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b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
70 lines
3.3 KiB
C++
70 lines
3.3 KiB
C++
/*************************************************************************/
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/* light_occluder_2d_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
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#define LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
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#include "editor/plugins/abstract_polygon_2d_editor.h"
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#include "scene/2d/light_occluder_2d.h"
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class LightOccluder2DEditor : public AbstractPolygon2DEditor {
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GDCLASS(LightOccluder2DEditor, AbstractPolygon2DEditor);
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LightOccluder2D *node;
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Ref<OccluderPolygon2D> _ensure_occluder() const;
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protected:
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virtual Node2D *_get_node() const override;
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virtual void _set_node(Node *p_polygon) override;
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virtual bool _is_line() const override;
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virtual int _get_polygon_count() const override;
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virtual Variant _get_polygon(int p_idx) const override;
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virtual void _set_polygon(int p_idx, const Variant &p_polygon) const override;
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virtual void _action_set_polygon(int p_idx, const Variant &p_previous, const Variant &p_polygon) override;
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virtual bool _has_resource() const override;
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virtual void _create_resource() override;
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public:
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LightOccluder2DEditor(EditorNode *p_editor);
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};
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class LightOccluder2DEditorPlugin : public AbstractPolygon2DEditorPlugin {
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GDCLASS(LightOccluder2DEditorPlugin, AbstractPolygon2DEditorPlugin);
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public:
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LightOccluder2DEditorPlugin(EditorNode *p_node);
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};
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#endif // LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
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