mirror of
https://github.com/Relintai/pandemonium_engine.git
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119 lines
4.2 KiB
C++
119 lines
4.2 KiB
C++
#ifndef PROP_2D_DATA_SPRITE_H
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#define PROP_2D_DATA_SPRITE_H
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/*************************************************************************/
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/* prop_2d_data_sprite.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/math/color.h"
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#include "scene/resources/texture.h"
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#include "prop_2d_data_entry.h"
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class Prop2DDataSprite : public Prop2DDataEntry {
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GDCLASS(Prop2DDataSprite, Prop2DDataEntry);
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public:
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Ref<Texture> get_texture() const;
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void set_texture(const Ref<Texture> &value);
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Ref<Texture> get_normal_map() const;
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void set_normal_map(const Ref<Texture> &value);
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bool get_centered() const;
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void set_centered(const bool value);
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Vector2 get_offset() const;
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void set_offset(const Vector2 &value);
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bool get_flip_h() const;
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void set_flip_h(const bool value);
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bool get_flip_v() const;
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void set_flip_v(const bool value);
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int get_animation_h_frames() const;
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void set_animation_h_frames(const int value);
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int get_animation_v_frames() const;
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void set_animation_v_frames(const int value);
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int get_animation_frame() const;
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void set_animation_frame(const int value);
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Vector2 get_animation_frame_coords() const;
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void set_animation_frame_coords(const Vector2 &value);
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bool get_region_enabled() const;
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void set_region_enabled(const bool value);
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Rect2 get_region() const;
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void set_region(const Rect2 &value);
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bool get_filter_clip() const;
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void set_filter_clip(const bool value);
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bool _processor_handles(Node *node);
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void _processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry = Ref<Prop2DDataEntry>());
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Node *_processor_get_node_for(const Transform2D &transform, Node *node = nullptr);
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Prop2DDataSprite();
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~Prop2DDataSprite();
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protected:
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#ifndef DISABLE_DEPRECATED
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// TODO REMOVE AFTER NEXT RELEASE
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bool _set(const StringName &p_name, const Variant &p_value);
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#endif
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static void _bind_methods();
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private:
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Ref<Texture> _texture;
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Ref<Texture> _normal_map;
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bool _centered;
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Vector2 _offset;
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bool _flip_h;
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bool _flip_v;
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int _animation_h_frames;
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int _animation_v_frames;
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int _animation_frame;
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Vector2 _animation_frame_coords;
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bool _region_enabled;
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Rect2 _region;
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bool _filter_clip;
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};
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#endif
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