#ifndef MM_NODE_UNIVERSAL_PROPERTY_H #define MM_NODE_UNIVERSAL_PROPERTY_H /*************************************************************************/ /* mm_node_universal_property.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/io/image.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "core/object/method_bind.h" #include "core/variant/variant.h" #include "core/object/resource.h" class MMNode; class MMNodeUniversalProperty : public Resource { GDCLASS(MMNodeUniversalProperty, Resource); public: enum SlotTypes { SLOT_TYPE_NONE = -1, SLOT_TYPE_IMAGE = 0, SLOT_TYPE_INT = 1, SLOT_TYPE_FLOAT = 2, SLOT_TYPE_VECTOR2 = 3, SLOT_TYPE_VECTOR3 = 4, SLOT_TYPE_COLOR = 5, SLOT_TYPE_UNIVERSAL = 6, }; enum MMNodeUniversalPropertyDefaultType { DEFAULT_TYPE_INT = 0, DEFAULT_TYPE_FLOAT = 1, DEFAULT_TYPE_VECTOR2 = 2, DEFAULT_TYPE_VECTOR3 = 3, DEFAULT_TYPE_COLOR = 4, DEFAULT_TYPE_IMAGE = 5, }; int get_default_type() const; void set_default_type(const int val); int get_default_int() const; void set_default_int(const int val); float get_default_float() const; void set_default_float(const float val); Vector2 get_default_vector2() const; void set_default_vector2(const Vector2 &val); Vector3 get_default_vector3() const; void set_default_vector3(const Vector3 &val); Color get_default_color() const; void set_default_color(const Color &val); Ref get_default_image(); void set_default_image(const Ref &val); bool get_get_value_from_owner() const; void set_get_value_from_owner(const bool val); bool get_force_override() const; void set_force_override(const bool val); Ref get_override_image(); void set_override_image(const Ref &val); int get_input_slot_type() const; void set_input_slot_type(const int val); int get_output_slot_type() const; void set_output_slot_type(const int val); String get_slot_name() const; void set_slot_name(const String &val); float get_value_step() const; void set_value_step(const float val); Vector2 get_value_range() const; void set_value_range(const Vector2 &val); Ref get_input_property(); void set_input_property(const Ref &val); void unset_input_property(); void on_input_property_changed(); Ref get_owner(); void set_owner(const Ref &val); Variant get_value(const Vector2 &uv, const bool skip_owner_val = false); Variant get_owner_value(const Vector2 &uv); Variant get_value_or_zero(const Vector2 &uv, const bool skip_owner_val = false); Vector2 get_value_sdf3d(const Vector3 &uv3, const bool skip_owner_val = false); int to_int(const Variant &val); float to_float(const Variant &val); Vector2 to_vector2(const Variant &val); Vector3 to_vector3(const Variant &val); Color to_color(const Variant &val); void set_value(const Variant &val); Variant get_zero_value(); Variant get_default_value(const Vector2 &uv = Vector2()); Variant get_default_value_const(const Vector2 &uv = Vector2()) const; void set_default_value(const Variant &val); Ref get_active_image(); void do_emit_changed(); MMNodeUniversalProperty(); ~MMNodeUniversalProperty(); protected: void _notification(int p_what); static void _bind_methods(); //export(int, "Int,Float,Vector2,Vector3,Color,Image") int default_type; //export(int) int default_int; //export(float) float default_float; //export(Vector2) Vector2 default_vector2; //export(Vector3) Vector3 default_vector3; //export(Color) Color default_color; //export(Image) Ref default_image; bool get_value_from_owner; bool force_override; //This is not exported on purpose! Ref override_image; Ref input_property; int input_slot_type; int output_slot_type; String slot_name; float value_step; Vector2 value_range; Ref owner; }; VARIANT_ENUM_CAST(MMNodeUniversalProperty::SlotTypes); VARIANT_ENUM_CAST(MMNodeUniversalProperty::MMNodeUniversalPropertyDefaultType); #endif