#ifndef PROP_2D_UTILS_H #define PROP_2D_UTILS_H #include "core/object/object.h" #include "core/object/reference.h" #include "core/containers/vector.h" #include "scene/main/spatial.h" #include "scene/main/node.h" class Prop2DData; class Prop2DDataEntry; class Room; class Prop2DUtils : public Object { GDCLASS(Prop2DUtils, Object); public: static Prop2DUtils *get_singleton(); Ref convert_tree(Node *root); void _convert_tree(Ref prop_data, Node *node, const Transform2D &transform); static int add_processor(const Ref &processor); static Ref get_processor(const int index); static void swap_processors(const int index1, const int index2); static void remove_processor(const int index); static int get_processor_count(); Prop2DUtils(); ~Prop2DUtils(); protected: static void _bind_methods(); private: int _add_processor_bind(const Ref &processor); Ref _get_processor_bind(const int index); void _swap_processors_bind(const int index1, const int index2); void _remove_processor_bind(const int index); int _get_processor_count_bind(); static Vector> _processors; static Prop2DUtils *_instance; }; #endif