/*************************************************************************/ /* skeleton_modification_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 SKELETON_MODIFICATION_2D_H #define SKELETON_MODIFICATION_2D_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 = nullptr; int execution_mode = 0; // 0 = process bool enabled = true; bool is_setup = false; bool _print_execution_error(bool p_condition, String p_message); GDVIRTUAL1(_execute, double) GDVIRTUAL1(_setup_modification, Ref) GDVIRTUAL0(_draw_editor_gizmo) 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 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 // SKELETON_MODIFICATION_2D_H