1 | /**************************************************************************/ |
2 | /* skeleton_modification_stack_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_STACK_2D_H |
32 | #define SKELETON_MODIFICATION_STACK_2D_H |
33 | |
34 | #include "scene/2d/skeleton_2d.h" |
35 | #include "scene/resources/skeleton_modification_2d.h" |
36 | |
37 | /////////////////////////////////////// |
38 | // SkeletonModificationStack2D |
39 | /////////////////////////////////////// |
40 | |
41 | class Skeleton2D; |
42 | class SkeletonModification2D; |
43 | class Bone2D; |
44 | |
45 | class SkeletonModificationStack2D : public Resource { |
46 | GDCLASS(SkeletonModificationStack2D, Resource); |
47 | friend class Skeleton2D; |
48 | friend class SkeletonModification2D; |
49 | |
50 | protected: |
51 | static void _bind_methods(); |
52 | void _get_property_list(List<PropertyInfo> *p_list) const; |
53 | bool _set(const StringName &p_path, const Variant &p_value); |
54 | bool _get(const StringName &p_path, Variant &r_ret) const; |
55 | |
56 | public: |
57 | Skeleton2D *skeleton = nullptr; |
58 | bool is_setup = false; |
59 | bool enabled = false; |
60 | float strength = 1.0; |
61 | |
62 | enum EXECUTION_MODE { |
63 | execution_mode_process, |
64 | execution_mode_physics_process |
65 | }; |
66 | |
67 | Vector<Ref<SkeletonModification2D>> modifications = Vector<Ref<SkeletonModification2D>>(); |
68 | |
69 | void setup(); |
70 | void execute(float p_delta, int p_execution_mode); |
71 | |
72 | bool editor_gizmo_dirty = false; |
73 | void draw_editor_gizmos(); |
74 | void set_editor_gizmos_dirty(bool p_dirty); |
75 | |
76 | void enable_all_modifications(bool p_enable); |
77 | Ref<SkeletonModification2D> get_modification(int p_mod_idx) const; |
78 | void add_modification(Ref<SkeletonModification2D> p_mod); |
79 | void delete_modification(int p_mod_idx); |
80 | void set_modification(int p_mod_idx, Ref<SkeletonModification2D> p_mod); |
81 | |
82 | void set_modification_count(int p_count); |
83 | int get_modification_count() const; |
84 | |
85 | void set_skeleton(Skeleton2D *p_skeleton); |
86 | Skeleton2D *get_skeleton() const; |
87 | |
88 | bool get_is_setup() const; |
89 | |
90 | void set_enabled(bool p_enabled); |
91 | bool get_enabled() const; |
92 | |
93 | void set_strength(float p_strength); |
94 | float get_strength() const; |
95 | |
96 | SkeletonModificationStack2D(); |
97 | }; |
98 | |
99 | #endif // SKELETON_MODIFICATION_STACK_2D_H |
100 | |