#ifndef PROP_2D_DATA_SPRITE_H #define PROP_2D_DATA_SPRITE_H /*************************************************************************/ /* 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. */ /*************************************************************************/ #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 get_texture() const; void set_texture(const Ref &value); Ref get_normal_map() const; void set_normal_map(const Ref &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 prop_data, Node *node, const Transform2D &transform, Ref entry = Ref()); 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; Ref _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