/* Copyright (c) 2019-2022 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. */ #ifndef PROP_2D_DATA_DATA_H #define PROP_2D_DATA_DATA_H #include "core/version.h" #if VERSION_MAJOR > 3 #include "core/io/resource.h" #include "core/math/transform_3d.h" #ifndef Transform #define Transform Transform3D #endif #else #include "core/resource.h" #include "core/math/transform.h" #endif class Prop2DData; class Prop2DMesher; class TexturePacker; class Prop2DDataEntry : public Resource { GDCLASS(Prop2DDataEntry, Resource); public: Transform get_transform() const; void set_transform(const Transform &value); #if TEXTURE_PACKER_PRESENT void add_textures_into(Ref texture_packer); #endif bool processor_handles(Node *node); void processor_process(Ref prop_data, Node *node, const Transform &transform); Node *processor_get_node_for(const Transform &transform); bool processor_evaluate_children(); virtual bool _processor_handles(Node *node); virtual void _processor_process(Ref prop_data, Node *node, const Transform &transform); virtual Node *_processor_get_node_for(const Transform &transform); virtual bool _processor_evaluate_children(); Prop2DDataEntry(); ~Prop2DDataEntry(); protected: static void _bind_methods(); private: Transform _transform; }; #endif