Animation fixes: 0-duration edge case, integer value bug resolution
This commit is contained in:
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cec76b63dc
commit
357c2ac7d7
8 changed files with 333 additions and 51 deletions
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@ -57,15 +57,15 @@ Animation::~Animation() {
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void Animation::start(std::shared_ptr<UIDrawable> target) {
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if (!target) return;
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targetWeak = target;
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elapsed = 0.0f;
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callbackTriggered = false; // Reset callback state
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// Capture start value from target
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std::visit([this, &target](const auto& targetVal) {
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using T = std::decay_t<decltype(targetVal)>;
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if constexpr (std::is_same_v<T, float>) {
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float value;
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if (target->getProperty(targetProperty, value)) {
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@ -73,9 +73,15 @@ void Animation::start(std::shared_ptr<UIDrawable> target) {
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}
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}
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else if constexpr (std::is_same_v<T, int>) {
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int value;
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if (target->getProperty(targetProperty, value)) {
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startValue = value;
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// Most UI properties use float, so try float first, then int
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float fvalue;
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if (target->getProperty(targetProperty, fvalue)) {
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startValue = static_cast<int>(fvalue);
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} else {
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int ivalue;
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if (target->getProperty(targetProperty, ivalue)) {
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startValue = ivalue;
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}
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}
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}
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else if constexpr (std::is_same_v<T, std::vector<int>>) {
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@ -104,19 +110,29 @@ void Animation::start(std::shared_ptr<UIDrawable> target) {
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}
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}
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}, targetValue);
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// For zero-duration animations, apply final value immediately
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if (duration <= 0.0f) {
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AnimationValue finalValue = interpolate(1.0f);
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applyValue(target.get(), finalValue);
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if (pythonCallback && !callbackTriggered) {
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triggerCallback();
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}
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callbackTriggered = true;
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}
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}
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void Animation::startEntity(std::shared_ptr<UIEntity> target) {
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if (!target) return;
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entityTargetWeak = target;
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elapsed = 0.0f;
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callbackTriggered = false; // Reset callback state
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// Capture the starting value from the entity
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std::visit([this, target](const auto& val) {
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using T = std::decay_t<decltype(val)>;
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if constexpr (std::is_same_v<T, float>) {
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float value = 0.0f;
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if (target->getProperty(targetProperty, value)) {
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@ -131,6 +147,16 @@ void Animation::startEntity(std::shared_ptr<UIEntity> target) {
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}
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// Entities don't support other types yet
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}, targetValue);
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// For zero-duration animations, apply final value immediately
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if (duration <= 0.0f) {
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AnimationValue finalValue = interpolate(1.0f);
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applyValue(target.get(), finalValue);
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if (pythonCallback && !callbackTriggered) {
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triggerCallback();
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}
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callbackTriggered = true;
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}
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}
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bool Animation::hasValidTarget() const {
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@ -169,39 +195,55 @@ bool Animation::update(float deltaTime) {
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// Try to lock weak_ptr to get shared_ptr
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std::shared_ptr<UIDrawable> target = targetWeak.lock();
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std::shared_ptr<UIEntity> entity = entityTargetWeak.lock();
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// If both are null, target was destroyed
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if (!target && !entity) {
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return false; // Remove this animation
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}
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// Handle already-complete animations (e.g., duration=0)
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// Apply final value once before returning
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if (isComplete()) {
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if (!callbackTriggered) {
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// Apply final value for zero-duration animations
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AnimationValue finalValue = interpolate(1.0f);
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if (target) {
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applyValue(target.get(), finalValue);
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} else if (entity) {
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applyValue(entity.get(), finalValue);
