pandemonium_engine/modules/props_2d/props/prop_2d_data_entry.h

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#ifndef PROP_2D_DATA_DATA_H
#define PROP_2D_DATA_DATA_H
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/*************************************************************************/
/* prop_2d_data_entry.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. */
/*************************************************************************/
#include "core/math/transform.h"
#include "core/math/transform_2d.h"
#include "core/object/resource.h"
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#include "scene/resources/material/material.h"
#include "modules/modules_enabled.gen.h"
class Prop2DData;
class Prop2DMesher;
class TexturePacker;
class Prop2DDataEntry : public Resource {
GDCLASS(Prop2DDataEntry, Resource);
public:
Transform get_transform() const;
void set_transform(const Transform &value);
Transform2D get_transform_2d() const;
void set_transform_2d(const Transform2D &value);
int get_z_index() const;
void set_z_index(const int value);
bool get_z_as_relative() const;
void set_z_as_relative(const bool value);
bool get_visible() const;
void set_visible(const bool value);
Color get_modulate() const;
void set_modulate(const Color &value);
Color get_self_modulate() const;
void set_self_modulate(const Color &value);
bool get_show_behind_parent() const;
void set_show_behind_parent(const bool value);
int get_light_mask() const;
void set_light_mask(const int value);
Ref<Material> get_material() const;
void set_material(const Ref<Material> &value);
bool get_use_parent_material() const;
void set_use_parent_material(const bool value);
#ifdef MODULE_TEXTURE_PACKER_ENABLED
void add_textures_into(Ref<TexturePacker> texture_packer);
#endif
bool processor_handles(Node *node);
void processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform);
Node *processor_get_node_for(const Transform2D &transform);
bool processor_evaluate_children();
virtual bool _processor_handles(Node *node);
virtual void _processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry = Ref<Prop2DDataEntry>());
virtual Node *_processor_get_node_for(const Transform2D &transform, Node *node = nullptr);
virtual bool _processor_evaluate_children();
Prop2DDataEntry();
~Prop2DDataEntry();
protected:
static void _bind_methods();
private:
Transform2D _transform;
int _z_index;
bool _z_as_relative;
bool _visible;
Color _modulate;
Color _self_modulate;
bool _show_behind_parent;
int _light_mask;
Ref<Material> _material;
bool _use_parent_material;
};
#endif