#ifndef PROP_2D_DATA_DATA_H #define PROP_2D_DATA_DATA_H /*************************************************************************/ /* 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" #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 get_material() const; void set_material(const Ref &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 texture_packer); #endif bool processor_handles(Node *node); void processor_process(Ref 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 prop_data, Node *node, const Transform2D &transform, Ref entry = Ref()); 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; bool _use_parent_material; }; #endif