1/**************************************************************************/
2/* skeleton_modification_2d.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef SKELETON_MODIFICATION_2D_H
32#define SKELETON_MODIFICATION_2D_H
33
34#include "scene/2d/skeleton_2d.h"
35#include "scene/resources/skeleton_modification_stack_2d.h"
36
37///////////////////////////////////////
38// SkeletonModification2D
39///////////////////////////////////////
40
41class SkeletonModificationStack2D;
42class Bone2D;
43
44class SkeletonModification2D : public Resource {
45 GDCLASS(SkeletonModification2D, Resource);
46 friend class Skeleton2D;
47 friend class Bone2D;
48
49protected:
50 static void _bind_methods();
51
52 SkeletonModificationStack2D *stack = nullptr;
53 int execution_mode = 0; // 0 = process
54
55 bool enabled = true;
56 bool is_setup = false;
57
58 bool _print_execution_error(bool p_condition, String p_message);
59
60 GDVIRTUAL1(_execute, double)
61 GDVIRTUAL1(_setup_modification, Ref<SkeletonModificationStack2D>)
62 GDVIRTUAL0(_draw_editor_gizmo)
63
64public:
65 virtual void _execute(float _delta);
66 virtual void _setup_modification(SkeletonModificationStack2D *p_stack);
67 virtual void _draw_editor_gizmo();
68
69 bool editor_draw_gizmo = false;
70 void set_editor_draw_gizmo(bool p_draw_gizmo);
71 bool get_editor_draw_gizmo() const;
72
73 void set_enabled(bool p_enabled);
74 bool get_enabled();
75
76 Ref<SkeletonModificationStack2D> get_modification_stack();
77 void set_is_setup(bool p_setup);
78 bool get_is_setup() const;
79
80 void set_execution_mode(int p_mode);
81 int get_execution_mode() const;
82
83 float clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert_clamp = false);
84 void editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound, bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted);
85
86 SkeletonModification2D();
87};
88
89#endif // SKELETON_MODIFICATION_2D_H
90