pandemonium_engine/modules/terraman_2d/library/terrain_2d_library.cpp

354 lines
16 KiB
C++

/*************************************************************************/
/* terrain_2d_library.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 "terrain_2d_library.h"
#include "../world/terrain_2d_chunk.h"
#include "terrain_2d_material_cache.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_PROPS_2D_ENABLED
#include "../../props_2d/props/prop_2d_data.h"
#endif
#include "scene/resources/packed_scene.h"
#include "../defines.h"
bool Terrain2DLibrary::get_initialized() const {
return _initialized;
}
void Terrain2DLibrary::set_initialized(const bool value) {
_initialized = value;
}
bool Terrain2DLibrary::supports_caching() {
return call("_supports_caching");
}
bool Terrain2DLibrary::_supports_caching() {
return false;
}
//Textures
Ref<Texture> Terrain2DLibrary::texture_get() {
return _texture;
}
void Terrain2DLibrary::texture_set(const Ref<Texture> &value) {
_texture = value;
}
Ref<Texture> Terrain2DLibrary::liquid_texture_get() {
return _liquid_texture;
}
void Terrain2DLibrary::liquid_texture_set(const Ref<Texture> &value) {
_liquid_texture = value;
}
Ref<Texture> Terrain2DLibrary::prop_texture_get() {
return _prop_texture;
}
void Terrain2DLibrary::prop_texture_set(const Ref<Texture> &value) {
_prop_texture = value;
}
//Materials
void Terrain2DLibrary::material_cache_get_key(Ref<Terrain2DChunk> chunk) {
call("_material_cache_get_key", chunk);
}
void Terrain2DLibrary::_material_cache_get_key(Ref<Terrain2DChunk> chunk) {
}
Ref<Terrain2DMaterialCache> Terrain2DLibrary::material_cache_get(const int key) {
return call("_material_cache_get", key);
}
Ref<Terrain2DMaterialCache> Terrain2DLibrary::_material_cache_get(const int key) {
ERR_FAIL_V_MSG(Ref<Terrain2DMaterialCache>(), "This Terrain2DLibrary doesn't support cached materials!");
}
void Terrain2DLibrary::material_cache_unref(const int key) {
call("_material_cache_unref", key);
}
void Terrain2DLibrary::_material_cache_unref(const int key) {
}
Ref<Material> Terrain2DLibrary::material_get() {
return _material;
}
void Terrain2DLibrary::material_set(const Ref<Material> &value) {
_material = value;
}
//Liquid Materials
void Terrain2DLibrary::liquid_material_cache_get_key(Ref<Terrain2DChunk> chunk) {
call("_liquid_material_cache_get_key", chunk);
}
void Terrain2DLibrary::_liquid_material_cache_get_key(Ref<Terrain2DChunk> chunk) {
}
Ref<Terrain2DMaterialCache> Terrain2DLibrary::liquid_material_cache_get(const int key) {
return call("_liquid_material_cache_get", key);
}
Ref<Terrain2DMaterialCache> Terrain2DLibrary::_liquid_material_cache_get(const int key) {
ERR_FAIL_V_MSG(Ref<Terrain2DMaterialCache>(), "This Terrain2DLibrary doesn't support cached liquid materials!");
}
void Terrain2DLibrary::liquid_material_cache_unref(const int key) {
call("_liquid_material_cache_unref", key);
}
void Terrain2DLibrary::_liquid_material_cache_unref(const int key) {
}
Ref<Material> Terrain2DLibrary::liquid_material_get() {
return _liquid_material;
}
void Terrain2DLibrary::liquid_material_set(const Ref<Material> &value) {
_liquid_material = value;
}
//Prop2D Materials
void Terrain2DLibrary::prop_material_cache_get_key(Ref<Terrain2DChunk> chunk) {
call("_prop_material_cache_get_key", chunk);
}
void Terrain2DLibrary::_prop_material_cache_get_key(Ref<Terrain2DChunk> chunk) {
