#ifndef PROP_2D_DATA_H #define PROP_2D_DATA_H /*************************************************************************/ /* prop_2d_data.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/containers/vector.h" #include "core/math/transform.h" #include "core/object/reference.h" #include "core/math/rect2.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "prop_2d_data_entry.h" #include "modules/modules_enabled.gen.h" #ifdef MODULE_TEXTURE_PACKER_ENABLED #include "../../texture_packer/texture_packer.h" #endif class Prop2DData : public Resource { GDCLASS(Prop2DData, Resource); public: int get_id() const; void set_id(const int value); Ref get_prop(const int index) const; void set_prop(const int index, const Ref prop); void add_prop(const Ref prop); void remove_prop(const int index); int get_prop_count() const; Vector get_props(); void set_props(const Vector &props); #ifdef MODULE_TEXTURE_PACKER_ENABLED void add_textures_into(Ref texture_packer); #endif bool get_is_room() const; void set_is_room(const bool value); PoolVector3Array get_room_bounds(); void set_room_bounds(const PoolVector3Array &bounds); void copy_from(const Ref &prop_data); Prop2DData(); ~Prop2DData(); protected: static void _bind_methods(); private: int _id; bool _snap_to_mesh; Vector3 _snap_axis; Vector> _props; bool _is_room; PoolVector3Array _room_bounds; }; #endif