pandemonium_engine/modules/props_2d/props/prop_2d_data_sprite.h

105 lines
2.9 KiB
C++

#ifndef PROP_2D_DATA_SPRITE_H
#define PROP_2D_DATA_SPRITE_H
/*
Copyright (c) 2019-2023 Péter Magyar
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 "core/math/color.h"
#include "scene/resources/texture.h"
#include "prop_2d_data_entry.h"
class Prop2DDataSprite : public Prop2DDataEntry {
GDCLASS(Prop2DDataSprite, Prop2DDataEntry);
public:
Ref<Texture> get_texture() const;
void set_texture(const Ref<Texture> &value);
Ref<Texture> get_normal_map() const;
void set_normal_map(const Ref<Texture> &value);
bool get_centered() const;
void set_centered(const bool value);
Vector2 get_offset() const;
void set_offset(const Vector2 &value);
bool get_flip_h() const;
void set_flip_h(const bool value);
bool get_flip_v() const;
void set_flip_v(const bool value);
int get_animation_h_frames() const;
void set_animation_h_frames(const int value);
int get_animation_v_frames() const;
void set_animation_v_frames(const int value);
int get_animation_frame() const;
void set_animation_frame(const int value);
Vector2 get_animation_frame_coords() const;
void set_animation_frame_coords(const Vector2 &value);
bool get_region_enabled() const;
void set_region_enabled(const bool value);
Rect2 get_region() const;
void set_region(const Rect2 &value);
bool get_filter_clip() const;
void set_filter_clip(const bool value);
bool _processor_handles(Node *node);
void _processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry = Ref<Prop2DDataEntry>());
Node *_processor_get_node_for(const Transform2D &transform, Node *node = nullptr);
Prop2DDataSprite();
~Prop2DDataSprite();
protected:
static void _bind_methods();
private:
Ref<Texture> _texture;
Ref<Texture> _normal_map;
bool _centered;
Vector2 _offset;
bool _flip_h;
bool _flip_v;
int _animation_h_frames;
int _animation_v_frames;
int _animation_frame;
Vector2 _animation_frame_coords;
bool _region_enabled;
Rect2 _region;
bool _filter_clip;
};
#endif