pandemonium_engine/modules/material_maker/nodes/mm_node_universal_property.h

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#ifndef MM_NODE_UNIVERSAL_PROPERTY_H
#define MM_NODE_UNIVERSAL_PROPERTY_H
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/*************************************************************************/
/* mm_node_universal_property.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/io/image.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/object/method_bind.h"
#include "core/variant/variant.h"
#include "core/object/resource.h"
class MMNode;
class MMNodeUniversalProperty : public Resource {
GDCLASS(MMNodeUniversalProperty, Resource);
public:
enum SlotTypes {
SLOT_TYPE_NONE = -1,
SLOT_TYPE_IMAGE = 0,
SLOT_TYPE_INT = 1,
SLOT_TYPE_FLOAT = 2,
SLOT_TYPE_VECTOR2 = 3,
SLOT_TYPE_VECTOR3 = 4,
SLOT_TYPE_COLOR = 5,
SLOT_TYPE_UNIVERSAL = 6,
};
enum MMNodeUniversalPropertyDefaultType {
DEFAULT_TYPE_INT = 0,
DEFAULT_TYPE_FLOAT = 1,
DEFAULT_TYPE_VECTOR2 = 2,
DEFAULT_TYPE_VECTOR3 = 3,
DEFAULT_TYPE_COLOR = 4,
DEFAULT_TYPE_IMAGE = 5,
};
int get_default_type() const;
void set_default_type(const int val);
int get_default_int() const;
void set_default_int(const int val);
float get_default_float() const;
void set_default_float(const float val);
Vector2 get_default_vector2() const;
void set_default_vector2(const Vector2 &val);
Vector3 get_default_vector3() const;
void set_default_vector3(const Vector3 &val);
Color get_default_color() const;
void set_default_color(const Color &val);
Ref<Image> get_default_image();
void set_default_image(const Ref<Image> &val);
bool get_get_value_from_owner() const;
void set_get_value_from_owner(const bool val);
bool get_force_override() const;
void set_force_override(const bool val);
Ref<Image> get_override_image();
void set_override_image(const Ref<Image> &val);
int get_input_slot_type() const;
void set_input_slot_type(const int val);
int get_output_slot_type() const;
void set_output_slot_type(const int val);
String get_slot_name() const;
void set_slot_name(const String &val);
float get_value_step() const;
void set_value_step(const float val);
Vector2 get_value_range() const;
void set_value_range(const Vector2 &val);
Ref<MMNodeUniversalProperty> get_input_property();
void set_input_property(const Ref<MMNodeUniversalProperty> &val);
void unset_input_property();
void on_input_property_changed();
Ref<MMNode> get_owner();
void set_owner(const Ref<MMNode> &val);
Variant get_value(const Vector2 &uv, const bool skip_owner_val = false);
Variant get_owner_value(const Vector2 &uv);
Variant get_value_or_zero(const Vector2 &uv, const bool skip_owner_val = false);
Vector2 get_value_sdf3d(const Vector3 &uv3, const bool skip_owner_val = false);
int to_int(const Variant &val);
float to_float(const Variant &val);
Vector2 to_vector2(const Variant &val);
Vector3 to_vector3(const Variant &val);
Color to_color(const Variant &val);
void set_value(const Variant &val);
Variant get_zero_value();
Variant get_default_value(const Vector2 &uv = Vector2());
Variant get_default_value_const(const Vector2 &uv = Vector2()) const;
void set_default_value(const Variant &val);
Ref<Image> get_active_image();
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void do_emit_changed();
MMNodeUniversalProperty();
~MMNodeUniversalProperty();
protected:
void _notification(int p_what);
static void _bind_methods();
//export(int, "Int,Float,Vector2,Vector3,Color,Image")
int default_type;
//export(int)
int default_int;
//export(float)
float default_float;
//export(Vector2)
Vector2 default_vector2;
//export(Vector3)
Vector3 default_vector3;
//export(Color)
Color default_color;
//export(Image)
Ref<Image> default_image;
bool get_value_from_owner;
bool force_override;
//This is not exported on purpose!
Ref<Image> override_image;
Ref<MMNodeUniversalProperty> input_property;
int input_slot_type;
int output_slot_type;
String slot_name;
float value_step;
Vector2 value_range;
Ref<MMNode> owner;
};
VARIANT_ENUM_CAST(MMNodeUniversalProperty::SlotTypes);
VARIANT_ENUM_CAST(MMNodeUniversalProperty::MMNodeUniversalPropertyDefaultType);
#endif