pandemonium_engine/modules/props_2d/props/prop_2d_data_prop.cpp

110 lines
4.2 KiB
C++

/*************************************************************************/
/* prop_2d_data_prop.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_prop.h"
#include "../prop_2d_instance.h"
#include "prop_2d_data.h"
#include "modules/modules_enabled.gen.h"
Ref<Prop2DData> Prop2DDataProp2D::get_prop() const {
return _prop;
}
void Prop2DDataProp2D::set_prop(const Ref<Prop2DData> value) {
_prop = value;
}
#ifdef MODULE_TEXTURE_PACKER_ENABLED
void Prop2DDataProp2D::_add_textures_into(Ref<TexturePacker> texture_packer) {
if (get_prop().is_valid()) {
get_prop()->add_textures_into(texture_packer);
}
}
#endif
bool Prop2DDataProp2D::_processor_handles(Node *node) {
Prop2DInstance *i = Object::cast_to<Prop2DInstance>(node);
return i;
}
void Prop2DDataProp2D::_processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry) {
Prop2DInstance *i = Object::cast_to<Prop2DInstance>(node);
ERR_FAIL_COND(!i);
Ref<Prop2DDataProp2D> l;
if (entry.is_valid()) {
l = entry;
} else {
l.instance();
}
l->set_prop(i->get_prop_data());
Prop2DDataEntry::_processor_process(prop_data, node, transform, l);
}
Node *Prop2DDataProp2D::_processor_get_node_for(const Transform2D &transform, Node *node) {
Prop2DInstance *i = nullptr;
if (!node) {
i = memnew(Prop2DInstance);
} else {
i = Object::cast_to<Prop2DInstance>(node);
}
i->set_prop_data(get_prop());
return Prop2DDataEntry::_processor_get_node_for(transform, i);
}
Prop2DDataProp2D::Prop2DDataProp2D() {
_snap_to_mesh = false;
_snap_axis = Vector3(0, 1, 0);
}
Prop2DDataProp2D::~Prop2DDataProp2D() {
if (_prop.is_valid())
_prop.unref();
}
void Prop2DDataProp2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_prop"), &Prop2DDataProp2D::get_prop);
ClassDB::bind_method(D_METHOD("set_prop", "value"), &Prop2DDataProp2D::set_prop);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DData"), "set_prop", "get_prop");
#ifdef MODULE_TEXTURE_PACKER_ENABLED
ClassDB::bind_method(D_METHOD("_add_textures_into", "texture_packer"), &Prop2DDataProp2D::_add_textures_into);
#endif
}