| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127 | /*************************************************************************//*  particles_2d.h                                                       *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* 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 PARTICLES_2D_H#define PARTICLES_2D_H#include "core/rid.h"#include "scene/2d/node_2d.h"#include "scene/resources/texture.h"class Particles2D : public Node2D {private:	GDCLASS(Particles2D, Node2D)public:	enum DrawOrder {		DRAW_ORDER_INDEX,		DRAW_ORDER_LIFETIME,	};private:	RID particles;	bool one_shot;	int amount;	float lifetime;	float pre_process_time;	float explosiveness_ratio;	float randomness_ratio;	float speed_scale;	Rect2 visibility_rect;	bool local_coords;	int fixed_fps;	bool fractional_delta;	Ref<Material> process_material;	DrawOrder draw_order;	Ref<Texture> texture;	Ref<Texture> normal_map;	void _update_particle_emission_transform();protected:	static void _bind_methods();	virtual void _validate_property(PropertyInfo &property) const;	void _notification(int p_what);public:	void set_emitting(bool p_emitting);	void set_amount(int p_amount);	void set_lifetime(float p_lifetime);	void set_one_shot(bool p_enable);	void set_pre_process_time(float p_time);	void set_explosiveness_ratio(float p_ratio);	void set_randomness_ratio(float p_ratio);	void set_visibility_rect(const Rect2 &p_visibility_rect);	void set_use_local_coordinates(bool p_enable);	void set_process_material(const Ref<Material> &p_material);	void set_speed_scale(float p_scale);	bool is_emitting() const;	int get_amount() const;	float get_lifetime() const;	bool get_one_shot() const;	float get_pre_process_time() const;	float get_explosiveness_ratio() const;	float get_randomness_ratio() const;	Rect2 get_visibility_rect() const;	bool get_use_local_coordinates() const;	Ref<Material> get_process_material() const;	float get_speed_scale() const;	void set_fixed_fps(int p_count);	int get_fixed_fps() const;	void set_fractional_delta(bool p_enable);	bool get_fractional_delta() const;	void set_draw_order(DrawOrder p_order);	DrawOrder get_draw_order() const;	void set_texture(const Ref<Texture> &p_texture);	Ref<Texture> get_texture() const;	void set_normal_map(const Ref<Texture> &p_normal_map);	Ref<Texture> get_normal_map() const;	virtual String get_configuration_warning() const;	void restart();	Rect2 capture_rect() const;	Particles2D();	~Particles2D();};VARIANT_ENUM_CAST(Particles2D::DrawOrder)#endif // PARTICLES_2D_H
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