Commit graph

145 commits

Author SHA1 Message Date
kobewi
1660575bd8 Fix initial value with delay in PropertyTweener 2023-08-17 10:28:26 +02:00
kobewi
dbecf8bd1a Improve and clarify paused Tweens 2023-07-25 13:29:30 +02:00
Rakka Rage
780e21bcac Add TRANS_SPRING to Tween 2023-05-17 17:54:37 -04:00
kobewi
20f03884f2 Various Tween code improvements 2023-04-03 15:40:02 +02:00
John Pennycook
4cb2085543 Add get_loops_left() function to Tween
Implements godotengine/godot-proposals#5141.

Adds a new get_loops_left() function to Tween, allowing developers to
reason about how many times a tweening sequence will repeat and whether
to expect finished or loop_finished as the next signal.

Co-authored-by: Tomek <kobewi4e@gmail.com>
2023-03-20 20:49:31 -07:00
kobewi
45f4d59fa4 Check for type mismatch in PropertyTweener.from() 2023-02-28 17:16:56 +01:00
kobewi
17fe5c2b23 Fix tween_method() type validation 2023-02-12 22:08:25 +01:00
VolTer
5313bc90f6 Fix error messages of {}Tweener.new() 2023-01-30 17:58:20 +01:00
kobewi
1260cb0bfb Improve empty Tween error message 2023-01-16 10:30:21 +01:00
kobewi
f64dd732b8 Improve some Tween internals 2023-01-11 14:08:14 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
kobewi
a6e02f149f Improve RefCounted support in Tween 2023-01-01 18:45:17 +01:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Dave Palais
0c46068af0 Change time parameters and variables to double type
Addresses #65313
2022-09-26 13:52:54 -05:00
kobewi
1a462bc84e Fix crash when playing Tween right after finishing 2022-09-16 14:20:12 +02:00
Silc Renew
9d47e079b7 Move some methods to Animation from Variant for refactoring 2022-09-15 04:52:43 +09:00
Micky
2b18a4002c Cast between float and ints in Tween.tween_property() 2022-08-30 10:53:31 +02:00
Silc Renew
f7dd83ce60 Fix Quaternion Tween and implement ease baker 2022-08-22 19:04:58 +09:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
kobewi
45e4cb2bbf Fix error spam when tweened node leaves tree 2022-05-05 17:57:25 +02:00
Rémi Verschelde
931838b330
Merge pull request #60627 from aaronfranke/rename-elements
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
kobewi
f473aab00d Improve Tween infinite loop detection 2022-05-01 00:24:07 +02:00
kobewi
7f0bc91844 Simplify Callable error text methods 2022-04-30 13:42:26 +02:00
Aaron Franke
1bf94dff3a
Rename Basis "elements" to "rows" 2022-04-29 08:02:56 -05:00
Aaron Franke
b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
Haoyu Qiu
6c01ef8f4c Miscellaneous Tween fixes 2022-04-28 21:19:01 +08:00
kobewi
3017530e26 Make Tween.interpolate_value() static 2022-04-17 23:13:39 +02:00
Rémi Verschelde
6bbd4def45
Merge pull request #59415 from KoBeWi/tween_time() 2022-04-02 00:31:40 +02:00
kobewi
e04ae8c8bc Add get_total_elapsed_time() to Tween 2022-03-29 13:34:05 +02:00
kobewi
d48dea7158 Force final value at the end of Tween 2022-03-27 03:09:12 +02:00
kobewi
038977a985 Better handle infinite Tween loops 2022-01-29 00:36:39 +01:00
kobewi
4f5c3d5a60 Fix not being able to stop() empty Tweens 2022-01-28 14:54:14 +01:00
kobewi
205f56f226 Fix Tween pause behavior 2022-01-09 19:38:18 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde
5945f43cc8
Merge pull request #54391 from DavidSichma/doc_interpolate_value 2021-11-01 22:38:42 +01:00
David Sichma
b9c7c52a29
Fixed Tween::interpolate_value argument order. 2021-10-29 17:29:28 +02:00
kobewi
3ed20a2f5d Fix parallel Tweens not ending correctly 2021-10-28 21:04:22 +02:00
kobewi
11e7963a14 Refactor and move easing equations 2021-09-24 13:47:13 +02:00
kobewi
266955d15f Improvements to Tweens' Variant types 2021-09-16 02:08:26 +02:00
kobewi
e092a132fe Various fixes to Tween code 2021-08-06 13:07:34 +02:00
kobewi
053f20be76 Add null check to Tween.bind_node() 2021-08-02 14:15:40 +02:00
Rémi Verschelde
92299989bd
Use Ref<T> references as iterators where relevant
And const when possible.
2021-07-26 19:27:11 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Tomasz Chabora
900b2e0fdc Complete rewrite of Tweens
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween.
* Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot.
* Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget).
* There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener.
* The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners.
* Tweeners by default execute in sequence, so it's easy to create complex chained animations.
* You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
2021-06-19 12:08:50 +02:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30