#@tool
#extends SpriteFrames
#
#class_name AutoSpriteFrames
#
#
#@export var base_location: String: get = base_location_get, set = base_location_set
#
##func _get_property_list():
##	var properties = []
##	properties.append({
##		name = "base_location",
##		type = TYPE_STRING
##	})
##	return properties
#
#func base_location_set(bl):
	#print("BL", bl)
	##if bl:
	##	base_location = bl
	##	reset_anims()
#
#func base_location_get():
	#return base_location
	#
#func get_pngs(path):
	#var result = []
	#var subdir = DirAccess.open(path)
#
	##subdir.list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547
	#var frame_name = subdir.get_next()
	#print(frame_name)
	#while frame_name != "":
		#if not subdir.current_is_dir():
			#
			#if frame_name.ends_with(".png"):
				#print("adding frame", frame_name)
				#result.push_back(frame_name)
		#frame_name = subdir.get_next()
#
	#result.sort()
	#return result
	#
## Called when the node enters the scene tree for the first time.
#func reset_anims():
	#self.clear_all()
	#
#
	#var d = DirAccess.open(self.base_location)
#
	#d.list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547
	#var file_name = d.get_next()
	#while file_name != "":
		#if d.current_is_dir() and file_name != ".." and file_name != ".":
			#for n in ["N", "E", "S", "W", "NE", "SE", "SW", "NW"]:
				#var current_animation = file_name + "_" + n
				#self.add_animation(current_animation)
				#self.set_animation_speed(current_animation, 16)
				#var base_path = self.base_location + "/" + file_name + "/" + n
				#print(base_path)
				#for f in get_pngs(base_path):
					#if self.get_frame_count("default") == 0:
						#self.add_frame("default", load(base_path + "/" + f))
					#self.add_frame(current_animation, load(base_path + "/" + f))
		#file_name = d.get_next()
#
		#
#
## Called every frame. 'delta' is the elapsed time since the previous frame.
##func _process(delta):
##	pass
