#ifndef PROP_2D_DATA_LIGHT_H #define PROP_2D_DATA_LIGHT_H /* Copyright (c) 2019-2023 Péter Magyar 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