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410 lines
21 KiB
C++
410 lines
21 KiB
C++
//
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// AnimationPropertyGroup.cpp
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// libraries/entities/src
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//
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// Created by Brad Hefta-Gaub on 12/4/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <QJsonDocument>
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#include <OctreePacketData.h>
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#include <AnimationLoop.h>
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#include "AnimationPropertyGroup.h"
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#include "EntityItemProperties.h"
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#include "EntityItemPropertiesMacros.h"
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void AnimationPropertyGroup::copyToScriptValue(const EntityPropertyFlags& desiredProperties, QScriptValue& properties, QScriptEngine* engine, bool skipDefaults, EntityItemProperties& defaultEntityProperties) const {
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_ANIMATION_URL, Animation, animation, URL, url);
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if (_animationLoop) {
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE_GETTER(PROP_ANIMATION_FPS, Animation, animation, FPS, fps, _animationLoop->getFPS);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE_GETTER(PROP_ANIMATION_FRAME_INDEX, Animation, animation, CurrentFrame, currentFrame, _animationLoop->getCurrentFrame);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE_GETTER(PROP_ANIMATION_PLAYING, Animation, animation, Running, running, _animationLoop->getRunning);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE_GETTER(PROP_ANIMATION_LOOP, Animation, animation, Loop, loop, _animationLoop->getLoop);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE_GETTER(PROP_ANIMATION_FIRST_FRAME, Animation, animation, FirstFrame, firstFrame, _animationLoop->getFirstFrame);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE_GETTER(PROP_ANIMATION_LAST_FRAME, Animation, animation, LastFrame, lastFrame, _animationLoop->getLastFrame);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE_GETTER(PROP_ANIMATION_HOLD, Animation, animation, Hold, hold, _animationLoop->getHold);
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} else {
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_ANIMATION_FPS, Animation, animation, FPS, fps);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_ANIMATION_FRAME_INDEX, Animation, animation, CurrentFrame, currentFrame);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_ANIMATION_PLAYING, Animation, animation, Running, running);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_ANIMATION_LOOP, Animation, animation, Loop, loop);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_ANIMATION_FIRST_FRAME, Animation, animation, FirstFrame, firstFrame);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_ANIMATION_LAST_FRAME, Animation, animation, LastFrame, lastFrame);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_ANIMATION_HOLD, Animation, animation, Hold, hold);
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}
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}
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void AnimationPropertyGroup::copyFromScriptValue(const QScriptValue& object, bool& _defaultSettings) {
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, url, QString, setURL);
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// legacy property support
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COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationURL, QString, setURL, getURL);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_NOCHECK(animationSettings, QString, setFromOldAnimationSettings);
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if (_animationLoop) {
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, fps, float, _animationLoop->setFPS);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, currentFrame, float, _animationLoop->setCurrentFrame);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, running, bool, _animationLoop->setRunning);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, loop, bool, _animationLoop->setLoop);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, firstFrame, float, _animationLoop->setFirstFrame);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, lastFrame, float, _animationLoop->setLastFrame);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, hold, bool, _animationLoop->setHold);
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// legacy property support
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COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationFPS, float, _animationLoop->setFPS, _animationLoop->getFPS);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationIsPlaying, bool, _animationLoop->setRunning, _animationLoop->getRunning);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationFrameIndex, float, _animationLoop->setCurrentFrame, _animationLoop->getCurrentFrame);
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} else {
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, fps, float, setFPS);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, currentFrame, float, setCurrentFrame);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, running, bool, setRunning);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, loop, bool, setLoop);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, firstFrame, float, setFirstFrame);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, lastFrame, float, setLastFrame);
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COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(animation, hold, bool, setHold);
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// legacy property support
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COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationFPS, float, setFPS, getFPS);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationIsPlaying, bool, setRunning, getRunning);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationFrameIndex, float, setCurrentFrame, getCurrentFrame);
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}
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}
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void AnimationPropertyGroup::merge(const AnimationPropertyGroup& other) {
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COPY_PROPERTY_IF_CHANGED(url);
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if (_animationLoop) {
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_fps = _animationLoop->getFPS();
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_currentFrame = _animationLoop->getCurrentFrame();
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_running = _animationLoop->getRunning();
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_loop = _animationLoop->getLoop();
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_firstFrame = _animationLoop->getFirstFrame();
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_lastFrame = _animationLoop->getLastFrame();
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_hold = _animationLoop->getHold();
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} else {
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COPY_PROPERTY_IF_CHANGED(fps);
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COPY_PROPERTY_IF_CHANGED(currentFrame);
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COPY_PROPERTY_IF_CHANGED(running);
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COPY_PROPERTY_IF_CHANGED(loop);
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COPY_PROPERTY_IF_CHANGED(firstFrame);
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COPY_PROPERTY_IF_CHANGED(lastFrame);
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COPY_PROPERTY_IF_CHANGED(hold);
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}
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}
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void AnimationPropertyGroup::setFromOldAnimationSettings(const QString& value) {
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// the animations setting is a JSON string that may contain various animation settings.
