mirror of
https://github.com/Relintai/pandemonium_engine.git
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173 lines
6.3 KiB
C++
173 lines
6.3 KiB
C++
/*************************************************************************/
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/* prop_2d_data_light.cpp */
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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 "prop_2d_data_light.h"
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#include "prop_2d_data.h"
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#include "scene/2d/light_2d.h"
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Color Prop2DDataLight::get_light_color() const {
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return _light_color;
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}
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void Prop2DDataLight::set_light_color(const Color value) {
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_light_color = value;
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}
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int Prop2DDataLight::get_light_size_x() const {
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return _light_size_x;
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}
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void Prop2DDataLight::set_light_size_x(const int value) {
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_light_size_x = value;
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}
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int Prop2DDataLight::get_light_size_y() const {
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return _light_size_y;
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}
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void Prop2DDataLight::set_light_size_y(const int value) {
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_light_size_y = value;
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}
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float Prop2DDataLight::get_texture_scale() const {
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return _texture_scale;
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}
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void Prop2DDataLight::set_texture_scale(const float value) {
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_texture_scale = value;
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}
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float Prop2DDataLight::get_energy() const {
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return _energy;
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}
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void Prop2DDataLight::set_energy(const float value) {
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_energy = value;
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}
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Ref<Texture> Prop2DDataLight::get_texture() const {
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return _texture;
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}
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void Prop2DDataLight::set_texture(const Ref<Texture> value) {
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_texture = value;
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}
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bool Prop2DDataLight::_processor_handles(Node *node) {
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Light2D *i = Object::cast_to<Light2D>(node);
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return i;
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}
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void Prop2DDataLight::_processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry) {
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Light2D *i = Object::cast_to<Light2D>(node);
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ERR_FAIL_COND(!i);
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Ref<Prop2DDataLight> l;
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if (entry.is_valid()) {
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l = entry;
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} else {
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l.instance();
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}
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l->set_light_color(i->get_color());
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Ref<Texture> tex = i->get_texture();
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int w = 0;
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int h = 0;
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if (tex.is_valid()) {
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w = tex->get_width();
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h = tex->get_height();
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}
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l->set_light_size_x(w);
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l->set_light_size_y(h);
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l->set_texture_scale(i->get_texture_scale());
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l->set_energy(i->get_energy());
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l->set_texture(tex);
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Prop2DDataEntry::_processor_process(prop_data, node, transform, l);
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}
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Node *Prop2DDataLight::_processor_get_node_for(const Transform2D &transform, Node *node) {
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Light2D *i = nullptr;
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if (!node) {
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i = memnew(Light2D);
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} else {
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i = Object::cast_to<Light2D>(node);
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}
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i->set_color(get_light_color());
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i->set_texture_scale(get_texture_scale());
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i->set_energy(get_energy());
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i->set_texture(get_texture());
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return Prop2DDataEntry::_processor_get_node_for(transform, i);
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}
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Prop2DDataLight::Prop2DDataLight() {
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_light_size_x = 0;
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_light_size_y = 0;
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_texture_scale = 0;
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_energy = 0;
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}
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Prop2DDataLight::~Prop2DDataLight() {
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}
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void Prop2DDataLight::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_light_color"), &Prop2DDataLight::get_light_color);
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ClassDB::bind_method(D_METHOD("set_light_color", "value"), &Prop2DDataLight::set_light_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_light_color", "get_light_color");
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ClassDB::bind_method(D_METHOD("get_light_size_x"), &Prop2DDataLight::get_light_size_x);
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ClassDB::bind_method(D_METHOD("set_light_size_x", "value"), &Prop2DDataLight::set_light_size_x);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "light_size_x"), "set_light_size_x", "get_light_size_x");
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ClassDB::bind_method(D_METHOD("get_light_size_y"), &Prop2DDataLight::get_light_size_y);
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ClassDB::bind_method(D_METHOD("set_light_size_y", "value"), &Prop2DDataLight::set_light_size_y);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "light_size_y"), "set_light_size_y", "get_light_size_y");
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ClassDB::bind_method(D_METHOD("get_texture_scale"), &Prop2DDataLight::get_texture_scale);
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ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &Prop2DDataLight::set_texture_scale);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_scale"), "set_texture_scale", "get_texture_scale");
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ClassDB::bind_method(D_METHOD("get_energy"), &Prop2DDataLight::get_energy);
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ClassDB::bind_method(D_METHOD("set_energy", "value"), &Prop2DDataLight::set_energy);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy"), "set_energy", "get_energy");
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ClassDB::bind_method(D_METHOD("get_texture"), &Prop2DDataLight::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture", "value"), &Prop2DDataLight::set_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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}
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