d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
100 lines
4.0 KiB
C++
100 lines
4.0 KiB
C++
/**************************************************************************/
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/* skeleton_modification_stack_2d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef SKELETON_MODIFICATION_STACK_2D_H
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#define SKELETON_MODIFICATION_STACK_2D_H
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#include "scene/2d/skeleton_2d.h"
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#include "scene/resources/skeleton_modification_2d.h"
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///////////////////////////////////////
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// SkeletonModificationStack2D
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///////////////////////////////////////
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class Skeleton2D;
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class SkeletonModification2D;
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class Bone2D;
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class SkeletonModificationStack2D : public Resource {
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GDCLASS(SkeletonModificationStack2D, Resource);
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friend class Skeleton2D;
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friend class SkeletonModification2D;
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protected:
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static void _bind_methods();
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void _get_property_list(List<PropertyInfo> *p_list) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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bool _get(const StringName &p_path, Variant &r_ret) const;
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public:
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Skeleton2D *skeleton = nullptr;
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bool is_setup = false;
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bool enabled = false;
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float strength = 1.0;
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enum EXECUTION_MODE {
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execution_mode_process,
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execution_mode_physics_process
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};
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Vector<Ref<SkeletonModification2D>> modifications = Vector<Ref<SkeletonModification2D>>();
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void setup();
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void execute(float p_delta, int p_execution_mode);
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bool editor_gizmo_dirty = false;
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void draw_editor_gizmos();
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void set_editor_gizmos_dirty(bool p_dirty);
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void enable_all_modifications(bool p_enable);
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Ref<SkeletonModification2D> get_modification(int p_mod_idx) const;
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void add_modification(Ref<SkeletonModification2D> p_mod);
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void delete_modification(int p_mod_idx);
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void set_modification(int p_mod_idx, Ref<SkeletonModification2D> p_mod);
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void set_modification_count(int p_count);
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int get_modification_count() const;
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void set_skeleton(Skeleton2D *p_skeleton);
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Skeleton2D *get_skeleton() const;
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bool get_is_setup() const;
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void set_enabled(bool p_enabled);
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bool get_enabled() const;
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void set_strength(float p_strength);
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float get_strength() const;
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SkeletonModificationStack2D();
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};
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#endif // SKELETON_MODIFICATION_STACK_2D_H
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