lua/wrappers/gfx/lua_asset.cpp
/**
	 * Sets how the asset deals with animation. For assets that have a frame rate of zero this value is ignored.
	 *
	 * When true, the current frame defines which texture window is used to display. So for an asset with
	 * num_frames set to 4, 4, it will have a total of 16 sub texture windows to animate over.
	 *
	 * When false the current frame defines which texture out of the list of all textures added to this asset
	 * to use when animating.
	 *
	 * @param boolean texture_window_animation The type of animation for this asset.
	 * @returns am.asset This.
	 */
Sets how the asset deals with animation. For assets that have a frame rate of zero this value is ignored.
When true, the current frame defines which texture window is used to display. So for an asset with
num_frames set to 4, 4, it will have a total of 16 sub texture windows to animate over.

When false the current frame defines which texture out of the list of all textures added to this asset
to use when animating.

@param boolean texture_window_animation The type of animation for this asset.
Sets how the asset deals with animation . For assets that have a frame rate of zero this value is ignored . When true the current frame defines which texture window is used to display . So for an asset with num_frames set to 4 4 it will have a total of 16 sub texture windows to animate over . When false the current frame defines which texture out of the list of all textures added to this asset to use when animating . @param boolean texture_window_animation The type of animation for this asset .
int Asset_texture_window_animation(lua_State *lua)
	{
		Asset *asset = castUData<Asset>(lua, 1);
		if (asset)
		{
			if (lua_gettop(lua) == 1)
			{
				lua_pushboolean(lua, asset->isSubWindowAnimation());
				return 1;
			}
			else if (lua_isbool(lua, 2))
			{
				asset->setSubWindowAnimation(lua_tobool(lua, 2));
				lua_first(lua);
			}
			return LuaState::expectedArgs(lua, "texture_window_animation", "boolean animation");
		}
		return LuaState::expectedContext(lua, "texture_window_animation", "am.asset");
	}
int Asset_texture_window_animation ( lua_State * lua ) { Asset * asset = castUData < Asset > ( lua , 1 ) ; if ( asset ) { if ( lua_gettop ( lua ) == 1 ) { lua_pushboolean ( lua , asset -> isSubWindowAnimation ( ) ) ; return 1 ; } else if ( lua_isbool ( lua , 2 ) ) { asset -> setSubWindowAnimation ( lua_tobool ( lua , 2 ) ) ; lua_first ( lua ) ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Sets how the asset deals with animation.
Sets how the asset deals with animation .