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// if it includes fps, currentFrame, or running, those values will be parsed out and
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// will over ride the regular animation settings
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float fps = _animationLoop ? _animationLoop->getFPS() : getFPS();
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float currentFrame = _animationLoop ? _animationLoop->getCurrentFrame() : getCurrentFrame();
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bool running = _animationLoop ? _animationLoop->getRunning() : getRunning();
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float firstFrame = _animationLoop ? _animationLoop->getFirstFrame() : getFirstFrame();
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float lastFrame = _animationLoop ? _animationLoop->getLastFrame() : getLastFrame();
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bool loop = _animationLoop ? _animationLoop->getLoop() : getLoop();
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bool hold = _animationLoop ? _animationLoop->getHold() : getHold();
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QJsonDocument settingsAsJson = QJsonDocument::fromJson(value.toUtf8());
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QJsonObject settingsAsJsonObject = settingsAsJson.object();
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QVariantMap settingsMap = settingsAsJsonObject.toVariantMap();
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if (settingsMap.contains("fps")) {
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fps = settingsMap["fps"].toFloat();
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}
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// old settings had frameIndex
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if (settingsMap.contains("frameIndex")) {
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currentFrame = settingsMap["frameIndex"].toFloat();
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}
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if (settingsMap.contains("running")) {
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running = settingsMap["running"].toBool();
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}
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if (settingsMap.contains("firstFrame")) {
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firstFrame = settingsMap["firstFrame"].toFloat();
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}
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if (settingsMap.contains("lastFrame")) {
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lastFrame = settingsMap["lastFrame"].toFloat();
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}
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if (settingsMap.contains("loop")) {
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running = settingsMap["loop"].toBool();
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}
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if (settingsMap.contains("hold")) {
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running = settingsMap["hold"].toBool();
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}
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if (_animationLoop) {
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_animationLoop->setFPS(fps);
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_animationLoop->setCurrentFrame(currentFrame);
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_animationLoop->setRunning(running);
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_animationLoop->setFirstFrame(firstFrame);
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_animationLoop->setLastFrame(lastFrame);
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_animationLoop->setLoop(loop);
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_animationLoop->setHold(hold);
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} else {
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setFPS(fps);
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setCurrentFrame(currentFrame);
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setRunning(running);
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setFirstFrame(firstFrame);
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setLastFrame(lastFrame);
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setLoop(loop);
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setHold(hold);
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}
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}
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void AnimationPropertyGroup::debugDump() const {
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qCDebug(entities) << " AnimationPropertyGroup: ---------------------------------------------";
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qCDebug(entities) << " url:" << getURL() << " has changed:" << urlChanged();
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qCDebug(entities) << " fps:" << getFPS() << " has changed:" << fpsChanged();
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qCDebug(entities) << "currentFrame:" << getCurrentFrame() << " has changed:" << currentFrameChanged();
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}
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void AnimationPropertyGroup::listChangedProperties(QList<QString>& out) {
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if (urlChanged()) {
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out << "animation-url";
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}
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if (fpsChanged()) {
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out << "animation-fps";
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}
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if (currentFrameChanged()) {
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out << "animation-currentFrame";
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}
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}
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bool AnimationPropertyGroup::appendToEditPacket(OctreePacketData* packetData,
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EntityPropertyFlags& requestedProperties,
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EntityPropertyFlags& propertyFlags,
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EntityPropertyFlags& propertiesDidntFit,
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int& propertyCount,
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OctreeElement::AppendState& appendState) const {
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bool successPropertyFits = true;
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_URL, getURL());
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if (_animationLoop) {
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FPS, _animationLoop->getFPS());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FRAME_INDEX, _animationLoop->getCurrentFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, _animationLoop->getRunning());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_LOOP, _animationLoop->getLoop());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FIRST_FRAME, _animationLoop->getFirstFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_LAST_FRAME, _animationLoop->getLastFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_HOLD, _animationLoop->getHold());
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} else {
