pandemonium_engine/modules/skeleton_3d/resources/skeleton_modification_3d_stackholder.h

59 lines
3.1 KiB
C++

#ifndef SKELETON_MODIFICATION_3D_STACKHOLDER_H
#define SKELETON_MODIFICATION_3D_STACKHOLDER_H
/*************************************************************************/
/* skeleton_modification_3d_stackholder.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_modification_3d.h"
class SkeletonModification3DStackHolder : public SkeletonModification3D {
GDCLASS(SkeletonModification3DStackHolder, SkeletonModification3D);
protected:
static void _bind_methods();
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
Ref<SkeletonModificationStack3D> held_modification_stack;
virtual void _execute(real_t p_delta);
virtual void _setup_modification(Ref<SkeletonModificationStack3D> p_stack);
void set_held_modification_stack(Ref<SkeletonModificationStack3D> p_held_stack);
Ref<SkeletonModificationStack3D> get_held_modification_stack() const;
SkeletonModification3DStackHolder();
~SkeletonModification3DStackHolder();
};
#endif // SKELETON_MODIFICATION_3D_STACKHOLDER_H