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#ifndef POLYGON_2D_H
#define POLYGON_2D_H

#include "scene/2d/node_2d.h"

class Polygon2D : public Node2D {

	OBJ_TYPE(Polygon2D,Node2D);

	DVector<Vector2> polygon;
	DVector<Vector2> uv;
	Color color;
	Ref<Texture> texture;
	Vector2 tex_scale;
	Vector2 tex_ofs;
	bool tex_tile;
	float tex_rot;
	bool invert;
	float invert_border;

	Vector2 offset;
	mutable bool rect_cache_dirty;
	mutable Rect2 item_rect;

	void _set_texture_rotationd(float p_rot);
	float _get_texture_rotationd() const;

protected:

	void _notification(int p_what);
	static void _bind_methods();
public:

	void set_polygon(const DVector<Vector2>& p_polygon);
	DVector<Vector2> get_polygon() const;

	void set_uv(const DVector<Vector2>& p_uv);
	DVector<Vector2> get_uv() const;

	void set_color(const Color& p_color);
	Color get_color() const;

	void set_texture(const Ref<Texture>& p_texture);
	Ref<Texture> get_texture() const;

	void set_texture_offset(const Vector2& p_offset);
	Vector2 get_texture_offset() const;

	void set_texture_rotation(float p_rot);
	float get_texture_rotation() const;

	void set_texture_scale(const Vector2& p_scale);
	Vector2 get_texture_scale() const;

	void set_texture_repeat(bool p_rot);
	bool get_texture_repeat() const;

	void set_invert(bool p_rot);
	bool get_invert() const;

	void set_invert_border(float p_border);
	float get_invert_border() const;

	void set_offset(const Vector2& p_offset);
	Vector2 get_offset() const;

	//editor stuff

	virtual void edit_set_pivot(const Point2& p_pivot);
	virtual Point2 edit_get_pivot() const;
	virtual bool edit_has_pivot() const;

	virtual Rect2 get_item_rect() const;

	Polygon2D();
};

#endif // POLYGON_2D_H