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FPS, getFPS());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FRAME_INDEX, getCurrentFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, getRunning());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_LOOP, getLoop());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FIRST_FRAME, getFirstFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_LAST_FRAME, getLastFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_HOLD, getHold());
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}
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return true;
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}
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bool AnimationPropertyGroup::decodeFromEditPacket(EntityPropertyFlags& propertyFlags, const unsigned char*& dataAt , int& processedBytes) {
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int bytesRead = 0;
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bool overwriteLocalData = true;
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bool somethingChanged = false;
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READ_ENTITY_PROPERTY(PROP_ANIMATION_URL, QString, setURL);
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if (_animationLoop) {
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FPS, float, _animationLoop->setFPS);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FRAME_INDEX, float, _animationLoop->setCurrentFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, bool, _animationLoop->setRunning);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_LOOP, bool, _animationLoop->setLoop);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FIRST_FRAME, float, _animationLoop->setFirstFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_LAST_FRAME, float, _animationLoop->setLastFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_HOLD, bool, _animationLoop->setHold);
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} else {
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FPS, float, setFPS);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FRAME_INDEX, float, setCurrentFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, bool, setRunning);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_LOOP, bool, setLoop);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FIRST_FRAME, float, setFirstFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_LAST_FRAME, float, setLastFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_HOLD, bool, setHold);
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}
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DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_ANIMATION_URL, URL);
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DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_ANIMATION_FPS, FPS);
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DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_ANIMATION_FRAME_INDEX, CurrentFrame);
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DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_ANIMATION_PLAYING, Running);
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DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_ANIMATION_LOOP, Loop);
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DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_ANIMATION_FIRST_FRAME, FirstFrame);
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DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_ANIMATION_LAST_FRAME, LastFrame);
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DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_ANIMATION_HOLD, Hold);
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processedBytes += bytesRead;
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Q_UNUSED(somethingChanged);
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return true;
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}
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void AnimationPropertyGroup::markAllChanged() {
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_urlChanged = true;
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_fpsChanged = true;
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_currentFrameChanged = true;
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_runningChanged = true;
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_loopChanged = true;
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_firstFrameChanged = true;
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_lastFrameChanged = true;
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_holdChanged = true;
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}
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EntityPropertyFlags AnimationPropertyGroup::getChangedProperties() const {
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EntityPropertyFlags changedProperties;
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CHECK_PROPERTY_CHANGE(PROP_ANIMATION_URL, url);
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CHECK_PROPERTY_CHANGE(PROP_ANIMATION_FPS, fps);
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CHECK_PROPERTY_CHANGE(PROP_ANIMATION_FRAME_INDEX, currentFrame);
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CHECK_PROPERTY_CHANGE(PROP_ANIMATION_PLAYING, running);
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CHECK_PROPERTY_CHANGE(PROP_ANIMATION_LOOP, loop);
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CHECK_PROPERTY_CHANGE(PROP_ANIMATION_FIRST_FRAME, firstFrame);
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CHECK_PROPERTY_CHANGE(PROP_ANIMATION_LAST_FRAME, lastFrame);
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CHECK_PROPERTY_CHANGE(PROP_ANIMATION_HOLD, hold);
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return changedProperties;
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}
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void AnimationPropertyGroup::getProperties(EntityItemProperties& properties) const {
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, URL, getURL);
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if (_animationLoop) {
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, FPS, _animationLoop->getFPS);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, CurrentFrame, _animationLoop->getCurrentFrame);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, Running, _animationLoop->getRunning);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, Loop, _animationLoop->getLoop);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, FirstFrame, _animationLoop->getFirstFrame);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, LastFrame, _animationLoop->getLastFrame);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, Hold, _animationLoop->getHold);
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} else {
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, FPS, getFPS);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, CurrentFrame, getCurrentFrame);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, Running, getRunning);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, Loop, getLoop);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, FirstFrame, getFirstFrame);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, LastFrame, getLastFrame);
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COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(Animation, Hold, getHold);
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}
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}
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bool AnimationPropertyGroup::setProperties(const EntityItemProperties& properties) {
