godot/scene/2d/light_2d.h

81 lines
1.4 KiB
C++

#ifndef LIGHT_2D_H
#define LIGHT_2D_H
#include "scene/2d/node_2d.h"
class Light2D : public Node2D {
OBJ_TYPE(Light2D,Node2D);
public:
enum LightBlendMode {
LIGHT_BLEND_ADD,
LIGHT_BLEND_SUB,
LIGHT_BLEND_MULTIPLY,
LIGHT_BLEND_DODGE,
LIGHT_BLEND_BURN,
LIGHT_BLEND_LIGHTEN,
LIGHT_BLEND_DARKEN,
LIGHT_BLEND_OVERLAY,
LIGHT_BLEND_SCREEN,
};
private:
RID canvas_light;
bool enabled;
bool shadow;
Color color;
float height;
int z_min;
int z_max;
int item_mask;
LightBlendMode blend_mode;
Ref<Texture> texture;
Vector2 texture_offset;
protected:
static void _bind_methods();
public:
void set_enabled( bool p_enabled);
bool is_enabled() 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_color( const Color& p_color);
Color get_color() const;
void set_height( float p_height);
float get_height() const;
void set_z_range_min( int p_min_z);
int get_z_range_min() const;
void set_z_range_max( int p_max_z);
int get_z_range_max() const;
void set_item_mask( int p_mask);
int get_item_mask() const;
void set_blend_mode( LightBlendMode p_blend_mode );
LightBlendMode get_blend_mode() const;
void set_shadow_enabled( bool p_enabled);
bool is_shadow_enabled() const;
Light2D();
~Light2D();
};
VARIANT_ENUM_CAST(Light2D::LightBlendMode);
#endif // LIGHT_2D_H