0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
143 lines
4.6 KiB
C++
143 lines
4.6 KiB
C++
/*************************************************************************/
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/* sprite_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 SPRITE_2D_H
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#define SPRITE_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/texture.h"
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class Sprite2D : public Node2D {
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GDCLASS(Sprite2D, Node2D);
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Ref<Texture2D> texture;
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Ref<Texture2D> normal_map;
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Ref<Texture2D> specular;
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Color specular_color;
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float shininess;
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bool centered;
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Point2 offset;
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bool hflip;
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bool vflip;
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bool region;
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Rect2 region_rect;
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bool region_filter_clip;
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int frame;
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int vframes;
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int hframes;
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void _get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip) const;
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void _texture_changed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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#ifdef TOOLS_ENABLED
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virtual Dictionary _edit_get_state() const;
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virtual void _edit_set_state(const Dictionary &p_state);
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virtual void _edit_set_pivot(const Point2 &p_pivot);
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virtual Point2 _edit_get_pivot() const;
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virtual bool _edit_use_pivot() const;
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_use_rect() const;
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#endif
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bool is_pixel_opaque(const Point2 &p_point) const;
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void set_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture() const;
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void set_normal_map(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_normal_map() const;
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void set_specular_map(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_specular_map() const;
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void set_specular_color(const Color &p_color);
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Color get_specular_color() const;
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void set_shininess(float p_shininess);
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float get_shininess() const;
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void set_centered(bool p_center);
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bool is_centered() const;
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void set_offset(const Point2 &p_offset);
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Point2 get_offset() const;
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void set_flip_h(bool p_flip);
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bool is_flipped_h() const;
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void set_flip_v(bool p_flip);
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bool is_flipped_v() const;
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void set_region(bool p_region);
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bool is_region() const;
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void set_region_filter_clip(bool p_enable);
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bool is_region_filter_clip_enabled() const;
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void set_region_rect(const Rect2 &p_region_rect);
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Rect2 get_region_rect() const;
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void set_frame(int p_frame);
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int get_frame() const;
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void set_frame_coords(const Vector2 &p_coord);
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Vector2 get_frame_coords() const;
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void set_vframes(int p_amount);
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int get_vframes() const;
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void set_hframes(int p_amount);
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int get_hframes() const;
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Rect2 get_rect() const;
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virtual Rect2 get_anchorable_rect() const;
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Sprite2D();
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~Sprite2D();
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};
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#endif // SPRITE_H
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