pandemonium_engine/modules/props_2d/props/prop_2d_data_light.cpp

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");
}