3f335ce3d4
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
142 lines
4.5 KiB
C++
142 lines
4.5 KiB
C++
/*************************************************************************/
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/* line_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef LINE2D_H
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#define LINE2D_H
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#include "node_2d.h"
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class Line2D : public Node2D {
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GDCLASS(Line2D, Node2D);
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public:
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enum LineJointMode {
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LINE_JOINT_SHARP = 0,
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LINE_JOINT_BEVEL,
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LINE_JOINT_ROUND
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};
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enum LineCapMode {
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LINE_CAP_NONE = 0,
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LINE_CAP_BOX,
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LINE_CAP_ROUND
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};
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enum LineTextureMode {
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LINE_TEXTURE_NONE = 0,
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LINE_TEXTURE_TILE,
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LINE_TEXTURE_STRETCH
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};
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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_use_rect() const;
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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#endif
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Line2D();
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void set_points(const PoolVector<Vector2> &p_points);
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PoolVector<Vector2> get_points() const;
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void set_point_position(int i, Vector2 pos);
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Vector2 get_point_position(int i) const;
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int get_point_count() const;
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void clear_points();
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void add_point(Vector2 pos, int atpos = -1);
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void remove_point(int i);
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void set_width(float width);
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float get_width() const;
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void set_curve(const Ref<Curve> &curve);
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Ref<Curve> get_curve() const;
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void set_default_color(Color color);
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Color get_default_color() const;
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void set_gradient(const Ref<Gradient> &gradient);
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Ref<Gradient> get_gradient() const;
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void set_texture(const Ref<Texture2D> &texture);
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Ref<Texture2D> get_texture() const;
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void set_texture_mode(const LineTextureMode mode);
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LineTextureMode get_texture_mode() const;
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void set_joint_mode(LineJointMode mode);
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LineJointMode get_joint_mode() const;
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void set_begin_cap_mode(LineCapMode mode);
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LineCapMode get_begin_cap_mode() const;
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void set_end_cap_mode(LineCapMode mode);
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LineCapMode get_end_cap_mode() const;
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void set_sharp_limit(float limit);
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float get_sharp_limit() const;
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void set_round_precision(int precision);
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int get_round_precision() const;
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void set_antialiased(bool p_antialiased);
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bool get_antialiased() const;
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protected:
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void _notification(int p_what);
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void _draw();
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static void _bind_methods();
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private:
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void _gradient_changed();
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void _curve_changed();
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private:
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PoolVector<Vector2> _points;
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LineJointMode _joint_mode;
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LineCapMode _begin_cap_mode;
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LineCapMode _end_cap_mode;
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float _width;
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Ref<Curve> _curve;
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Color _default_color;
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Ref<Gradient> _gradient;
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Ref<Texture2D> _texture;
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LineTextureMode _texture_mode;
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float _sharp_limit;
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int _round_precision;
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bool _antialiased;
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};
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#endif // LINE2D_H
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