/*************************************************************************/
/*  world_area.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        */
/* 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 "world_area.h"

AABB WorldArea::get_aabb() const {
	return _aabb;
}
void WorldArea::set_aabb(const AABB value) {
	_aabb = value;
}

Ref<Texture> WorldArea::get_map_texture() const {
	return _map_texture;
}
void WorldArea::set_map_texture(const Ref<Texture> &value) {
	_map_texture = value;
}

Ref<Texture> WorldArea::get_fov_texture() const {
	return _fov_texture;
}
void WorldArea::set_fov_texture(const Ref<Texture> &value) {
	_fov_texture = value;
}

String WorldArea::get_name() const {
	return _name;
}
void WorldArea::set_name(const String &value) {
	_name = value;
}

int WorldArea::get_level() const {
	return _level;
}
void WorldArea::set_level(const int level) {
	_level = level;
}

WorldArea::WorldArea() {
	_level = 0;
}

WorldArea::~WorldArea() {
}

void WorldArea::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_aabb"), &WorldArea::get_aabb);
	ClassDB::bind_method(D_METHOD("set_aabb"), &WorldArea::set_aabb);
	ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");

	ClassDB::bind_method(D_METHOD("get_map_texture"), &WorldArea::get_map_texture);
	ClassDB::bind_method(D_METHOD("set_map_texture"), &WorldArea::set_map_texture);
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "map_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_map_texture", "get_map_texture");

	ClassDB::bind_method(D_METHOD("get_fov_texture"), &WorldArea::get_fov_texture);
	ClassDB::bind_method(D_METHOD("set_fov_texture"), &WorldArea::set_fov_texture);
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fov_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_fov_texture", "get_fov_texture");

	ClassDB::bind_method(D_METHOD("get_name"), &WorldArea::get_name);
	ClassDB::bind_method(D_METHOD("set_name"), &WorldArea::set_name);
	ADD_PROPERTY(PropertyInfo(Variant::STRING, "name"), "set_name", "get_name");

	ClassDB::bind_method(D_METHOD("get_level"), &WorldArea::get_level);
	ClassDB::bind_method(D_METHOD("set_level"), &WorldArea::set_level);
	ADD_PROPERTY(PropertyInfo(Variant::INT, "level"), "set_level", "get_level");
}