pandemonium_engine/modules/props_2d/props/prop_2d_data_entry.cpp

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2023-12-18 00:18:53 +01:00
/*************************************************************************/
/* prop_2d_data_entry.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "prop_2d_data_entry.h"
#include "prop_2d_data.h"
#include "scene/main/node_2d.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_TEXTURE_PACKER_ENABLED
#include "../../texture_packer/texture_packer.h"
#endif
#include "../prop_2d_mesher.h"
Transform Prop2DDataEntry::get_transform() const {
return Transform();
}
void Prop2DDataEntry::set_transform(const Transform &value) {
}
Transform2D Prop2DDataEntry::get_transform_2d() const {
return _transform;
}
void Prop2DDataEntry::set_transform_2d(const Transform2D &value) {
_transform = value;
}
int Prop2DDataEntry::get_z_index() const {
return _z_index;
}
void Prop2DDataEntry::set_z_index(const int value) {
_z_index = value;
}
bool Prop2DDataEntry::get_z_as_relative() const {
return _z_as_relative;
}
void Prop2DDataEntry::set_z_as_relative(const bool value) {
_z_as_relative = value;
}
bool Prop2DDataEntry::get_visible() const {
return _visible;
}
void Prop2DDataEntry::set_visible(const bool value) {
_visible = value;
}
Color Prop2DDataEntry::get_modulate() const {
return _modulate;
}
void Prop2DDataEntry::set_modulate(const Color &value) {
_modulate = value;
}
Color Prop2DDataEntry::get_self_modulate() const {
return _self_modulate;
}
void Prop2DDataEntry::set_self_modulate(const Color &value) {
_self_modulate = value;
}
bool Prop2DDataEntry::get_show_behind_parent() const {
return _show_behind_parent;
}
void Prop2DDataEntry::set_show_behind_parent(const bool value) {
_show_behind_parent = value;
}
int Prop2DDataEntry::get_light_mask() const {
return _light_mask;
}
void Prop2DDataEntry::set_light_mask(const int value) {
_light_mask = value;
}
Ref<Material> Prop2DDataEntry::get_material() const {
return _material;
}
void Prop2DDataEntry::set_material(const Ref<Material> &value) {
_material = value;
}
bool Prop2DDataEntry::get_use_parent_material() const {
return _use_parent_material;
}
void Prop2DDataEntry::set_use_parent_material(const bool value) {
_use_parent_material = value;
}
#ifdef MODULE_TEXTURE_PACKER_ENABLED
void Prop2DDataEntry::add_textures_into(Ref<TexturePacker> texture_packer) {
if (has_method("_add_textures_into"))
call("_add_textures_into", texture_packer);
}
#endif
bool Prop2DDataEntry::processor_handles(Node *node) {
return call("_processor_handles", node);
}
void Prop2DDataEntry::processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform) {
call("_processor_process", prop_data, node, transform);
}
Node *Prop2DDataEntry::processor_get_node_for(const Transform2D &transform) {
return call("_processor_get_node_for", transform);
}
bool Prop2DDataEntry::processor_evaluate_children() {
return call("_processor_evaluate_children");
}
bool Prop2DDataEntry::_processor_handles(Node *node) {
return false;
}
void Prop2DDataEntry::_processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry) {
Node2D *n = Object::cast_to<Node2D>(node);
ERR_FAIL_COND(!n);
Ref<Prop2DDataEntry> e;
if (entry.is_valid()) {
e = entry;
} else {
e.instance();
}
e->set_transform_2d(transform * n->get_transform());
e->set_z_index(n->get_z_index());
e->set_z_as_relative(n->is_z_relative());
e->set_visible(n->is_visible());
e->set_modulate(n->get_modulate());
e->set_self_modulate(n->get_self_modulate());
e->set_show_behind_parent(n->is_draw_behind_parent_enabled());
e->set_light_mask(n->get_light_mask());
e->set_material(n->get_material());
e->set_use_parent_material(n->get_use_parent_material());
prop_data->add_prop(e);
}
Node *Prop2DDataEntry::_processor_get_node_for(const Transform2D &transform, Node *node) {
Node2D *n;
if (node) {
n = Object::cast_to<Node2D>(node);
} else {
n = memnew(Node2D());
}
ERR_FAIL_COND_V(!n, nullptr);
n->set_transform(transform * get_transform_2d());
n->set_z_index(get_z_index());
n->set_z_as_relative(get_z_as_relative());
n->set_visible(get_visible());
n->set_modulate(get_modulate());
n->set_self_modulate(get_self_modulate());
n->set_draw_behind_parent(get_show_behind_parent());
n->set_light_mask(get_light_mask());
n->set_material(get_material());
n->set_use_parent_material(get_use_parent_material());
return n;
}
bool Prop2DDataEntry::_processor_evaluate_children() {
return true;
}
Prop2DDataEntry::Prop2DDataEntry() {
_z_index = 0;
_z_as_relative = true;
_visible = true;
_modulate = Color(1, 1, 1, 1);
_self_modulate = Color(1, 1, 1, 1);
_show_behind_parent = false;
_light_mask = 1;
_use_parent_material = false;
}
Prop2DDataEntry::~Prop2DDataEntry() {
}
void Prop2DDataEntry::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_transform"), &Prop2DDataEntry::get_transform);
