c7bc44d5ad
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!
107 lines
3.8 KiB
C++
107 lines
3.8 KiB
C++
/*************************************************************************/
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/* polygon_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 POLYGON_2D_H
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#define POLYGON_2D_H
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#include "scene/2d/node_2d.h"
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class Polygon2D : public Node2D {
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OBJ_TYPE(Polygon2D,Node2D);
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DVector<Vector2> polygon;
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DVector<Vector2> uv;
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DVector<Color> vertex_colors;
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Color color;
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Ref<Texture> texture;
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Size2 tex_scale;
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Vector2 tex_ofs;
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bool tex_tile;
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float tex_rot;
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bool invert;
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float invert_border;
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Vector2 offset;
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mutable bool rect_cache_dirty;
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mutable Rect2 item_rect;
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void _set_texture_rotationd(float p_rot);
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float _get_texture_rotationd() const;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_polygon(const DVector<Vector2>& p_polygon);
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DVector<Vector2> get_polygon() const;
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void set_uv(const DVector<Vector2>& p_uv);
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DVector<Vector2> get_uv() const;
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void set_color(const Color& p_color);
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Color get_color() const;
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void set_vertex_colors(const DVector<Color>& p_colors);
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DVector<Color> get_vertex_colors() const;
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void set_texture(const Ref<Texture>& p_texture);
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Ref<Texture> get_texture() const;
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void set_texture_offset(const Vector2& p_offset);
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Vector2 get_texture_offset() const;
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void set_texture_rotation(float p_rot);
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float get_texture_rotation() const;
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void set_texture_scale(const Size2& p_scale);
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Size2 get_texture_scale() const;
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void set_invert(bool p_rot);
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bool get_invert() const;
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void set_invert_border(float p_border);
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float get_invert_border() const;
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void set_offset(const Vector2& p_offset);
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Vector2 get_offset() const;
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//editor stuff
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virtual void edit_set_pivot(const Point2& p_pivot);
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virtual Point2 edit_get_pivot() const;
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virtual bool edit_has_pivot() const;
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virtual Rect2 get_item_rect() const;
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Polygon2D();
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};
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#endif // POLYGON_2D_H
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