14#define SPRITE_ANIMATOR_LUA_NAME "SpriteAnimator"
15#define SPRITE_ANIMATOR_LUA_FLAG "cfSpriteAnimator"
16#define CHECK_SPRITE_ANIMATOR(L, arg) static_cast<SpriteAnimator*>(CheckNodeLuaType(L, arg, SPRITE_ANIMATOR_LUA_NAME, SPRITE_ANIMATOR_LUA_FLAG));
18struct SpriteAnimator_Lua
21 static int Play(lua_State* L);
22 static int Pause(lua_State* L);
23 static int Stop(lua_State* L);
24 static int PlayAnimation(lua_State* L);
26 static int SetFrame(lua_State* L);
27 static int GetProgress(lua_State* L);
28 static int AnimateTo(lua_State* L);
29 static int AnimateToProgress(lua_State* L);
30 static int CancelAnimateTo(lua_State* L);
33 static int SetSpeed(lua_State* L);
34 static int GetSpeed(lua_State* L);
37 static int SetAutoPlay(lua_State* L);
38 static int GetAutoPlay(lua_State* L);
39 static int SetLoopOverride(lua_State* L);
40 static int GetLoopOverride(lua_State* L);
41 static int SetDefaultAnimation(lua_State* L);
42 static int GetDefaultAnimation(lua_State* L);
45 static int AddAnimation(lua_State* L);
48 static int CreateAnimation(lua_State* L);
49 static int AddImage(lua_State* L);
50 static int AddImages(lua_State* L);
51 static int RemoveAnimation(lua_State* L);
52 static int HasAnimation(lua_State* L);
55 static int GetCurrentTexture(lua_State* L);
56 static int GetCurrentUVScale(lua_State* L);
57 static int GetCurrentUVOffset(lua_State* L);
58 static int GetCurrentUVRect(lua_State* L);
59 static int GetCurrentAnimationName(lua_State* L);
60 static int GetCurrentFrameIndex(lua_State* L);
bool IsPlaying()
Definition Engine.cpp:1327