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121 lines
4.4 KiB
C++
121 lines
4.4 KiB
C++
#ifndef PROP_2D_DATA_DATA_H
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#define PROP_2D_DATA_DATA_H
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/*************************************************************************/
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/* prop_2d_data_entry.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/math/transform.h"
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#include "core/math/transform_2d.h"
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#include "core/object/resource.h"
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#include "scene/resources/material/material.h"
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#include "modules/modules_enabled.gen.h"
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class Prop2DData;
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class Prop2DMesher;
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class TexturePacker;
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class Prop2DDataEntry : public Resource {
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GDCLASS(Prop2DDataEntry, Resource);
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public:
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Transform get_transform() const;
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void set_transform(const Transform &value);
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Transform2D get_transform_2d() const;
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void set_transform_2d(const Transform2D &value);
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int get_z_index() const;
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void set_z_index(const int value);
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bool get_z_as_relative() const;
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void set_z_as_relative(const bool value);
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bool get_visible() const;
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void set_visible(const bool value);
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Color get_modulate() const;
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void set_modulate(const Color &value);
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Color get_self_modulate() const;
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void set_self_modulate(const Color &value);
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bool get_show_behind_parent() const;
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void set_show_behind_parent(const bool value);
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int get_light_mask() const;
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void set_light_mask(const int value);
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Ref<Material> get_material() const;
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void set_material(const Ref<Material> &value);
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bool get_use_parent_material() const;
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void set_use_parent_material(const bool value);
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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void add_textures_into(Ref<TexturePacker> texture_packer);
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#endif
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bool processor_handles(Node *node);
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void processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform);
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Node *processor_get_node_for(const Transform2D &transform);
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bool processor_evaluate_children();
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virtual bool _processor_handles(Node *node);
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virtual void _processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry = Ref<Prop2DDataEntry>());
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virtual Node *_processor_get_node_for(const Transform2D &transform, Node *node = nullptr);
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virtual bool _processor_evaluate_children();
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Prop2DDataEntry();
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~Prop2DDataEntry();
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protected:
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static void _bind_methods();
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private:
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Transform2D _transform;
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int _z_index;
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bool _z_as_relative;
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bool _visible;
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Color _modulate;
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Color _self_modulate;
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bool _show_behind_parent;
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int _light_mask;
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Ref<Material> _material;
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bool _use_parent_material;
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};
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#endif
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