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