godot/scene/resources/mesh_library.h

87 lines
3.3 KiB
C++

/*************************************************************************/
/* mesh_library.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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 GRID_THEME_H
#define GRID_THEME_H
#include "resource.h"
#include "mesh.h"
#include "shape.h"
#include "map.h"
class MeshLibrary : public Resource {
OBJ_TYPE(MeshLibrary,Resource);
RES_BASE_EXTENSION("gt");
struct Item {
String name;
Ref<Mesh> mesh;
Ref<Shape> shape;
Ref<Texture> preview;
};
Map<int,Item> item_map;
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void create_item(int p_item);
void set_item_name(int p_item,const String& p_name);
void set_item_mesh(int p_item,const Ref<Mesh>& p_mesh);
void set_item_shape(int p_item,const Ref<Shape>& p_shape);
void set_item_preview(int p_item,const Ref<Texture>& p_preview);
String get_item_name(int p_item) const;
Ref<Mesh> get_item_mesh(int p_item) const;
Ref<Shape> get_item_shape(int p_item) const;
Ref<Texture> get_item_preview(int p_item) const;
void remove_item(int p_item);
bool has_item(int p_item) const;
void clear();
int find_item_name(const String& p_name) const;
Vector<int> get_item_list() const;
int get_last_unused_item_id() const;
MeshLibrary();
~MeshLibrary();
};
#endif // CUBE_GRID_THEME_H