CSS animations
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@@ -680,67 +680,58 @@ static func apply_transform_properties(node: Control, styles: Dictionary) -> voi
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apply_transform_properties_direct(node, styles)
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static func apply_transform_properties_direct(node: Control, styles: Dictionary) -> void:
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var has_transform = false
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var scale_x = 1.0
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var scale_y = 1.0
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var rotation_z = 0.0
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var scale_x = styles.get("scale-x", 1.0)
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var scale_y = styles.get("scale-y", 1.0)
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var rotation = styles.get("rotate", 0.0)
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# Check for scale properties
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if styles.has("scale-x"):
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scale_x = styles["scale-x"]
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has_transform = true
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if styles.has("scale-y"):
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scale_y = styles["scale-y"]
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has_transform = true
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# Check for rotation properties (prioritize Z-axis for 2D)
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if styles.has("rotate-z"):
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rotation_z = styles["rotate-z"]
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has_transform = true
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elif styles.has("rotate-x"):
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rotation_z = styles["rotate-x"]
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has_transform = true
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elif styles.has("rotate-y"):
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rotation_z = styles["rotate-y"]
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has_transform = true
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var has_transform = scale_x != 1.0 or scale_y != 1.0 or rotation != 0.0
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var duration = get_transition_duration(styles)
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if has_transform:
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# Set metadata flag to tell FlexContainer to preserve transforms
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node.set_meta("css_transform_applied", true)
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node.set_meta("pending_scale", Vector2(scale_x, scale_y))
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node.set_meta("pending_rotation", rotation_z)
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# Apply immediately
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node.scale = Vector2(scale_x, scale_y)
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node.rotation = rotation_z
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# Set pivot point to center
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node.pivot_offset = node.size / 2
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# Reapply after FlexContainer layout using timer
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var timer = Timer.new()
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timer.wait_time = 0.1
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timer.one_shot = true
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timer.autostart = true
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var main_scene = Engine.get_main_loop().current_scene
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if main_scene:
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timer.timeout.connect(func(): _reapply_transforms(node))
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main_scene.add_child(timer)
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if duration > 0:
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animate_transform(node, Vector2(scale_x, scale_y), rotation, duration)
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else:
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node.scale = Vector2(scale_x, scale_y)
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node.rotation = rotation
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await_and_restore_transform(node, Vector2(scale_x, scale_y), rotation)
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else:
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# Reset transforms to default when no transforms are specified
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node.scale = Vector2.ONE
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node.rotation = 0.0
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if duration > 0:
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animate_transform(node, Vector2.ONE, 0.0, duration)
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else:
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node.scale = Vector2.ONE
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node.rotation = 0.0
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if node.has_meta("css_transform_applied"):
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node.remove_meta("css_transform_applied")
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static func _reapply_transforms(node: Control) -> void:
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if not is_instance_valid(node):
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return
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static func get_transition_duration(styles: Dictionary) -> float:
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if styles.has("transition-transform"):
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return parse_transition_duration(styles["transition-transform"])
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elif styles.has("transition"):
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return parse_transition_duration(styles["transition"])
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return 0.0
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static func parse_transition_duration(value: String) -> float:
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if value.ends_with("ms"):
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return float(value.replace("ms", "")) / 1000.0
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elif value.ends_with("s"):
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return float(value.replace("s", ""))
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return float(value) if value.is_valid_float() else 0.0
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static func animate_transform(node: Control, target_scale: Vector2, target_rotation: float, duration: float) -> void:
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var tween = node.create_tween()
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tween.set_parallel(true)
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tween.tween_property(node, "scale", target_scale, duration).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_IN_OUT)
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tween.tween_property(node, "rotation", target_rotation, duration).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_IN_OUT)
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static func await_and_restore_transform(node: Control, target_scale: Vector2, target_rotation: float) -> void:
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var tree = Engine.get_main_loop()
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if node.has_meta("pending_scale"):
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node.scale = node.get_meta("pending_scale")
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if node.has_meta("pending_rotation"):
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node.rotation = node.get_meta("pending_rotation")
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if node.has_meta("pending_scale"):
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node.remove_meta("pending_scale")
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if node.has_meta("pending_rotation"):
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node.remove_meta("pending_rotation")
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await tree.process_frame
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node.scale = target_scale
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node.rotation = target_rotation
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node.pivot_offset = node.size / 2
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