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bool somethingChanged = false;
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, URL, url, setURL);
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if (_animationLoop) {
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, FPS, fps, _animationLoop->setFPS);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, CurrentFrame, currentFrame, _animationLoop->setCurrentFrame);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, Running, running, _animationLoop->setRunning);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, Loop, loop, _animationLoop->setLoop);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, FirstFrame, firstFrame, _animationLoop->setFirstFrame);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, LastFrame, lastFrame, _animationLoop->setLastFrame);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, Hold, hold, _animationLoop->setHold);
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} else {
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, FPS, fps, setFPS);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, CurrentFrame, currentFrame, setCurrentFrame);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, Running, running, setRunning);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, Loop, loop, setLoop);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, FirstFrame, firstFrame, setFirstFrame);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, LastFrame, lastFrame, setLastFrame);
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SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(Animation, Hold, hold, setHold);
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}
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return somethingChanged;
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}
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EntityPropertyFlags AnimationPropertyGroup::getEntityProperties(EncodeBitstreamParams& params) const {
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EntityPropertyFlags requestedProperties;
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requestedProperties += PROP_ANIMATION_URL;
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requestedProperties += PROP_ANIMATION_FPS;
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requestedProperties += PROP_ANIMATION_FRAME_INDEX;
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requestedProperties += PROP_ANIMATION_PLAYING;
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requestedProperties += PROP_ANIMATION_LOOP;
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requestedProperties += PROP_ANIMATION_FIRST_FRAME;
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requestedProperties += PROP_ANIMATION_LAST_FRAME;
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requestedProperties += PROP_ANIMATION_HOLD;
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return requestedProperties;
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}
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void AnimationPropertyGroup::appendSubclassData(OctreePacketData* packetData, EncodeBitstreamParams& params,
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EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData,
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EntityPropertyFlags& requestedProperties,
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EntityPropertyFlags& propertyFlags,
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EntityPropertyFlags& propertiesDidntFit,
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int& propertyCount,
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OctreeElement::AppendState& appendState) const {
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bool successPropertyFits = true;
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_URL, getURL());
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if (_animationLoop) {
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FPS, _animationLoop->getFPS());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FRAME_INDEX, _animationLoop->getCurrentFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, _animationLoop->getRunning());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_LOOP, _animationLoop->getLoop());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FIRST_FRAME, _animationLoop->getFirstFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_LAST_FRAME, _animationLoop->getLastFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_HOLD, _animationLoop->getHold());
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} else {
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FPS, getFPS());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FRAME_INDEX, getCurrentFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, getRunning());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_LOOP, getLoop());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FIRST_FRAME, getFirstFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_LAST_FRAME, getLastFrame());
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APPEND_ENTITY_PROPERTY(PROP_ANIMATION_HOLD, getHold());
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}
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}
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int AnimationPropertyGroup::readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
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ReadBitstreamToTreeParams& args,
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData,
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bool& somethingChanged) {
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int bytesRead = 0;
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const unsigned char* dataAt = data;
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READ_ENTITY_PROPERTY(PROP_ANIMATION_URL, QString, setURL);
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if (_animationLoop) {
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// apply new properties to our associated AnimationLoop
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FPS, float, _animationLoop->setFPS);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FRAME_INDEX, float, _animationLoop->setCurrentFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, bool, _animationLoop->setRunning);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_LOOP, bool, _animationLoop->setLoop);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FIRST_FRAME, float, _animationLoop->setFirstFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_LAST_FRAME, float, _animationLoop->setLastFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_HOLD, bool, _animationLoop->setHold);
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} else {
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FPS, float, setFPS);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FRAME_INDEX, float, setCurrentFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, bool, setRunning);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_LOOP, bool, setLoop);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_FIRST_FRAME, float, setFirstFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_LAST_FRAME, float, setLastFrame);
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READ_ENTITY_PROPERTY(PROP_ANIMATION_HOLD, bool, setHold);
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}
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return bytesRead;
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}
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