pandemonium_engine/modules/material_maker/nodes/mm_node_universal_property.h

144 lines
3.6 KiB
C++

#ifndef MM_NODE_UNIVERSAL_PROPERTY_H
#define MM_NODE_UNIVERSAL_PROPERTY_H
class MMNodeUniversalProperty : public Resource {
GDCLASS(MMNodeUniversalProperty, Resource);
public:
int get_default_type() const;
void set_default_type(const int val);
int get_default_int() const;
void set_default_int(const int val);
float get_default_float() const;
void set_default_float(const float val);
Vector2 get_default_vector2();
void set_default_vector2(const Vector2 &val);
Vector3 get_default_vector3();
void set_default_vector3(const Vector3 &val);
Color get_default_color();
void set_default_color(const Color &val);
Ref<Image> get_default_image();
void set_default_image(const Ref<Image> &val);
bool get_get_value_from_owner() const;
void set_get_value_from_owner(const bool val);
bool get_force_override() const;
void set_force_override(const bool val);
Ref<Image> get_override_image();
void set_override_image(const Ref<Image> &val);
Ref<Resource> get_input_property();
void set_input_property(const Ref<Resource> &val);
int get_input_slot_type() const;
void set_input_slot_type(const int val);
int get_output_slot_type() const;
void set_output_slot_type(const int val);
String get_slot_name();
void set_slot_name(const String &val);
float get_value_step() const;
void set_value_step(const float val);
Vector2 get_value_range();
void set_value_range(const Vector2 &val);
Variant get_Variant();
void set_Variant(const Variant &val);
enum SlotTypes {
SLOT_TYPE_NONE = -1,
SLOT_TYPE_IMAGE = 0,
SLOT_TYPE_INT = 1,
SLOT_TYPE_FLOAT = 2,
SLOT_TYPE_VECTOR2 = 3,
SLOT_TYPE_VECTOR3 = 4,
SLOT_TYPE_COLOR = 5,
SLOT_TYPE_UNIVERSAL = 6,
};
enum MMNodeUniversalPropertyDefaultType {
DEFAULT_TYPE_INT = 0,
DEFAULT_TYPE_FLOAT = 1,
DEFAULT_TYPE_VECTOR2 = 2,
DEFAULT_TYPE_VECTOR3 = 3,
DEFAULT_TYPE_COLOR = 4,
DEFAULT_TYPE_IMAGE = 5,
};
void _init();
void get_value(const Vector2 &uv, const bool skip_owner_val = false);
void get_owner_value(const Vector2 &uv);
void get_value_or_zero(const Vector2 &uv, const bool skip_owner_val = false);
Vector2 get_value_sdf3d(const Vector3 &uv3, const bool skip_owner_val = false);
int to_int(const Variant &val);
float to_float(const Variant &val);
Vector2 to_vector2(const Variant &val);
Vector3 to_vector3(const Variant &val);
Color to_color(const Variant &val);
void set_value(const Variant &val);
void get_zero_value();
void get_default_value(const Vector2 &uv = Vector2());
void set_default_value(const Variant &val);
Image get_active_image();
void set_input_property(const MMNodeUniversalProperty &val);
void unset_input_property();
void on_input_property_changed();
MMNodeUniversalProperty();
~MMNodeUniversalProperty();
protected:
static void _bind_methods();
//tool
};
}
;
//export(int, "Int,Float,Vector2,Vector3,Color,Image")
int default_type = ;
//export(int)
int default_int = ;
//export(float)
float default_float = ;
//export(Vector2)
Vector2 default_vector2 = ;
//export(Vector3)
Vector3 default_vector3 = ;
//export(Color)
Color default_color = ;
//export(Image)
Ref<Image> default_image;
bool get_value_from_owner = false;
bool force_override = false;
//This is not exported on purpose!
Ref<Image> override_image;
//Should be a MMNodeUniversalProperty, but can't set it up like that
//export(Resource)
Ref<Resource> input_property;
int input_slot_type = SlotTypes.SLOT_TYPE_NONE;
int output_slot_type = SlotTypes.SLOT_TYPE_NONE;
String slot_name = ;
float value_step = 0.1;
Vector2 value_range = Vector2(-1000, 1000);
//MMNode
Variant;
// Because in UndiRedo if you pass null as the only argument it will look
// for a method with no arguments
}
;
#endif