virtualx-engine/scene/2d/polygon_2d.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

107 lines
3.8 KiB
C++

/*************************************************************************/
/* polygon_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 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;
DVector<Color> vertex_colors;
Color color;
Ref<Texture> texture;
Size2 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_vertex_colors(const DVector<Color>& p_colors);
DVector<Color> get_vertex_colors() 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 Size2& p_scale);
Size2 get_texture_scale() 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