/*************************************************************************/ /* prop_2d_data_prop.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 "prop_2d_data_prop.h" #include "../prop_2d_instance.h" #include "prop_2d_data.h" #include "modules/modules_enabled.gen.h" Ref Prop2DDataProp2D::get_prop() const { return _prop; } void Prop2DDataProp2D::set_prop(const Ref value) { _prop = value; } #ifdef MODULE_TEXTURE_PACKER_ENABLED void Prop2DDataProp2D::_add_textures_into(Ref texture_packer) { if (get_prop().is_valid()) { get_prop()->add_textures_into(texture_packer); } } #endif bool Prop2DDataProp2D::_processor_handles(Node *node) { Prop2DInstance *i = Object::cast_to(node); return i; } void Prop2DDataProp2D::_processor_process(Ref prop_data, Node *node, const Transform2D &transform, Ref entry) { Prop2DInstance *i = Object::cast_to(node); ERR_FAIL_COND(!i); Ref l; if (entry.is_valid()) { l = entry; } else { l.instance(); } l->set_prop(i->get_prop_data()); Prop2DDataEntry::_processor_process(prop_data, node, transform, l); } Node *Prop2DDataProp2D::_processor_get_node_for(const Transform2D &transform, Node *node) { Prop2DInstance *i = nullptr; if (!node) { i = memnew(Prop2DInstance); } else { i = Object::cast_to(node); } i->set_prop_data(get_prop()); return Prop2DDataEntry::_processor_get_node_for(transform, i); } Prop2DDataProp2D::Prop2DDataProp2D() { _snap_to_mesh = false; _snap_axis = Vector3(0, 1, 0); } Prop2DDataProp2D::~Prop2DDataProp2D() { if (_prop.is_valid()) _prop.unref(); } void Prop2DDataProp2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_prop"), &Prop2DDataProp2D::get_prop); ClassDB::bind_method(D_METHOD("set_prop", "value"), &Prop2DDataProp2D::set_prop); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DData"), "set_prop", "get_prop"); #ifdef MODULE_TEXTURE_PACKER_ENABLED ClassDB::bind_method(D_METHOD("_add_textures_into", "texture_packer"), &Prop2DDataProp2D::_add_textures_into); #endif }