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71 lines
2.2 KiB
C++
71 lines
2.2 KiB
C++
#ifndef PROP_2D_DATA_LIGHT_H
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#define PROP_2D_DATA_LIGHT_H
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "core/math/color.h"
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#include "prop_2d_data_entry.h"
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class Prop2DDataLight : public Prop2DDataEntry {
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GDCLASS(Prop2DDataLight, Prop2DDataEntry);
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public:
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Color get_light_color() const;
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void set_light_color(const Color value);
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int get_light_size_x() const;
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void set_light_size_x(const int value);
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int get_light_size_y() const;
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void set_light_size_y(const int value);
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float get_texture_scale() const;
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void set_texture_scale(const float value);
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float get_energy() const;
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void set_energy(const float value);
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Ref<Texture> get_texture() const;
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void set_texture(const Ref<Texture> 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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Prop2DDataLight();
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~Prop2DDataLight();
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protected:
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static void _bind_methods();
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private:
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Color _light_color;
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int _light_size_x;
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int _light_size_y;
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float _texture_scale;
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float _energy;
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Ref<Texture> _texture;
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};
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#endif
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