mirror of
https://github.com/Relintai/props.git
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115 lines
3.1 KiB
C++
115 lines
3.1 KiB
C++
/*
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Copyright (c) 2019-2021 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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#ifndef TILED_WALL_DATA_H
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#define TILED_WALL_DATA_H
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/object/reference.h"
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#include "core/templates/vector.h"
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#else
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#include "core/reference.h"
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#include "core/vector.h"
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#endif
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#include "core/math/rect2.h"
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#include "core/math/transform.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "core/version.h"
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#include "scene/resources/texture.h"
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#if TEXTURE_PACKER_PRESENT
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#include "../../texture_packer/texture_packer.h"
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#endif
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class TiledWallData : public Resource {
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GDCLASS(TiledWallData, Resource);
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public:
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int get_id() const;
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void set_id(const int value);
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bool get_snap_to_mesh() const;
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void set_snap_to_mesh(const bool value);
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Vector3 get_snap_axis() const;
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void set_snap_axis(const Vector3 &value);
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//textures
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Ref<Texture> get_texture(const int index) const;
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void set_texture(const int index, const Ref<Texture> texture);
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void add_texture(const Ref<Texture> texture);
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void remove_texture(const int index);
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int get_texture_count() const;
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Vector<Variant> get_textures();
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void set_textures(const Vector<Variant> &textures);
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//flavour_textures
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Ref<Texture> get_flavour_texture(const int index) const;
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void set_flavour_texture(const int index, const Ref<Texture> texture);
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void add_flavour_texture(const Ref<Texture> texture);
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void remove_flavour_texture(const int index);
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int get_flavour_texture_count() const;
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Vector<Variant> get_flavour_textures();
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void set_flavour_textures(const Vector<Variant> &textures);
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#if TEXTURE_PACKER_PRESENT
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void add_textures_into(Ref<TexturePacker> texture_packer);
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#endif
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bool get_is_room() const;
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void set_is_room(const bool value);
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PoolVector3Array get_room_bounds();
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void set_room_bounds(const PoolVector3Array &bounds);
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void copy_from(const Ref<TiledWallData> &prop_data);
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TiledWallData();
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~TiledWallData();
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protected:
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static void _bind_methods();
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private:
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int _id;
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Vector<Ref<Texture>> _textures;
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Vector<Ref<Texture>> _flavour_textures;
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bool _is_room;
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PoolVector3Array _room_bounds;
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};
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#endif
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