}
Ref<Terrain2DMaterialCache> Terrain2DLibrary::prop_material_cache_get(const int key) {
return call("_prop_material_cache_get", key);
}
Ref<Terrain2DMaterialCache> Terrain2DLibrary::_prop_material_cache_get(const int key) {
ERR_FAIL_V_MSG(Ref<Terrain2DMaterialCache>(), "This Terrain2DLibrary doesn't support cached prop materials!");
}
void Terrain2DLibrary::prop_material_cache_unref(const int key) {
call("_prop_material_cache_unref", key);
}
void Terrain2DLibrary::_prop_material_cache_unref(const int key) {
}
Ref<Material> Terrain2DLibrary::prop_material_get() {
return _prop_material;
}
void Terrain2DLibrary::prop_material_set(const Ref<Material> &value) {
_prop_material = value;
}
//Surfaces
Ref<Terrain2DSurface> Terrain2DLibrary::terra_surface_get(const int index) {
return Ref<Terrain2DSurface>();
}
void Terrain2DLibrary::terra_surface_add(Ref<Terrain2DSurface> value) {
}
void Terrain2DLibrary::terra_surface_set(int index, Ref<Terrain2DSurface> value) {
}
void Terrain2DLibrary::terra_surface_remove(const int index) {
}
int Terrain2DLibrary::terra_surface_get_num() const {
return 0;
}
void Terrain2DLibrary::terra_surfaces_clear() {
}
Ref<PackedScene> Terrain2DLibrary::scene_get(const int id) {
return Ref<PackedScene>();
}
void Terrain2DLibrary::scene_add(Ref<PackedScene> value) {
}
void Terrain2DLibrary::scene_set(int id, Ref<PackedScene> value) {
}
void Terrain2DLibrary::scene_remove(const int id) {
}
int Terrain2DLibrary::scene_get_num() const {
return 0;
}
void Terrain2DLibrary::scenes_clear() {
}
#ifdef MODULE_PROPS_2D_ENABLED
Ref<Prop2DData> Terrain2DLibrary::prop_get(const int id) {
return Ref<Prop2DData>();
}
void Terrain2DLibrary::prop_add(Ref<Prop2DData> value) {
}
bool Terrain2DLibrary::prop_has(const Ref<Prop2DData> &value) const {
return false;
}
void Terrain2DLibrary::prop_set(int id, Ref<Prop2DData> value) {
}
void Terrain2DLibrary::prop_remove(const int id) {
}
int Terrain2DLibrary::prop_get_num() const {
return 0;
}
void Terrain2DLibrary::props_clear() {
}
Rect2 Terrain2DLibrary::get_prop_uv_rect(const Ref<Texture> &texture) {
return Rect2(0, 0, 1, 1);
}
#endif
//Rects
void Terrain2DLibrary::refresh_rects() {
_initialized = true;
}
void Terrain2DLibrary::setup_material_albedo(int material_index, Ref<Texture> texture) {
if (has_method("_setup_material_albedo")) {
call("_setup_material_albedo", material_index, texture);
}
}
Terrain2DLibrary::Terrain2DLibrary() {
_initialized = false;
}
Terrain2DLibrary::~Terrain2DLibrary() {
_material.unref();
_liquid_material.unref();
_prop_material.unref();
}
void Terrain2DLibrary::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_initialized"), &Terrain2DLibrary::get_initialized);
ClassDB::bind_method(D_METHOD("set_initialized", "value"), &Terrain2DLibrary::set_initialized);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", 0), "set_initialized", "get_initialized");
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "ret"), "_supports_caching"));
ClassDB::bind_method(D_METHOD("_supports_caching"), &Terrain2DLibrary::_supports_caching);
ClassDB::bind_method(D_METHOD("supports_caching"), &Terrain2DLibrary::supports_caching);
ClassDB::bind_method(D_METHOD("texture_get"), &Terrain2DLibrary::texture_get);
ClassDB::bind_method(D_METHOD("texture_set", "value"), &Terrain2DLibrary::texture_set);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "texture_set", "texture_get");
