/*************************************************************************/
/*  prop_2d_light.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        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/*************************************************************************/

#include "prop_2d_light.h"

Vector2 Prop2DLight::get_position() {
	return _position;
}
void Prop2DLight::set_position(const Vector2 &pos) {
	_position = pos;
}

Color Prop2DLight::get_color() const {
	return _color;
}
void Prop2DLight::set_color(const Color &color) {
	_color = color;
}

float Prop2DLight::get_size() const {
	return _size;
}
void Prop2DLight::set_size(const float size) {
	_size = size;
}

Prop2DLight::Prop2DLight() {
	_size = 0;
}

Prop2DLight::~Prop2DLight() {
}

void Prop2DLight::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_position"), &Prop2DLight::get_position);
	ClassDB::bind_method(D_METHOD("set_position"), &Prop2DLight::set_position);
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "world_position"), "set_position", "get_position");

	ClassDB::bind_method(D_METHOD("get_color"), &Prop2DLight::get_color);
	ClassDB::bind_method(D_METHOD("set_color"), &Prop2DLight::set_color);
	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");

	ClassDB::bind_method(D_METHOD("get_size"), &Prop2DLight::get_size);
	ClassDB::bind_method(D_METHOD("set_size"), &Prop2DLight::set_size);
	ADD_PROPERTY(PropertyInfo(Variant::INT, "size"), "set_size", "get_size");
}