mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-27 14:17:37 +01:00
173 lines
6.3 KiB
C++
173 lines
6.3 KiB
C++
/*************************************************************************/
|
|
/* prop_2d_data_light.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* PANDEMONIUM ENGINE */
|
|
/* https://github.com/Relintai/pandemonium_engine */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2022-present Péter Magyar. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* 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 "prop_2d_data_light.h"
|
|
|
|
#include "prop_2d_data.h"
|
|
|
|
#include "scene/2d/light_2d.h"
|
|
|
|
Color Prop2DDataLight::get_light_color() const {
|
|
return _light_color;
|
|
}
|
|
void Prop2DDataLight::set_light_color(const Color value) {
|
|
_light_color = value;
|
|
}
|
|
|
|
int Prop2DDataLight::get_light_size_x() const {
|
|
return _light_size_x;
|
|
}
|
|
void Prop2DDataLight::set_light_size_x(const int value) {
|
|
_light_size_x = value;
|
|
}
|
|
|
|
int Prop2DDataLight::get_light_size_y() const {
|
|
return _light_size_y;
|
|
}
|
|
void Prop2DDataLight::set_light_size_y(const int value) {
|
|
_light_size_y = value;
|
|
}
|
|
|
|
float Prop2DDataLight::get_texture_scale() const {
|
|
return _texture_scale;
|
|
}
|
|
void Prop2DDataLight::set_texture_scale(const float value) {
|
|
_texture_scale = value;
|
|
}
|
|
|
|
float Prop2DDataLight::get_energy() const {
|
|
return _energy;
|
|
}
|
|
void Prop2DDataLight::set_energy(const float value) {
|
|
_energy = value;
|
|
}
|
|
|
|
Ref<Texture> Prop2DDataLight::get_texture() const {
|
|
return _texture;
|
|
}
|
|
void Prop2DDataLight::set_texture(const Ref<Texture> value) {
|
|
_texture = value;
|
|
}
|
|
|
|
bool Prop2DDataLight::_processor_handles(Node *node) {
|
|
Light2D *i = Object::cast_to<Light2D>(node);
|
|
|
|
return i;
|
|
}
|
|
|
|
void Prop2DDataLight::_processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry) {
|
|
Light2D *i = Object::cast_to<Light2D>(node);
|
|
|
|
ERR_FAIL_COND(!i);
|
|
|
|
Ref<Prop2DDataLight> l;
|
|
|
|
if (entry.is_valid()) {
|
|
l = entry;
|
|
} else {
|
|
l.instance();
|
|
}
|
|
|
|
l->set_light_color(i->get_color());
|
|
|
|
Ref<Texture> tex = i->get_texture();
|
|
|
|
int w = 0;
|
|
int h = 0;
|
|
|
|
if (tex.is_valid()) {
|
|
w = tex->get_width();
|
|
h = tex->get_height();
|
|
}
|
|
|
|
l->set_light_size_x(w);
|
|
l->set_light_size_y(h);
|
|
|
|
l->set_texture_scale(i->get_texture_scale());
|
|
l->set_energy(i->get_energy());
|
|
l->set_texture(tex);
|
|
|
|
Prop2DDataEntry::_processor_process(prop_data, node, transform, l);
|
|
}
|
|
|
|
Node *Prop2DDataLight::_processor_get_node_for(const Transform2D &transform, Node *node) {
|
|
Light2D *i = nullptr;
|
|
|
|
if (!node) {
|
|
i = memnew(Light2D);
|
|
} else {
|
|
i = Object::cast_to<Light2D>(node);
|
|
}
|
|
|
|
i->set_color(get_light_color());
|
|
|
|
i->set_texture_scale(get_texture_scale());
|
|
i->set_energy(get_energy());
|
|
i->set_texture(get_texture());
|
|
|
|
return Prop2DDataEntry::_processor_get_node_for(transform, i);
|
|
}
|
|
|
|
Prop2DDataLight::Prop2DDataLight() {
|
|
_light_size_x = 0;
|
|
_light_size_y = 0;
|
|
_texture_scale = 0;
|
|
_energy = 0;
|
|
}
|
|
Prop2DDataLight::~Prop2DDataLight() {
|
|
}
|
|
|
|
void Prop2DDataLight::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("get_light_color"), &Prop2DDataLight::get_light_color);
|
|
ClassDB::bind_method(D_METHOD("set_light_color", "value"), &Prop2DDataLight::set_light_color);
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_light_color", "get_light_color");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_light_size_x"), &Prop2DDataLight::get_light_size_x);
|
|
ClassDB::bind_method(D_METHOD("set_light_size_x", "value"), &Prop2DDataLight::set_light_size_x);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_size_x"), "set_light_size_x", "get_light_size_x");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_light_size_y"), &Prop2DDataLight::get_light_size_y);
|
|
ClassDB::bind_method(D_METHOD("set_light_size_y", "value"), &Prop2DDataLight::set_light_size_y);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_size_y"), "set_light_size_y", "get_light_size_y");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_texture_scale"), &Prop2DDataLight::get_texture_scale);
|
|
ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &Prop2DDataLight::set_texture_scale);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_scale"), "set_texture_scale", "get_texture_scale");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_energy"), &Prop2DDataLight::get_energy);
|
|
ClassDB::bind_method(D_METHOD("set_energy", "value"), &Prop2DDataLight::set_energy);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy"), "set_energy", "get_energy");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_texture"), &Prop2DDataLight::get_texture);
|
|
ClassDB::bind_method(D_METHOD("set_texture", "value"), &Prop2DDataLight::set_texture);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
|
|
}
|