skeleton_modification_2d_stackholder.h 3.3 KB

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  1. /*************************************************************************/
  2. /* skeleton_modification_2d_stackholder.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef SKELETON_MODIFICATION_2D_STACKHOLDER_H
  31. #define SKELETON_MODIFICATION_2D_STACKHOLDER_H
  32. #include "scene/2d/skeleton_2d.h"
  33. #include "scene/resources/skeleton_modification_2d.h"
  34. ///////////////////////////////////////
  35. // SkeletonModification2DJIGGLE
  36. ///////////////////////////////////////
  37. class SkeletonModification2DStackHolder : public SkeletonModification2D {
  38. GDCLASS(SkeletonModification2DStackHolder, SkeletonModification2D);
  39. protected:
  40. static void _bind_methods();
  41. bool _get(const StringName &p_path, Variant &r_ret) const;
  42. bool _set(const StringName &p_path, const Variant &p_value);
  43. void _get_property_list(List<PropertyInfo> *p_list) const;
  44. public:
  45. Ref<SkeletonModificationStack2D> held_modification_stack;
  46. void _execute(float p_delta) override;
  47. void _setup_modification(SkeletonModificationStack2D *p_stack) override;
  48. void _draw_editor_gizmo() override;
  49. void set_held_modification_stack(Ref<SkeletonModificationStack2D> p_held_stack);
  50. Ref<SkeletonModificationStack2D> get_held_modification_stack() const;
  51. SkeletonModification2DStackHolder();
  52. ~SkeletonModification2DStackHolder();
  53. };
  54. #endif // SKELETON_MODIFICATION_2D_STACKHOLDER_H