godot/scene/2d/light_2d.cpp

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#include "light_2d.h"
#include "servers/visual_server.h"
void Light2D::set_enabled( bool p_enabled) {
VS::get_singleton()->canvas_light_set_enabled(canvas_light,p_enabled);
enabled=p_enabled;
}
bool Light2D::is_enabled() const {
return enabled;
}
void Light2D::set_texture( const Ref<Texture>& p_texture) {
texture=p_texture;
if (texture.is_valid())
VS::get_singleton()->canvas_light_set_texture(canvas_light,texture->get_rid());
else
VS::get_singleton()->canvas_light_set_texture(canvas_light,RID());
}
Ref<Texture> Light2D::get_texture() const {
return texture;
}
void Light2D::set_texture_offset( const Vector2& p_offset) {
texture_offset=p_offset;
VS::get_singleton()->canvas_light_set_texture_offset(canvas_light,texture_offset);
}
Vector2 Light2D::get_texture_offset() const {
return texture_offset;
}
void Light2D::set_color( const Color& p_color) {
color=p_color;
VS::get_singleton()->canvas_light_set_color(canvas_light,color);
}
Color Light2D::get_color() const {
return color;
}
void Light2D::set_height( float p_height) {
height=p_height;
VS::get_singleton()->canvas_light_set_height(canvas_light,height);
}
float Light2D::get_height() const {
return height;
}
void Light2D::set_z_range_min( int p_min_z) {
z_min=p_min_z;
VS::get_singleton()->canvas_light_set_z_range(canvas_light,z_min,z_max);
}
int Light2D::get_z_range_min() const {
return z_min;
}
void Light2D::set_z_range_max( int p_max_z) {
z_max=p_max_z;
VS::get_singleton()->canvas_light_set_z_range(canvas_light,z_min,z_max);
}
int Light2D::get_z_range_max() const {
return z_max;
}
void Light2D::set_item_mask( int p_mask) {
item_mask=p_mask;
VS::get_singleton()->canvas_light_set_item_mask(canvas_light,item_mask);
}
int Light2D::get_item_mask() const {
return item_mask;
}
void Light2D::set_blend_mode( LightBlendMode p_blend_mode ) {
blend_mode=p_blend_mode;
VS::get_singleton()->canvas_light_set_blend_mode(canvas_light,VS::CanvasLightBlendMode(blend_mode));
}
Light2D::LightBlendMode Light2D::get_blend_mode() const {
return blend_mode;
}
void Light2D::set_shadow_enabled( bool p_enabled) {
shadow=p_enabled;
VS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light,shadow);
}
bool Light2D::is_shadow_enabled() const {
return shadow;
}
void Light2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&Light2D::set_enabled);
ObjectTypeDB::bind_method(_MD("is_enabled"),&Light2D::is_enabled);
ObjectTypeDB::bind_method(_MD("set_texture","texture"),&Light2D::set_texture);
ObjectTypeDB::bind_method(_MD("get_texture"),&Light2D::get_texture);
ObjectTypeDB::bind_method(_MD("set_texture_offset","texture_offset"),&Light2D::set_texture_offset);
ObjectTypeDB::bind_method(_MD("get_texture_offset"),&Light2D::get_texture_offset);
ObjectTypeDB::bind_method(_MD("set_color","color"),&Light2D::set_color);
ObjectTypeDB::bind_method(_MD("get_color"),&Light2D::get_color);
ObjectTypeDB::bind_method(_MD("set_height","height"),&Light2D::set_height);
ObjectTypeDB::bind_method(_MD("get_height"),&Light2D::get_height);
ObjectTypeDB::bind_method(_MD("set_z_range_min","z"),&Light2D::set_z_range_min);
ObjectTypeDB::bind_method(_MD("get_z_range_min"),&Light2D::get_z_range_min);
ObjectTypeDB::bind_method(_MD("set_z_range_max","z"),&Light2D::set_z_range_max);
ObjectTypeDB::bind_method(_MD("get_z_range_max"),&Light2D::get_z_range_max);
ObjectTypeDB::bind_method(_MD("set_item_mask","item_mask"),&Light2D::set_item_mask);
ObjectTypeDB::bind_method(_MD("get_item_mask"),&Light2D::get_item_mask);
ObjectTypeDB::bind_method(_MD("set_blend_mode","blend_mode"),&Light2D::set_blend_mode);
ObjectTypeDB::bind_method(_MD("get_blend_mode"),&Light2D::get_blend_mode);
ObjectTypeDB::bind_method(_MD("set_shadow_enabled","enabled"),&Light2D::set_shadow_enabled);
ObjectTypeDB::bind_method(_MD("is_shadow_enabled"),&Light2D::is_shadow_enabled);
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"));
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"texture_offset"),_SCS("set_texture_offset"),_SCS("get_texture_offset"));
ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"height"),_SCS("set_height"),_SCS("get_height"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"z_range_min",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_min"),_SCS("get_z_range_min"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"z_range_max",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z_range_max"),_SCS("get_z_range_max"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"item_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_item_mask"),_SCS("get_item_mask"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"blend_mode",PROPERTY_HINT_ENUM,"Add,Sub,Mul,Dodge,Burn,Lighten,Darken,Overlay,Screen"),_SCS("set_blend_mode"),_SCS("get_blend_mode"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"shadow_enabled"),_SCS("set_shadow_enabled"),_SCS("is_shadow_enabled"));
}
Light2D::Light2D() {
canvas_light=VisualServer::get_singleton()->canvas_light_create();
enabled=true;
shadow=false;
color=Color(1,1,1);
height=0;
z_min=-1024;
z_max=1024;
item_mask=1;
blend_mode=LIGHT_BLEND_ADD;
}
Light2D::~Light2D() {
VisualServer::get_singleton()->free(canvas_light);
}