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+/*************************************************************************/
+/* skeleton_modification_2d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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 SKELETONMODIFICATION2D_H
+#define SKELETONMODIFICATION2D_H
+
+#include "scene/2d/skeleton_2d.h"
+#include "scene/resources/skeleton_modification_stack_2d.h"
+
+///////////////////////////////////////
+// SkeletonModification2D
+///////////////////////////////////////
+
+class SkeletonModificationStack2D;
+class Bone2D;
+
+class SkeletonModification2D : public Resource {
+ GDCLASS(SkeletonModification2D, Resource);
+ friend class Skeleton2D;
+ friend class Bone2D;
+
+protected:
+ static void _bind_methods();
+
+ SkeletonModificationStack2D *stack;
+ int execution_mode = 0; // 0 = process
+
+ bool enabled = true;
+ bool is_setup = false;
+
+ bool _print_execution_error(bool p_condition, String p_message);
+
+public:
+ virtual void _execute(float _delta);
+ virtual void _setup_modification(SkeletonModificationStack2D *p_stack);
+ virtual void _draw_editor_gizmo();
+
+ bool editor_draw_gizmo = false;
+ void set_editor_draw_gizmo(bool p_draw_gizmo);
+ bool get_editor_draw_gizmo() const;
+
+ void set_enabled(bool p_enabled);
+ bool get_enabled();
+
+ Ref<SkeletonModificationStack2D> get_modification_stack();
+ void set_is_setup(bool p_setup);
+ bool get_is_setup() const;
+
+ void set_execution_mode(int p_mode);
+ int get_execution_mode() const;
+
+ float clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert_clamp = false);
+ void editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound, bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted);
+
+ SkeletonModification2D();
+};
+
+#endif // SKELETONMODIFICATION2D_H