ClassDB::bind_method(D_METHOD("liquid_texture_get"), &Terrain2DLibrary::liquid_texture_get);
ClassDB::bind_method(D_METHOD("liquid_texture_set", "value"), &Terrain2DLibrary::liquid_texture_set);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "liquid_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "liquid_texture_set", "liquid_texture_get");
ClassDB::bind_method(D_METHOD("prop_texture_get"), &Terrain2DLibrary::prop_texture_get);
ClassDB::bind_method(D_METHOD("prop_texture_set", "value"), &Terrain2DLibrary::prop_texture_set);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "prop_texture_set", "prop_texture_get");
BIND_VMETHOD(MethodInfo("_setup_material_albedo", PropertyInfo(Variant::INT, "material_index"), PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture")));
BIND_VMETHOD(MethodInfo("_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DMaterialCache"), "_material_cache_get", PropertyInfo(Variant::INT, "key")));
BIND_VMETHOD(MethodInfo("_material_cache_unref", PropertyInfo(Variant::INT, "key")));
ClassDB::bind_method(D_METHOD("material_cache_get_key", "chunk"), &Terrain2DLibrary::material_cache_get_key);
ClassDB::bind_method(D_METHOD("_material_cache_get_key", "chunk"), &Terrain2DLibrary::_material_cache_get_key);
ClassDB::bind_method(D_METHOD("material_cache_get", "key"), &Terrain2DLibrary::material_cache_get);
ClassDB::bind_method(D_METHOD("_material_cache_get", "key"), &Terrain2DLibrary::_material_cache_get);
ClassDB::bind_method(D_METHOD("material_cache_unref", "key"), &Terrain2DLibrary::material_cache_unref);
ClassDB::bind_method(D_METHOD("_material_cache_unref", "key"), &Terrain2DLibrary::_material_cache_unref);
ClassDB::bind_method(D_METHOD("material_get"), &Terrain2DLibrary::material_get);
ClassDB::bind_method(D_METHOD("material_set", "value"), &Terrain2DLibrary::material_set);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "material_set", "material_get");
BIND_VMETHOD(MethodInfo("_liquid_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DMaterialCache"), "_liquid_material_cache_get", PropertyInfo(Variant::INT, "key")));
BIND_VMETHOD(MethodInfo("_liquid_material_cache_unref", PropertyInfo(Variant::INT, "key")));
ClassDB::bind_method(D_METHOD("liquid_material_cache_get_key", "chunk"), &Terrain2DLibrary::liquid_material_cache_get_key);
ClassDB::bind_method(D_METHOD("_liquid_material_cache_get_key", "chunk"), &Terrain2DLibrary::_liquid_material_cache_get_key);
ClassDB::bind_method(D_METHOD("liquid_material_cache_get", "key"), &Terrain2DLibrary::liquid_material_cache_get);
ClassDB::bind_method(D_METHOD("_liquid_material_cache_get", "key"), &Terrain2DLibrary::_liquid_material_cache_get);
ClassDB::bind_method(D_METHOD("liquid_material_cache_unref", "key"), &Terrain2DLibrary::liquid_material_cache_unref);
ClassDB::bind_method(D_METHOD("_liquid_material_cache_unref", "key"), &Terrain2DLibrary::_liquid_material_cache_unref);
ClassDB::bind_method(D_METHOD("liquid_material_get"), &Terrain2DLibrary::liquid_material_get);
ClassDB::bind_method(D_METHOD("liquid_material_set", "value"), &Terrain2DLibrary::liquid_material_set);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "liquid_material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "liquid_material_set", "liquid_material_get");
