From 2c42753ea6c45dbd550244463f105de164774707 Mon Sep 17 00:00:00 2001 From: Relintai Date: Mon, 11 Mar 2024 18:35:31 +0100 Subject: [PATCH] Docs for canvas_item_add_texture_rect_animation(). --- doc/classes/RenderingServer.xml | 26 ++++++++++++++++++++++++++ 1 file changed, 26 insertions(+) diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 0eb3822796..1230b1d03c 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -269,6 +269,32 @@ Adds a textured rect to the [CanvasItem]'s draw commands. + + + + + + Add texture rect regions as an animation to the [CanvasItem]'s draw commands. + You need to pass an Array of Arrays, the inner Arrays are the frames. The 0th argument is the frame time, the rest are the arguments of [member canvas_item_add_texture_rect_region] in order. + This Animation might lag behind by a frame sometimes, using it is not recommended for highly precise gameplay related things, it's more suited for decorations. + The Array should like this: + [code] + [ + [ + 0.2, # real_t frame_time = d[0]; + Rect2(0, 0, 1, 1), # Rect2 tex_rect = d[1]; //const Rect2 &p_rect + RID(), # rect->texture = d[2]; //RID p_texture + Rect2(0, 0, 1, 1), # Rect2 tex_src_rect = d[3]; //const Rect2 &p_src_rect + Color(1, 1, 1), # rect->modulate = d[4]; //const Color &p_modulate = Color(1, 1, 1) + false, # bool transpose = d[5]; //bool p_transpose = false + RID(), # rect->normal_map = d[6]; //RID p_normal_map = RID() + false, # bool clip_uv = d[7]; //bool p_clip_uv = false + ], + # ... More Frames + ][/code] + + +