virtualx-engine/scene/resources/skeleton_modification_2d.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

89 lines
3.9 KiB
C++

/**************************************************************************/
/* skeleton_modification_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 SKELETON_MODIFICATION_2D_H
#define SKELETON_MODIFICATION_2D_H
#include "scene/2d/skeleton_2d.h"
#include "scene/resources/skeleton_modification_stack_2d.h"
///////////////////////////////////////
// SkeletonModification2D
///////////////////////////////////////
class SkeletonModificationStack2D;
class Bone2D;
class SkeletonModification2D : public Resource {
GDCLASS(SkeletonModification2D, Resource);
friend class Skeleton2D;
friend class Bone2D;
protected:
static void _bind_methods();
SkeletonModificationStack2D *stack = nullptr;
int execution_mode = 0; // 0 = process
bool enabled = true;
bool is_setup = false;
bool _print_execution_error(bool p_condition, String p_message);
GDVIRTUAL1(_execute, double)
GDVIRTUAL1(_setup_modification, Ref<SkeletonModificationStack2D>)
GDVIRTUAL0(_draw_editor_gizmo)
public:
virtual void _execute(float _delta);
virtual void _setup_modification(SkeletonModificationStack2D *p_stack);
virtual void _draw_editor_gizmo();
bool editor_draw_gizmo = false;
void set_editor_draw_gizmo(bool p_draw_gizmo);
bool get_editor_draw_gizmo() const;
void set_enabled(bool p_enabled);
bool get_enabled();
Ref<SkeletonModificationStack2D> get_modification_stack();
void set_is_setup(bool p_setup);
bool get_is_setup() const;
void set_execution_mode(int p_mode);
int get_execution_mode() const;
float clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert_clamp = false);
void editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound, bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted);
SkeletonModification2D();
};
#endif // SKELETON_MODIFICATION_2D_H