
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virtual bool getLoopMode() const = 0;
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//! Sets a callback interface which will be called if an animation playback has ended.
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/** Set this to 0 to disable the callback again.
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Please note that this will only be called when in non looped
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@ -244,7 +244,7 @@ void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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LastTimeMs = timeMs;
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}
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// set CurrentFrameNr
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// set CurrentFrameNr
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buildFrameNr(timeMs-LastTimeMs);
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// update bbox
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@ -735,6 +735,12 @@ void CAnimatedMeshSceneNode::setLoopMode(bool playAnimationLooped)
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Looping = playAnimationLooped;
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}
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//! returns the current loop mode
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bool CAnimatedMeshSceneNode::getLoopMode() const
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{
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return Looping;
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}
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//! Sets a callback interface which will be called if an animation
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//! playback has ended. Set this to 0 to disable the callback again.
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@ -53,6 +53,9 @@ namespace scene
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//! animations will not be looped.
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virtual void setLoopMode(bool playAnimationLooped);
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//! returns the current loop mode
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virtual bool getLoopMode() const;
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//! Sets a callback interface which will be called if an animation
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//! playback has ended. Set this to 0 to disable the callback again.
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virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0);
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