X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2FComplexAnimation.cpp;fp=src%2Fgraphics%2FComplexAnimation.cpp;h=c828e4ccb102e662745bedeeabd43efcb649855a;hb=4bc70f5311dcbcca4e6b9e852bbcb19602f50eeb;hp=cb125f5ac20f706fd23e4d2ab1b0c2c12f13dda6;hpb=389d2fcb1e9ca1023cda11da80f00272ab20903a;p=l2e.git diff --git a/src/graphics/ComplexAnimation.cpp b/src/graphics/ComplexAnimation.cpp index cb125f5..c828e4c 100644 --- a/src/graphics/ComplexAnimation.cpp +++ b/src/graphics/ComplexAnimation.cpp @@ -26,22 +26,24 @@ void ComplexAnimation::CreateTypeDescription() { int vectorId(TypeDescription::GetTypeId("Vector")); TypeDescription &td(TypeDescription::CreateOrGet("ComplexAnimation")); + td.SetDescription("Complex animation type that supports per-frame disposition and non-linear sprite offset selection."); td.SetConstructor(&Construct); td.SetSize(sizeof(ComplexAnimation)); td.AddSupertype(animationId, ((char *)a) - ((char *)&ca)); Animation::AddFields(td, ca, ((char *)a) - ((char *)&ca), boolId, numberId, spriteId); - td.AddField("frames", FieldDescription(((char *)&ca.frames) - ((char *)&ca), frameId, true, true)); + td.AddField("frames", FieldDescription(((char *)&ca.frames) - ((char *)&ca), frameId).SetReferenced().SetAggregate().SetDescription("a variable number of frames")); FrameProp fp; TypeDescription &ftd(TypeDescription::CreateOrGet("ComplexAnimationFrame")); + ftd.SetDescription("Information about how a frame of a complex animation should be rendered."); ftd.SetSize(sizeof(FrameProp)); - ftd.AddField("column", FieldDescription(((char *)&fp.col) - ((char *)&fp), numberId, false)); - ftd.AddField("row", FieldDescription(((char *)&fp.row) - ((char *)&fp), numberId, false)); - ftd.AddField("disposition", FieldDescription(((char *)&fp.disposition) - ((char *)&fp), vectorId, false)); + ftd.AddField("column", FieldDescription(((char *)&fp.col) - ((char *)&fp), numberId).SetDescription("the column of the sprite that will be drawn")); + ftd.AddField("row", FieldDescription(((char *)&fp.row) - ((char *)&fp), numberId).SetDescription("the row of the sprite that will be drawn")); + ftd.AddField("disposition", FieldDescription(((char *)&fp.disposition) - ((char *)&fp), vectorId).SetDescription("offset from the original drawing position")); } void ComplexAnimation::Construct(void *data) {