#ifndef PROP_2D_DATA_LIGHT_H #define PROP_2D_DATA_LIGHT_H /*************************************************************************/ /* prop_2d_data_light.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/color.h" #include "prop_2d_data_entry.h" class Prop2DDataLight : public Prop2DDataEntry { GDCLASS(Prop2DDataLight, Prop2DDataEntry); public: Color get_light_color() const; void set_light_color(const Color value); int get_light_size_x() const; void set_light_size_x(const int value); int get_light_size_y() const; void set_light_size_y(const int value); float get_texture_scale() const; void set_texture_scale(const float value); float get_energy() const; void set_energy(const float value); Ref get_texture() const; void set_texture(const Ref value); bool _processor_handles(Node *node); void _processor_process(Ref prop_data, Node *node, const Transform2D &transform, Ref entry = Ref()); Node *_processor_get_node_for(const Transform2D &transform, Node *node = nullptr); Prop2DDataLight(); ~Prop2DDataLight(); protected: static void _bind_methods(); private: Color _light_color; int _light_size_x; int _light_size_y; float _texture_scale; float _energy; Ref _texture; }; #endif