ClassDB::bind_method(D_METHOD("set_transform", "value"), &Prop2DDataEntry::set_transform);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
ClassDB::bind_method(D_METHOD("get_transform_2d"), &Prop2DDataEntry::get_transform_2d);
ClassDB::bind_method(D_METHOD("set_transform_2d", "value"), &Prop2DDataEntry::set_transform_2d);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform_2d"), "set_transform_2d", "get_transform_2d");
ClassDB::bind_method(D_METHOD("get_z_index"), &Prop2DDataEntry::get_z_index);
ClassDB::bind_method(D_METHOD("set_z_index", "value"), &Prop2DDataEntry::set_z_index);
ADD_PROPERTY(PropertyInfo(Variant::INT, "z_index"), "set_z_index", "get_z_index");
ClassDB::bind_method(D_METHOD("get_z_as_relative"), &Prop2DDataEntry::get_z_as_relative);
ClassDB::bind_method(D_METHOD("set_z_as_relative", "value"), &Prop2DDataEntry::set_z_as_relative);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "z_as_relative"), "set_z_as_relative", "get_z_as_relative");
ClassDB::bind_method(D_METHOD("get_visible"), &Prop2DDataEntry::get_visible);
ClassDB::bind_method(D_METHOD("set_visible", "value"), &Prop2DDataEntry::set_visible);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "get_visible");
ClassDB::bind_method(D_METHOD("get_modulate"), &Prop2DDataEntry::get_modulate);
ClassDB::bind_method(D_METHOD("set_modulate", "value"), &Prop2DDataEntry::set_modulate);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
ClassDB::bind_method(D_METHOD("get_self_modulate"), &Prop2DDataEntry::get_self_modulate);
ClassDB::bind_method(D_METHOD("set_self_modulate", "value"), &Prop2DDataEntry::set_self_modulate);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "self_modulate"), "set_self_modulate", "get_self_modulate");
ClassDB::bind_method(D_METHOD("get_show_behind_parent"), &Prop2DDataEntry::get_show_behind_parent);
ClassDB::bind_method(D_METHOD("set_show_behind_parent", "value"), &Prop2DDataEntry::set_show_behind_parent);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_behind_parent"), "set_show_behind_parent", "get_show_behind_parent");
ClassDB::bind_method(D_METHOD("get_light_mask"), &Prop2DDataEntry::get_light_mask);
ClassDB::bind_method(D_METHOD("set_light_mask", "value"), &Prop2DDataEntry::set_light_mask);
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mask"), "set_light_mask", "get_light_mask");
ClassDB::bind_method(D_METHOD("get_material"), &Prop2DDataEntry::get_material);
ClassDB::bind_method(D_METHOD("set_material", "value"), &Prop2DDataEntry::set_material);
ADD_PROPERTY(PropertyInfo(Variant::INT, "material"), "set_material", "get_material");
ClassDB::bind_method(D_METHOD("get_use_parent_material"), &Prop2DDataEntry::get_use_parent_material);
ClassDB::bind_method(D_METHOD("set_use_parent_material", "value"), &Prop2DDataEntry::set_use_parent_material);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_parent_material"), "set_use_parent_material", "get_use_parent_material");
#ifdef MODULE_TEXTURE_PACKER_ENABLED
BIND_VMETHOD(MethodInfo("_add_textures_into", PropertyInfo(Variant::OBJECT, "texture_packer", PROPERTY_HINT_RESOURCE_TYPE, "TexturePacker")));
ClassDB::bind_method(D_METHOD("add_textures_into", "texture_packer"), &Prop2DDataEntry::add_textures_into);
#endif
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "handles"), "_processor_handles"));
BIND_VMETHOD(MethodInfo("_processor_process",
PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DData"),
PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"),
PropertyInfo(Variant::TRANSFORM, "transform"),
PropertyInfo(Variant::OBJECT, "entry", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DDataEntry")));
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"), "_processor_get_node_for",
PropertyInfo(Variant::TRANSFORM, "transform"),
PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "evaluate"), "_processor_evaluate_children"));
ClassDB::bind_method(D_METHOD("processor_handles", "node"), &Prop2DDataEntry::processor_handles);
ClassDB::bind_method(D_METHOD("processor_process", "prop_data", "node", "transform"), &Prop2DDataEntry::processor_process);
ClassDB::bind_method(D_METHOD("processor_get_node_for", "prop_data"), &Prop2DDataEntry::processor_get_node_for);
ClassDB::bind_method(D_METHOD("processor_evaluate_children"), &Prop2DDataEntry::processor_evaluate_children);
ClassDB::bind_method(D_METHOD("_processor_handles", "node"), &Prop2DDataEntry::_processor_handles);
ClassDB::bind_method(D_METHOD("_processor_process", "prop_data", "node", "transform", "entry"), &Prop2DDataEntry::_processor_process, Ref<Prop2DDataEntry>());
ClassDB::bind_method(D_METHOD("_processor_get_node_for", "transform", "node"), &Prop2DDataEntry::_processor_get_node_for, Variant());
ClassDB::bind_method(D_METHOD("_processor_evaluate_children"), &Prop2DDataEntry::_processor_evaluate_children);
}