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: */
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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 */
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27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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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
41class Skeleton2D;
42class SkeletonModification2D;
43class Bone2D;
44
45class SkeletonModificationStack2D : public Resource {
46 GDCLASS(SkeletonModificationStack2D, Resource);
47 friend class Skeleton2D;
48 friend class SkeletonModification2D;
49
50protected:
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
56public:
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