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}
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// Trigger callback
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if (pythonCallback) {
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triggerCallback();
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}
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callbackTriggered = true;
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}
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return false;
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}
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elapsed += deltaTime;
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elapsed = std::min(elapsed, duration);
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// Calculate easing value (0.0 to 1.0)
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float t = duration > 0 ? elapsed / duration : 1.0f;
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float easedT = easingFunc(t);
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// Get interpolated value
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AnimationValue currentValue = interpolate(easedT);
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// Apply to whichever target is valid
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if (target) {
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applyValue(target.get(), currentValue);
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} else if (entity) {
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applyValue(entity.get(), currentValue);
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}
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// Trigger callback when animation completes
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// Check pythonCallback again in case it was cleared during update
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if (isComplete() && !callbackTriggered && pythonCallback) {
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triggerCallback();
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}
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return !isComplete();
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}
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@ -310,15 +352,19 @@ AnimationValue Animation::interpolate(float t) const {
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void Animation::applyValue(UIDrawable* target, const AnimationValue& value) {
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if (!target) return;
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std::visit([this, target](const auto& val) {
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using T = std::decay_t<decltype(val)>;
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if constexpr (std::is_same_v<T, float>) {
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target->setProperty(targetProperty, val);
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}
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else if constexpr (std::is_same_v<T, int>) {
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target->setProperty(targetProperty, val);
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// Most UI properties use float setProperty, so try float first
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if (!target->setProperty(targetProperty, static_cast<float>(val))) {
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// Fall back to int if float didn't work
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target->setProperty(targetProperty, val);
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}
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}
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else if constexpr (std::is_same_v<T, sf::Color>) {
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target->setProperty(targetProperty, val);
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@ -113,6 +113,48 @@ void PyAnimation::dealloc(PyAnimationObject* self) {
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Py_TYPE(self)->tp_free((PyObject*)self);
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}
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PyObject* PyAnimation::repr(PyAnimationObject* self) {
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if (!self->data) {
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return PyUnicode_FromString("<Animation (uninitialized)>");
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}
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std::string property = self->data->getTargetProperty();
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float duration = self->data->getDuration();
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float elapsed = self->data->getElapsed();
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bool complete = self->data->isComplete();
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bool delta = self->data->isDelta();
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bool hasTarget = self->data->hasValidTarget();
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// Format: <Animation 'property' duration=2.0s elapsed=0.5s running>
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// or: <Animation 'property' duration=2.0s complete>
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// or: <Animation 'property' duration=2.0s delta complete>
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// or: <Animation 'property' duration=2.0s (no target)>
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std::string status;
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if (!hasTarget) {
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status = "(no target)";
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} else if (complete) {
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status = "complete";
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} else {
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char buf[32];
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snprintf(buf, sizeof(buf), "elapsed=%.2fs", elapsed);
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status = buf;
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}
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char result[256];
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if (delta) {
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snprintf(result, sizeof(result),
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"<Animation '%s' duration=%.2fs delta %s>",
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property.c_str(), duration, status.c_str());
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} else {
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snprintf(result, sizeof(result),
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"<Animation '%s' duration=%.2fs %s>",
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property.c_str(), duration, status.c_str());
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}
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return PyUnicode_FromString(result);
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}
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PyObject* PyAnimation::get_property(PyAnimationObject* self, void* closure) {
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return PyUnicode_FromString(self->data->getTargetProperty().c_str());
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}
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@ -16,6 +16,7 @@ public:
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static PyObject* create(PyTypeObject* type, PyObject* args, PyObject* kwds);
