#include "light_2d.h" #include "servers/visual_server.h" void Light2D::set_enabled( bool p_enabled) { VS::get_singleton()->canvas_light_set_enabled(canvas_light,p_enabled); enabled=p_enabled; } bool Light2D::is_enabled() const { return enabled; } void Light2D::set_texture( const Ref& p_texture) { texture=p_texture; if (texture.is_valid()) VS::get_singleton()->canvas_light_set_texture(canvas_light,texture->get_rid()); else VS::get_singleton()->canvas_light_set_texture(canvas_light,RID()); } Ref Light2D::get_texture() const { return texture; } void Light2D::set_texture_offset( const Vector2& p_offset) { texture_offset=p_offset; VS::get_singleton()->canvas_light_set_texture_offset(canvas_light,texture_offset); } Vector2 Light2D::get_texture_offset() const { return texture_offset; } void Light2D::set_color( const Color& p_color) { color=p_color; VS::get_singleton()->canvas_light_set_color(canvas_light,color); } Color Light2D::get_color() const { return color; } void Light2D::set_height( float p_height) { height=p_height; VS::get_singleton()->canvas_light_set_height(canvas_light,height); } float Light2D::get_height() const { return height; } void Light2D::set_z_range_min( int p_min_z) { z_min=p_min_z; VS::get_singleton()->canvas_light_set_z_range(canvas_light,z_min,z_max); } int Light2D::get_z_range_min() const { return z_min; } void Light2D::set_z_range_max( int p_max_z) { z_max=p_max_z; VS::get_singleton()->canvas_light_set_z_range(canvas_light,z_min,z_max); } int Light2D::get_z_range_max() const { return z_max; } void Light2D::set_item_mask( int p_mask) { item_mask=p_mask; VS::get_singleton()->canvas_light_set_item_mask(canvas_light,item_mask); } int Light2D::get_item_mask() const { return item_mask; } void Light2D::set_blend_mode( LightBlendMode p_blend_mode ) { blend_mode=p_blend_mode; VS::get_singleton()->canvas_light_set_blend_mode(canvas_light,VS::CanvasLightBlendMode(blend_mode)); } Light2D::LightBlendMode Light2D::get_blend_mode() const { return blend_mode; } void Light2D::set_shadow_enabled( bool p_enabled) { shadow=p_enabled; VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light,shadow); } bool Light2D::is_shadow_enabled() const { return shadow; } void Light2D::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&Light2D::set_enabled); ObjectTypeDB::bind_method(_MD("is_enabled"),&Light2D::is_enabled); ObjectTypeDB::bind_method(_MD("set_texture","texture"),&Light2D::set_texture); ObjectTypeDB::bind_method(_MD("get_texture"),&Light2D::get_texture); ObjectTypeDB::bind_method(_MD("set_texture_offset","texture_offset"),&Light2D::set_texture_offset); ObjectTypeDB::bind_method(_MD("get_texture_offset"),&Light2D::get_texture_offset); ObjectTypeDB::bind_method(_MD("set_color","color"),&Light2D::set_color); ObjectTypeDB::bind_method(_MD("get_color"),&Light2D::get_color); ObjectTypeDB::bind_method(_MD("set_height","height"),&Light2D::set_height); ObjectTypeDB::bind_method(_MD("get_height"),&Light2D::get_height); ObjectTypeDB::bind_method(_MD("set_z_range_min","z"),&Light2D::set_z_range_min); ObjectTypeDB::bind_method(_MD("get_z_range_min"),&Light2D::get_z_range_min); ObjectTypeDB::bind_method(_MD("set_z_range_max","z"),&Light2D::set_z_range_max); ObjectTypeDB::bind_method(_MD("get_z_range_max"),&Light2D::get_z_range_max); ObjectTypeDB::bind_method(_MD("set_item_mask","item_mask"),&Light2D::set_item_mask); ObjectTypeDB::bind_method(_MD("get_item_mask"),&Light2D::get_item_mask); ObjectTypeDB::bind_method(_MD("set_blend_mode","blend_mode"),&Light2D::set_blend_mode); ObjectTypeDB::bind_method(_MD("get_blend_mode"),&Light2D::get_blend_mode); ObjectTypeDB::bind_method(_MD("set_shadow_enabled","enabled"),&Light2D::set_shadow_enabled); ObjectTypeDB::bind_method(_MD("is_shadow_enabled"),&Light2D::is_shadow_enabled); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled")); ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture")); ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"texture_offset"),_SCS("set_texture_offset"),_SCS("get_texture_offset")); ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"height"),_SCS("set_height"),_SCS("get_height")); ADD_PROPERTY( PropertyInfo(Variant::INT,"z_range_min",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_min"),_SCS("get_z_range_min")); ADD_PROPERTY( PropertyInfo(Variant::INT,"z_range_max",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_max"),_SCS("get_z_range_max")); ADD_PROPERTY( PropertyInfo(Variant::INT,"item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_mask"),_SCS("get_item_mask")); ADD_PROPERTY( PropertyInfo(Variant::INT,"blend_mode",PROPERTY_HINT_ENUM,"Add,Sub,Mul,Dodge,Burn,Lighten,Darken,Overlay,Screen"),_SCS("set_blend_mode"),_SCS("get_blend_mode")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"shadow_enabled"),_SCS("set_shadow_enabled"),_SCS("is_shadow_enabled")); } Light2D::Light2D() { canvas_light=VisualServer::get_singleton()->canvas_light_create(); enabled=true; shadow=false; color=Color(1,1,1); height=0; z_min=-1024; z_max=1024; item_mask=1; blend_mode=LIGHT_BLEND_ADD; } Light2D::~Light2D() { VisualServer::get_singleton()->free(canvas_light); }