mirror of
https://github.com/Relintai/pandemonium_engine.git
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86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
#ifndef PROP_2D_DATA_H
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#define PROP_2D_DATA_H
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "core/math/transform.h"
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#include "core/reference.h"
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#include "core/containers/vector.h"
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#include "core/math/rect2.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "prop_2d_data_entry.h"
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#if TEXTURE_PACKER_PRESENT
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#include "../../texture_packer/texture_packer.h"
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#endif
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class Prop2DData : public Resource {
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GDCLASS(Prop2DData, Resource);
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public:
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int get_id() const;
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void set_id(const int value);
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Ref<Prop2DDataEntry> get_prop(const int index) const;
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void set_prop(const int index, const Ref<Prop2DDataEntry> prop);
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void add_prop(const Ref<Prop2DDataEntry> prop);
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void remove_prop(const int index);
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int get_prop_count() const;
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Vector<Variant> get_props();
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void set_props(const Vector<Variant> &props);
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#if TEXTURE_PACKER_PRESENT
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void add_textures_into(Ref<TexturePacker> texture_packer);
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#endif
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bool get_is_room() const;
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void set_is_room(const bool value);
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PoolVector3Array get_room_bounds();
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void set_room_bounds(const PoolVector3Array &bounds);
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void copy_from(const Ref<Prop2DData> &prop_data);
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Prop2DData();
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~Prop2DData();
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protected:
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static void _bind_methods();
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private:
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int _id;
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Vector<Ref<Prop2DDataEntry>> _props;
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bool _is_room;
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PoolVector3Array _room_bounds;
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};
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#endif
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