BIND_VMETHOD(MethodInfo("_prop_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DMaterialCache"), "_prop_material_cache_get", PropertyInfo(Variant::INT, "key")));
BIND_VMETHOD(MethodInfo("_prop_material_cache_unref", PropertyInfo(Variant::INT, "key")));
ClassDB::bind_method(D_METHOD("prop_material_cache_get_key", "chunk"), &Terrain2DLibrary::prop_material_cache_get_key);
ClassDB::bind_method(D_METHOD("_prop_material_cache_get_key", "chunk"), &Terrain2DLibrary::_prop_material_cache_get_key);
ClassDB::bind_method(D_METHOD("prop_material_cache_get", "key"), &Terrain2DLibrary::prop_material_cache_get);
ClassDB::bind_method(D_METHOD("_prop_material_cache_get", "key"), &Terrain2DLibrary::_prop_material_cache_get);
ClassDB::bind_method(D_METHOD("prop_material_cache_unref", "key"), &Terrain2DLibrary::prop_material_cache_unref);
ClassDB::bind_method(D_METHOD("_prop_material_cache_unref", "key"), &Terrain2DLibrary::_prop_material_cache_unref);
ClassDB::bind_method(D_METHOD("prop_material_get"), &Terrain2DLibrary::prop_material_get);
ClassDB::bind_method(D_METHOD("prop_material_set", "value"), &Terrain2DLibrary::prop_material_set);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "prop_material_set", "prop_material_get");
ClassDB::bind_method(D_METHOD("terra_surface_get", "index"), &Terrain2DLibrary::terra_surface_get);
ClassDB::bind_method(D_METHOD("terra_surface_add", "value"), &Terrain2DLibrary::terra_surface_add);
ClassDB::bind_method(D_METHOD("terra_surface_set", "index", "surface"), &Terrain2DLibrary::terra_surface_set);
ClassDB::bind_method(D_METHOD("terra_surface_remove", "index"), &Terrain2DLibrary::terra_surface_remove);
ClassDB::bind_method(D_METHOD("terra_surface_get_num"), &Terrain2DLibrary::terra_surface_get_num);
ClassDB::bind_method(D_METHOD("terra_surfaces_clear"), &Terrain2DLibrary::terra_surfaces_clear);
ClassDB::bind_method(D_METHOD("scene_get", "index"), &Terrain2DLibrary::scene_get);
ClassDB::bind_method(D_METHOD("scene_add", "value"), &Terrain2DLibrary::scene_add);
ClassDB::bind_method(D_METHOD("scene_set", "index", "value"), &Terrain2DLibrary::scene_set);
ClassDB::bind_method(D_METHOD("scene_remove", "index"), &Terrain2DLibrary::scene_remove);
ClassDB::bind_method(D_METHOD("scene_get_num"), &Terrain2DLibrary::scene_get_num);
ClassDB::bind_method(D_METHOD("scenes_clear"), &Terrain2DLibrary::scenes_clear);
#ifdef MODULE_PROPS_2D_ENABLED
ClassDB::bind_method(D_METHOD("prop_get", "id"), &Terrain2DLibrary::prop_get);
ClassDB::bind_method(D_METHOD("prop_add", "value"), &Terrain2DLibrary::prop_add);
ClassDB::bind_method(D_METHOD("prop_has", "prop"), &Terrain2DLibrary::prop_has);
ClassDB::bind_method(D_METHOD("prop_set", "id", "surface"), &Terrain2DLibrary::prop_set);
ClassDB::bind_method(D_METHOD("prop_remove", "id"), &Terrain2DLibrary::prop_remove);
ClassDB::bind_method(D_METHOD("prop_get_num"), &Terrain2DLibrary::prop_get_num);
ClassDB::bind_method(D_METHOD("props_clear"), &Terrain2DLibrary::props_clear);
#endif
ClassDB::bind_method(D_METHOD("refresh_rects"), &Terrain2DLibrary::refresh_rects);
ClassDB::bind_method(D_METHOD("setup_material_albedo", "material_index", "texture"), &Terrain2DLibrary::setup_material_albedo);
BIND_CONSTANT(MATERIAL_INDEX_TERRAIN);
BIND_CONSTANT(MATERIAL_INDEX_LIQUID);
BIND_CONSTANT(MATERIAL_INDEX_PROP);
}