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static int init(PyAnimationObject* self, PyObject* args, PyObject* kwds);
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static void dealloc(PyAnimationObject* self);
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static PyObject* repr(PyAnimationObject* self);
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// Properties
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static PyObject* get_property(PyAnimationObject* self, void* closure);
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@ -42,8 +43,59 @@ namespace mcrfpydef {
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.tp_basicsize = sizeof(PyAnimationObject),
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.tp_itemsize = 0,
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.tp_dealloc = (destructor)PyAnimation::dealloc,
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.tp_repr = (reprfunc)PyAnimation::repr,
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.tp_flags = Py_TPFLAGS_DEFAULT,
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.tp_doc = PyDoc_STR("Animation object for animating UI properties"),
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.tp_doc = PyDoc_STR(
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"Animation(property: str, target: Any, duration: float, easing: str = 'linear', delta: bool = False, callback: Callable = None)\n"
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"\n"
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"Create an animation that interpolates a property value over time.\n"
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"\n"
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"Args:\n"
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" property: Property name to animate. Valid properties depend on target type:\n"
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" - Position/Size: 'x', 'y', 'w', 'h', 'pos', 'size'\n"
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" - Appearance: 'fill_color', 'outline_color', 'outline', 'opacity'\n"
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" - Sprite: 'sprite_index', 'sprite_number', 'scale'\n"
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" - Grid: 'center', 'zoom'\n"
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" - Caption: 'text'\n"
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" - Sub-properties: 'fill_color.r', 'fill_color.g', 'fill_color.b', 'fill_color.a'\n"
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" target: Target value for the animation. Type depends on property:\n"
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" - float: For numeric properties (x, y, w, h, scale, opacity, zoom)\n"
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" - int: For integer properties (sprite_index)\n"
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" - tuple (r, g, b[, a]): For color properties\n"
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" - tuple (x, y): For vector properties (pos, size, center)\n"
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" - list[int]: For sprite animation sequences\n"
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" - str: For text animation\n"
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" duration: Animation duration in seconds.\n"
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" easing: Easing function name. Options:\n"
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" - 'linear' (default)\n"
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" - 'easeIn', 'easeOut', 'easeInOut'\n"
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" - 'easeInQuad', 'easeOutQuad', 'easeInOutQuad'\n"
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" - 'easeInCubic', 'easeOutCubic', 'easeInOutCubic'\n"
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" - 'easeInQuart', 'easeOutQuart', 'easeInOutQuart'\n"
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" - 'easeInSine', 'easeOutSine', 'easeInOutSine'\n"
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" - 'easeInExpo', 'easeOutExpo', 'easeInOutExpo'\n"
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" - 'easeInCirc', 'easeOutCirc', 'easeInOutCirc'\n"
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" - 'easeInElastic', 'easeOutElastic', 'easeInOutElastic'\n"
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" - 'easeInBack', 'easeOutBack', 'easeInOutBack'\n"
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" - 'easeInBounce', 'easeOutBounce', 'easeInOutBounce'\n"
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" delta: If True, target is relative to start value (additive). Default False.\n"
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" callback: Function(animation, target) called when animation completes.\n"
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"\n"
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"Example:\n"
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" # Move a frame from current position to x=500 over 2 seconds\n"
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" anim = mcrfpy.Animation('x', 500.0, 2.0, 'easeInOut')\n"
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" anim.start(my_frame)\n"
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"\n"
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" # Fade out with callback\n"
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" def on_done(anim, target):\n"
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" print('Animation complete!')\n"
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" fade = mcrfpy.Animation('fill_color.a', 0, 1.0, callback=on_done)\n"
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" fade.start(my_sprite)\n"
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"\n"
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" # Animate through sprite frames\n"
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" walk_cycle = mcrfpy.Animation('sprite_index', [0,1,2,3,2,1], 0.5, 'linear')\n"
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" walk_cycle.start(my_entity)\n"
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),
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.tp_methods = PyAnimation::methods,
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.tp_getset = PyAnimation::getsetters,
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.tp_init = (initproc)PyAnimation::init,
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@ -47,7 +47,34 @@ namespace mcrfpydef {
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.tp_repr = PyColor::repr,
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.tp_hash = PyColor::hash,
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.tp_flags = Py_TPFLAGS_DEFAULT,
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.tp_doc = PyDoc_STR("SFML Color Object"),
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.tp_doc = PyDoc_STR(
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"Color(r: int = 0, g: int = 0, b: int = 0, a: int = 255)\n"
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"\n"
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"RGBA color representation.\n"
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"\n"
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"Args:\n"
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" r: Red component (0-255)\n"
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" g: Green component (0-255)\n"
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" b: Blue component (0-255)\n"
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" a: Alpha component (0-255, default 255 = opaque)\n"
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"\n"
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"Note:\n"
