pandemonium_engine/modules/props_2d/props/prop_2d_data.h

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#ifndef PROP_2D_DATA_H
#define PROP_2D_DATA_H
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/*************************************************************************/
/* prop_2d_data.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/containers/vector.h"
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#include "core/math/transform.h"
#include "core/object/reference.h"
#include "core/math/rect2.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "prop_2d_data_entry.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_TEXTURE_PACKER_ENABLED
#include "../../texture_packer/texture_packer.h"
#endif
class Prop2DData : public Resource {
GDCLASS(Prop2DData, Resource);
public:
int get_id() const;
void set_id(const int value);
Ref<Prop2DDataEntry> get_prop(const int index) const;
void set_prop(const int index, const Ref<Prop2DDataEntry> prop);
void add_prop(const Ref<Prop2DDataEntry> prop);
void remove_prop(const int index);
int get_prop_count() const;
Vector<Variant> get_props();
void set_props(const Vector<Variant> &props);
#ifdef MODULE_TEXTURE_PACKER_ENABLED
void add_textures_into(Ref<TexturePacker> texture_packer);
#endif
bool get_is_room() const;
void set_is_room(const bool value);
PoolVector3Array get_room_bounds();
void set_room_bounds(const PoolVector3Array &bounds);
void copy_from(const Ref<Prop2DData> &prop_data);
Prop2DData();
~Prop2DData();
protected:
static void _bind_methods();
private:
int _id;
bool _snap_to_mesh;
Vector3 _snap_axis;
Vector<Ref<Prop2DDataEntry>> _props;
bool _is_room;
PoolVector3Array _room_bounds;
};
#endif