pandemonium_engine/modules/props_2d/props/prop_2d_data_sprite.h

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#ifndef PROP_2D_DATA_SPRITE_H
#define PROP_2D_DATA_SPRITE_H
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/*************************************************************************/
/* prop_2d_data_sprite.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "core/math/color.h"
#include "scene/resources/texture.h"
#include "prop_2d_data_entry.h"
class Prop2DDataSprite : public Prop2DDataEntry {
GDCLASS(Prop2DDataSprite, Prop2DDataEntry);
public:
Ref<Texture> get_texture() const;
void set_texture(const Ref<Texture> &value);
Ref<Texture> get_normal_map() const;
void set_normal_map(const Ref<Texture> &value);
bool get_centered() const;
void set_centered(const bool value);
Vector2 get_offset() const;
void set_offset(const Vector2 &value);
bool get_flip_h() const;
void set_flip_h(const bool value);
bool get_flip_v() const;
void set_flip_v(const bool value);
int get_animation_h_frames() const;
void set_animation_h_frames(const int value);
int get_animation_v_frames() const;
void set_animation_v_frames(const int value);
int get_animation_frame() const;
void set_animation_frame(const int value);
Vector2 get_animation_frame_coords() const;
void set_animation_frame_coords(const Vector2 &value);
bool get_region_enabled() const;
void set_region_enabled(const bool value);
Rect2 get_region() const;
void set_region(const Rect2 &value);
bool get_filter_clip() const;
void set_filter_clip(const bool value);
bool _processor_handles(Node *node);
void _processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry = Ref<Prop2DDataEntry>());
Node *_processor_get_node_for(const Transform2D &transform, Node *node = nullptr);
Prop2DDataSprite();
~Prop2DDataSprite();
protected:
#ifndef DISABLE_DEPRECATED
// TODO REMOVE AFTER NEXT RELEASE
bool _set(const StringName &p_name, const Variant &p_value);
#endif
static void _bind_methods();
private:
Ref<Texture> _texture;
Ref<Texture> _normal_map;
bool _centered;
Vector2 _offset;
bool _flip_h;
bool _flip_v;
int _animation_h_frames;
int _animation_v_frames;
int _animation_frame;
Vector2 _animation_frame_coords;
bool _region_enabled;
Rect2 _region;
bool _filter_clip;
};
#endif