/*************************************************************************/ /* skeleton_modification_2d_stackholder.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 SKELETONMODIFICATION2DSTACKHOLDER_H #define SKELETONMODIFICATION2DSTACKHOLDER_H #include "scene/2d/skeleton_2d.h" #include "scene/resources/skeleton_modification_2d.h" /////////////////////////////////////// // SkeletonModification2DJIGGLE /////////////////////////////////////// class SkeletonModification2DStackHolder : public SkeletonModification2D { GDCLASS(SkeletonModification2DStackHolder, SkeletonModification2D); protected: static void _bind_methods(); bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void _get_property_list(List *p_list) const; public: Ref held_modification_stack; void _execute(float p_delta) override; void _setup_modification(SkeletonModificationStack2D *p_stack) override; void _draw_editor_gizmo() override; void set_held_modification_stack(Ref p_held_stack); Ref get_held_modification_stack() const; SkeletonModification2DStackHolder(); ~SkeletonModification2DStackHolder(); }; #endif // SKELETONMODIFICATION2DSTACKHOLDER_H