/*************************************************************************/ /* skeleton_modification_stack_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 SKELETONMODIFICATIONSTACK2D_H #define SKELETONMODIFICATIONSTACK2D_H #include "scene/2d/skeleton_2d.h" #include "scene/resources/skeleton_modification_2d.h" /////////////////////////////////////// // SkeletonModificationStack2D /////////////////////////////////////// class Skeleton2D; class SkeletonModification2D; class Bone2D; class SkeletonModificationStack2D : public Resource { GDCLASS(SkeletonModificationStack2D, Resource); friend class Skeleton2D; friend class SkeletonModification2D; protected: static void _bind_methods(); void _get_property_list(List<PropertyInfo> *p_list) const; bool _set(const StringName &p_path, const Variant &p_value); bool _get(const StringName &p_path, Variant &r_ret) const; public: Skeleton2D *skeleton = nullptr; bool is_setup = false; bool enabled = false; float strength = 1.0; enum EXECUTION_MODE { execution_mode_process, execution_mode_physics_process }; Vector<Ref<SkeletonModification2D>> modifications = Vector<Ref<SkeletonModification2D>>(); void setup(); void execute(float p_delta, int p_execution_mode); bool editor_gizmo_dirty = false; void draw_editor_gizmos(); void set_editor_gizmos_dirty(bool p_dirty); void enable_all_modifications(bool p_enable); Ref<SkeletonModification2D> get_modification(int p_mod_idx) const; void add_modification(Ref<SkeletonModification2D> p_mod); void delete_modification(int p_mod_idx); void set_modification(int p_mod_idx, Ref<SkeletonModification2D> p_mod); void set_modification_count(int p_count); int get_modification_count() const; void set_skeleton(Skeleton2D *p_skeleton); Skeleton2D *get_skeleton() const; bool get_is_setup() const; void set_enabled(bool p_enabled); bool get_enabled() const; void set_strength(float p_strength); float get_strength() const; SkeletonModificationStack2D(); }; #endif // SKELETONMODIFICATION2D_H