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" When accessing colors from UI elements (e.g., frame.fill_color),\n"
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" you receive a COPY of the color. Modifying it doesn't affect the\n"
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" original. To change a component:\n"
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"\n"
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" # This does NOT work:\n"
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" frame.fill_color.r = 255 # Modifies a temporary copy\n"
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"\n"
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" # Do this instead:\n"
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" c = frame.fill_color\n"
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" c.r = 255\n"
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" frame.fill_color = c\n"
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"\n"
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" # Or use Animation for sub-properties:\n"
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" anim = mcrfpy.Animation('fill_color.r', 255, 0.5, 'linear')\n"
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" anim.start(frame)\n"
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),
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.tp_methods = PyColor::methods,
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.tp_getset = PyColor::getsetters,
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.tp_init = (initproc)PyColor::init,
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@ -268,8 +268,12 @@ PyGetSetDef UICaption::getsetters[] = {
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//{"w", (getter)PyUIFrame_get_float_member, (setter)PyUIFrame_set_float_member, "width of the rectangle", (void*)2},
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//{"h", (getter)PyUIFrame_get_float_member, (setter)PyUIFrame_set_float_member, "height of the rectangle", (void*)3},
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{"outline", (getter)UICaption::get_float_member, (setter)UICaption::set_float_member, "Thickness of the border", (void*)4},
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{"fill_color", (getter)UICaption::get_color_member, (setter)UICaption::set_color_member, "Fill color of the text", (void*)0},
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{"outline_color", (getter)UICaption::get_color_member, (setter)UICaption::set_color_member, "Outline color of the text", (void*)1},
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{"fill_color", (getter)UICaption::get_color_member, (setter)UICaption::set_color_member,
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"Fill color of the text. Returns a copy; modifying components requires reassignment. "
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"For animation, use 'fill_color.r', 'fill_color.g', etc.", (void*)0},
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{"outline_color", (getter)UICaption::get_color_member, (setter)UICaption::set_color_member,
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"Outline color of the text. Returns a copy; modifying components requires reassignment. "
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"For animation, use 'outline_color.r', 'outline_color.g', etc.", (void*)1},
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//{"children", (getter)PyUIFrame_get_children, NULL, "UICollection of objects on top of this one", NULL},
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{"text", (getter)UICaption::get_text, (setter)UICaption::set_text, "The text displayed", NULL},
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{"font_size", (getter)UICaption::get_float_member, (setter)UICaption::set_float_member, "Font size (integer) in points", (void*)5},
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@ -434,8 +434,12 @@ PyGetSetDef UIFrame::getsetters[] = {
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{"w", (getter)UIDrawable::get_float_member, (setter)UIDrawable::set_float_member, "width of the rectangle", (void*)((intptr_t)PyObjectsEnum::UIFRAME << 8 | 2)},
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{"h", (getter)UIDrawable::get_float_member, (setter)UIDrawable::set_float_member, "height of the rectangle", (void*)((intptr_t)PyObjectsEnum::UIFRAME << 8 | 3)},
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{"outline", (getter)UIFrame::get_float_member, (setter)UIFrame::set_float_member, "Thickness of the border", (void*)4},
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{"fill_color", (getter)UIFrame::get_color_member, (setter)UIFrame::set_color_member, "Fill color of the rectangle", (void*)0},
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{"outline_color", (getter)UIFrame::get_color_member, (setter)UIFrame::set_color_member, "Outline color of the rectangle", (void*)1},
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{"fill_color", (getter)UIFrame::get_color_member, (setter)UIFrame::set_color_member,
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"Fill color of the rectangle. Returns a copy; modifying components requires reassignment. "
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"For animation, use 'fill_color.r', 'fill_color.g', etc.", (void*)0},
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{"outline_color", (getter)UIFrame::get_color_member, (setter)UIFrame::set_color_member,
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"Outline color of the rectangle. Returns a copy; modifying components requires reassignment. "
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"For animation, use 'outline_color.r', 'outline_color.g', etc.", (void*)1},
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{"children", (getter)UIFrame::get_children, NULL, "UICollection of objects on top of this one", NULL},
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{"on_click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click,
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MCRF_PROPERTY(on_click,
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@ -2059,7 +2059,9 @@ PyGetSetDef UIGrid::getsetters[] = {
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), (void*)PyObjectsEnum::UIGRID},
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{"texture", (getter)UIGrid::get_texture, NULL, "Texture of the grid", NULL}, //TODO 7DRL-day2-item5
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{"fill_color", (getter)UIGrid::get_fill_color, (setter)UIGrid::set_fill_color, "Background fill color of the grid", NULL},
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{"fill_color", (getter)UIGrid::get_fill_color, (setter)UIGrid::set_fill_color,
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"Background fill color of the grid. Returns a copy; modifying components requires reassignment. "
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"For animation, use 'fill_color.r', 'fill_color.g', etc.", NULL},
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{"perspective", (getter)UIGrid::get_perspective, (setter)UIGrid::set_perspective,
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"Entity whose perspective to use for FOV rendering (None for omniscient view). "
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"Setting an entity automatically enables perspective mode.", NULL},
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153
stubs/mcrfpy.pyi
153
stubs/mcrfpy.pyi
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@ -12,26 +12,44 @@ Transition = Union[str, None]
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# Classes
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class Color:
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"""SFML Color Object for RGBA colors."""
