godot/scene/2d/polygon_2d.h

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#ifndef POLYGON_2D_H
#define POLYGON_2D_H
#include "scene/2d/node_2d.h"
class Polygon2D : public Node2D {
OBJ_TYPE(Polygon2D,Node2D);
DVector<Vector2> polygon;
DVector<Vector2> uv;
Color color;
Ref<Texture> texture;
Vector2 tex_scale;
Vector2 tex_ofs;
bool tex_tile;
float tex_rot;
bool invert;
float invert_border;
Vector2 offset;
mutable bool rect_cache_dirty;
mutable Rect2 item_rect;
void _set_texture_rotationd(float p_rot);
float _get_texture_rotationd() const;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_polygon(const DVector<Vector2>& p_polygon);
DVector<Vector2> get_polygon() const;
void set_uv(const DVector<Vector2>& p_uv);
DVector<Vector2> get_uv() const;
void set_color(const Color& p_color);
Color get_color() const;
void set_texture(const Ref<Texture>& p_texture);
Ref<Texture> get_texture() const;
void set_texture_offset(const Vector2& p_offset);
Vector2 get_texture_offset() const;
void set_texture_rotation(float p_rot);
float get_texture_rotation() const;
void set_texture_scale(const Vector2& p_scale);
Vector2 get_texture_scale() const;
void set_texture_repeat(bool p_rot);
bool get_texture_repeat() const;
void set_invert(bool p_rot);
bool get_invert() const;
void set_invert_border(float p_border);
float get_invert_border() const;
void set_offset(const Vector2& p_offset);
Vector2 get_offset() const;
//editor stuff
virtual void edit_set_pivot(const Point2& p_pivot);
virtual Point2 edit_get_pivot() const;
virtual bool edit_has_pivot() const;
virtual Rect2 get_item_rect() const;
Polygon2D();
};
#endif // POLYGON_2D_H