/*************************************************************************/ /* skeleton_model_entry.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 "skeleton_model_entry.h" int SkeletonModelEntry::get_count() const { return _count; } void SkeletonModelEntry::set_count(const int value) { _count = value; } int SkeletonModelEntry::get_priority() const { return _priority; } void SkeletonModelEntry::set_priority(const int value) { _priority = value; } Color SkeletonModelEntry::get_color() const { return _color; } void SkeletonModelEntry::set_color(const Color value) { _color = value; } Ref SkeletonModelEntry::get_entry() { return _entry; } void SkeletonModelEntry::set_entry(Ref entry) { _entry = entry; } SkeletonModelEntry::SkeletonModelEntry() { _count = 1; _priority = 0; _color = Color(1, 1, 1, 1); } SkeletonModelEntry::~SkeletonModelEntry() { _entry.unref(); } void SkeletonModelEntry::_bind_methods() { ClassDB::bind_method(D_METHOD("get_count"), &SkeletonModelEntry::get_count); ClassDB::bind_method(D_METHOD("set_count", "value"), &SkeletonModelEntry::set_count); ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); ClassDB::bind_method(D_METHOD("get_priority"), &SkeletonModelEntry::get_priority); ClassDB::bind_method(D_METHOD("set_priority", "value"), &SkeletonModelEntry::set_priority); ADD_PROPERTY(PropertyInfo(Variant::INT, "priority"), "set_priority", "get_priority"); ClassDB::bind_method(D_METHOD("get_color"), &SkeletonModelEntry::get_color); ClassDB::bind_method(D_METHOD("set_color", "value"), &SkeletonModelEntry::set_color); ADD_PROPERTY(PropertyInfo(Variant::INT, "color"), "set_color", "get_color"); ClassDB::bind_method(D_METHOD("get_entry"), &SkeletonModelEntry::get_entry); ClassDB::bind_method(D_METHOD("set_entry", "path"), &SkeletonModelEntry::set_entry); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "entry", PROPERTY_HINT_RESOURCE_TYPE, "ModelVisualEntry"), "set_entry", "get_entry"); }