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"""RGBA color representation.
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Note:
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When accessing colors from UI elements (e.g., frame.fill_color),
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you receive a COPY of the color. Modifying it doesn't affect the
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original. To change a component:
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# This does NOT work:
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frame.fill_color.r = 255 # Modifies a temporary copy
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# Do this instead:
|
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c = frame.fill_color
|
||||
c.r = 255
|
||||
frame.fill_color = c
|
||||
|
||||
# Or use Animation for sub-properties:
|
||||
anim = mcrfpy.Animation('fill_color.r', 255, 0.5, 'linear')
|
||||
anim.start(frame)
|
||||
"""
|
||||
|
||||
r: int
|
||||
g: int
|
||||
b: int
|
||||
a: int
|
||||
|
||||
|
||||
@overload
|
||||
def __init__(self) -> None: ...
|
||||
@overload
|
||||
def __init__(self, r: int, g: int, b: int, a: int = 255) -> None: ...
|
||||
|
||||
|
||||
def from_hex(self, hex_string: str) -> 'Color':
|
||||
"""Create color from hex string (e.g., '#FF0000' or 'FF0000')."""
|
||||
...
|
||||
|
||||
|
||||
def to_hex(self) -> str:
|
||||
"""Convert color to hex string format."""
|
||||
...
|
||||
|
||||
|
||||
def lerp(self, other: 'Color', t: float) -> 'Color':
|
||||
"""Linear interpolation between two colors."""
|
||||
...
|
||||
|
|
@ -534,31 +552,118 @@ class Window:
|
|||
...
|
||||
|
||||
class Animation:
|
||||
"""Animation object for animating UI properties."""
|
||||
|
||||
target: Any
|
||||
property: str
|
||||
duration: float
|
||||
easing: str
|
||||
loop: bool
|
||||
on_complete: Optional[Callable]
|
||||
|
||||
def __init__(self, target: Any, property: str, start_value: Any, end_value: Any,
|
||||
duration: float, easing: str = 'linear', loop: bool = False,
|
||||
on_complete: Optional[Callable] = None) -> None: ...
|
||||
|
||||
def start(self) -> None:
|
||||
"""Start the animation."""
|
||||
"""Animation for interpolating UI properties over time.
|
||||
|
||||
Create an animation targeting a specific property, then call start() on a
|
||||
UI element to begin the animation. The AnimationManager handles updates
|
||||
automatically.
|
||||
|
||||
Example:
|
||||
# Move a frame to x=500 over 2 seconds with easing
|
||||
anim = mcrfpy.Animation('x', 500.0, 2.0, 'easeInOut')
|
||||
anim.start(my_frame)
|
||||
|
||||
# Animate color with completion callback
|
||||
def on_done(anim, target):
|
||||
print('Fade complete!')
|
||||
fade = mcrfpy.Animation('fill_color.a', 0, 1.0, callback=on_done)
|
||||
fade.start(my_sprite)
|
||||
"""
|
||||
|
||||
@property
|
||||
def property(self) -> str:
|
||||
"""Target property name being animated (read-only)."""
|
||||
...
