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- /**************************************************************************/
- /* skeleton_modification_stack_2d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 SKELETON_MODIFICATION_STACK_2D_H
- #define SKELETON_MODIFICATION_STACK_2D_H
- #include "scene/2d/skeleton_2d.h"
- #include "scene/resources/2d/skeleton/skeleton_modification_2d.h"
- ///////////////////////////////////////
- // SkeletonModificationStack2D
- ///////////////////////////////////////
- class Skeleton2D;
- class SkeletonModification2D;
- class Bone2D;
- class SkeletonModificationStack2D : public Resource {
- GDCLASS(SkeletonModificationStack2D, Resource);
- friend class Skeleton2D;
- friend class SkeletonModification2D;
- protected:
- static void _bind_methods();
- void _get_property_list(List<PropertyInfo> *p_list) const;
- bool _set(const StringName &p_path, const Variant &p_value);
- bool _get(const StringName &p_path, Variant &r_ret) const;
- public:
- Skeleton2D *skeleton = nullptr;
- bool is_setup = false;
- bool enabled = false;
- float strength = 1.0;
- enum EXECUTION_MODE {
- execution_mode_process,
- execution_mode_physics_process
- };
- Vector<Ref<SkeletonModification2D>> modifications;
- void setup();
- void execute(float p_delta, int p_execution_mode);
- bool editor_gizmo_dirty = false;
- void draw_editor_gizmos();
- void set_editor_gizmos_dirty(bool p_dirty);
- void enable_all_modifications(bool p_enable);
- Ref<SkeletonModification2D> get_modification(int p_mod_idx) const;
- void add_modification(Ref<SkeletonModification2D> p_mod);
- void delete_modification(int p_mod_idx);
- void set_modification(int p_mod_idx, Ref<SkeletonModification2D> p_mod);
- void set_modification_count(int p_count);
- int get_modification_count() const;
- void set_skeleton(Skeleton2D *p_skeleton);
- Skeleton2D *get_skeleton() const;
- bool get_is_setup() const;
- void set_enabled(bool p_enabled);
- bool get_enabled() const;
- void set_strength(float p_strength);
- float get_strength() const;
- SkeletonModificationStack2D();
- };
- #endif // SKELETON_MODIFICATION_STACK_2D_H
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