|
||||
|
||||
|
||||
@property
|
||||
def duration(self) -> float:
|
||||
"""Animation duration in seconds (read-only)."""
|
||||
...
|
||||
|
||||
@property
|
||||
def elapsed(self) -> float:
|
||||
"""Time elapsed since animation started in seconds (read-only)."""
|
||||
...
|
||||
|
||||
@property
|
||||
def is_complete(self) -> bool:
|
||||
"""Whether the animation has finished (read-only)."""
|
||||
...
|
||||
|
||||
@property
|
||||
def is_delta(self) -> bool:
|
||||
"""Whether animation uses delta/additive mode (read-only)."""
|
||||
...
|
||||
|
||||
def __init__(self,
|
||||
property: str,
|
||||
target: Union[float, int, Tuple[float, float], Tuple[int, int, int], Tuple[int, int, int, int], List[int], str],
|
||||
duration: float,
|
||||
easing: str = 'linear',
|
||||
delta: bool = False,
|
||||
callback: Optional[Callable[['Animation', Any], None]] = None) -> None:
|
||||
"""Create an animation for a UI property.
|
||||
|
||||
Args:
|
||||
property: Property name to animate. Common properties:
|
||||
- Position/Size: 'x', 'y', 'w', 'h', 'pos', 'size'
|
||||
- Appearance: 'fill_color', 'outline_color', 'opacity'
|
||||
- Sprite: 'sprite_index', 'scale'
|
||||
- Grid: 'center', 'zoom'
|
||||
- Sub-properties: 'fill_color.r', 'fill_color.g', etc.
|
||||
target: Target value. Type depends on property:
|
||||
- float: For x, y, w, h, scale, opacity, zoom
|
||||
- int: For sprite_index
|
||||
- (r, g, b) or (r, g, b, a): For colors
|
||||
- (x, y): For pos, size, center
|
||||
- [int, ...]: For sprite animation sequences
|
||||
- str: For text animation
|
||||
duration: Animation duration in seconds.
|
||||
easing: Easing function. Options: 'linear', 'easeIn', 'easeOut',
|
||||
'easeInOut', 'easeInQuad', 'easeOutQuad', 'easeInOutQuad',
|
||||
'easeInCubic', 'easeOutCubic', 'easeInOutCubic',
|
||||
'easeInElastic', 'easeOutElastic', 'easeInOutElastic',
|
||||
'easeInBounce', 'easeOutBounce', 'easeInOutBounce', and more.
|
||||
delta: If True, target value is added to start value.
|
||||
callback: Function(animation, target) called on completion.
|
||||
"""
|
||||
...
|
||||
|
||||
def start(self, target: UIElement, conflict_mode: str = 'replace') -> None:
|
||||
"""Start the animation on a UI element.
|
||||
|
||||
Args:
|
||||
target: The UI element to animate (Frame, Caption, Sprite, Grid, or Entity)
|
||||
conflict_mode: How to handle if property is already animating:
|
||||
- 'replace': Stop existing animation, start new one (default)
|
||||
- 'queue': Wait for existing animation to complete
|
||||
- 'error': Raise RuntimeError if property is busy
|
||||
"""
|
||||
...
|
||||
|
||||
def update(self, dt: float) -> bool:
|
||||
"""Update animation, returns True if still running."""
|
||||
"""Update animation by time delta. Returns True if still running.
|
||||
|
||||
Note: Normally called automatically by AnimationManager.
|
||||
"""
|
||||
...
|
||||
|
||||
|
||||
def get_current_value(self) -> Any:
|
||||
"""Get the current interpolated value."""
|
||||
...
|
||||
|
||||
def complete(self) -> None:
|
||||
"""Complete the animation immediately, jumping to final value."""
|
||||
...
|
||||
|
||||
def hasValidTarget(self) -> bool:
|
||||
"""Check if the animation target still exists."""
|
||||
...
|
||||
|
||||
def __repr__(self) -> str:
|
||||
"""Return string representation showing property, duration, and status."""
|
||||
...
|
||||
|
||||
# Module-level attributes
|
||||
|
||||
__version__: str
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue