text: //
  // Copyright (c) 2008-2021 the Urho3D project.
  //
  // 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.
  //
  
  /// \file
  
  #pragma once
  
  #include "../Graphics/GraphicsDefs.h"
  #include "../Resource/Resource.h"
  
  namespace Urho3D
  {
  
  class XMLElement;
  class Sprite2D;
  
  /// 2D particle emitter types.
  enum EmitterType2D
  {
      EMITTER_TYPE_GRAVITY = 0,
      EMITTER_TYPE_RADIAL
  };
  
  /// 2D particle effect resource.
  class URHO3D_API ParticleEffect2D : public Resource
  {
      URHO3D_OBJECT(ParticleEffect2D, Resource);
  
  public:
      /// Construct.
      explicit ParticleEffect2D(Context* context);
      /// Destruct.
      ~ParticleEffect2D() override;
      /// Register object factory. Drawable2D must be registered first.
      /// @nobind
      static void RegisterObject(Context* context);
  
      /// Load resource from stream. May be called from a worker thread. Return true if successful.
      bool BeginLoad(Deserializer& source) override;
      /// Finish resource loading. Always called from the main thread. Return true if successful.
      bool EndLoad() override;
      /// Save resource. Return true if successful.
      bool Save(Serializer& dest) const override;
  
      /// Set sprite.
      void SetSprite(Sprite2D* sprite);
      /// Set source position variance.
      void SetSourcePositionVariance(const Vector2& sourcePositionVariance);
      /// Set speed.
      void SetSpeed(float speed);
      /// Set speed variance.
      void SetSpeedVariance(float speedVariance);
      /// Set particle lifespan.
      void SetParticleLifeSpan(float particleLifeSpan);
      /// Set particle lifespan variance.
      void SetParticleLifespanVariance(float particleLifespanVariance);
      /// Set angle.
      void SetAngle(float angle);
      /// Set angle variance.
      void SetAngleVariance(float angleVariance);
      /// Set gravity.
      void SetGravity(const Vector2& gravity);
      /// Set radial acceleration.
      void SetRadialAcceleration(float radialAcceleration);
      /// Set tangential acceleration.
      void SetTangentialAcceleration(float tangentialAcceleration);
      /// Set radial acceleration variance.
      void SetRadialAccelVariance(float radialAccelVariance);
      /// Set tangential acceleration variance.
      void SetTangentialAccelVariance(float tangentialAccelVariance);
      /// Set start color.
      void SetStartColor(const Color& startColor);
      /// Set start color variance.
      void SetStartColorVariance(const Color& startColorVariance);
      /// Set finish color.
      void SetFinishColor(const Color& finishColor);
      /// Set finish color variance.
      void SetFinishColorVariance(const Color& finishColorVariance);
      /// Set max particles.
      void SetMaxParticles(int maxParticles);
      /// Set start particle size.
      void SetStartParticleSize(float startParticleSize);
      /// Set start particle size variance.
      void SetStartParticleSizeVariance(float startParticleSizeVariance);
      /// Set finish particle size.
      void SetFinishParticleSize(float finishParticleSize);
      /// Set finish particle size variance.
      void SetFinishParticleSizeVariance(float finishParticleSizeVariance);
      /// Set duration.
      void SetDuration(float duration);
      /// Set emitter type.
      void SetEmitterType(EmitterType2D emitterType);
      /// Set max radius.
      void SetMaxRadius(float maxRadius);
      /// Set max radius variance.
      void SetMaxRadiusVariance(float maxRadiusVariance);
      /// Set min radius.
      void SetMinRadius(float minRadius);
      /// Set min radius variance.
      void SetMinRadiusVariance(float minRadiusVariance);
      /// Set rotate per second.
      void SetRotatePerSecond(float rotatePerSecond);
      /// Set rotate per second variance.
      void SetRotatePerSecondVariance(float rotatePerSecondVariance);
      /// Set blend mode.
      void SetBlendMode(BlendMode blendMode);
      /// Set rotation start.
      void SetRotationStart(float rotationStart);
      /// Set rotation start variance.
      void SetRotationStartVariance(float rotationStartVariance);
      /// Set rotation end.
      void SetRotationEnd(float rotationEnd);
      /// Set rotation end variance.
      void SetRotationEndVariance(float rotationEndVariance);
      /// Clone the 2D particle effect.
      SharedPtr<ParticleEffect2D> Clone(const String& cloneName = String::EMPTY) const;
  
      /// Return sprite.
      Sprite2D* GetSprite() const { return sprite_; }
  
      /// Return source position variance.
      const Vector2& GetSourcePositionVariance() const { return sourcePositionVariance_; }
  
      /// Return speed.
      float GetSpeed() const { return speed_; }
  
      /// Return speed variance.
      float GetSpeedVariance() const { return speedVariance_; }
  
      /// Return particle lifespan.
      float GetParticleLifeSpan() const { return particleLifeSpan_; }
  
      /// Return particle lifespan variance.
      float GetParticleLifespanVariance() const { return particleLifespanVariance_; }
  
      /// Return angle.
      float GetAngle() const { return angle_; }
  
      /// Return angle variance.
      float GetAngleVariance() const { return angleVariance_; }
  
      /// Return gravity.
      const Vector2& GetGravity() const { return gravity_; }
  
      /// Return radial acceleration.
      float GetRadialAcceleration() const { return radialAcceleration_; }
  
      /// Return tangential acceleration.
      float GetTangentialAcceleration() const { return tangentialAcceleration_; }
  
      /// Return radial acceleration variance.
      float GetRadialAccelVariance() const { return radialAccelVariance_; }
  
      /// Return tangential acceleration variance.
      float GetTangentialAccelVariance() const { return tangentialAccelVariance_; }
  
      /// Return start color.
      const Color& GetStartColor() const { return startColor_; }
  
      /// Return start color variance.
      const Color& GetStartColorVariance() const { return startColorVariance_; }
  
      /// Return finish color.
      const Color& GetFinishColor() const { return finishColor_; }
  
      /// Return finish color variance.
      const Color& GetFinishColorVariance() const { return finishColorVariance_; }
  
      /// Return max particles.
      int GetMaxParticles() const { return maxParticles_; }
  
      /// Return start particle size.
      float GetStartParticleSize() const { return startParticleSize_; }
  
      /// Return start particle size variance.
      float GetStartParticleSizeVariance() const { return startParticleSizeVariance_; }
  
      /// Return finish particle size.
      float GetFinishParticleSize() const { return finishParticleSize_; }
  
      /// Return finish particle size variance.
      float GetFinishParticleSizeVariance() const { return finishParticleSizeVariance_; }
  
      /// Return duration.
      float GetDuration() const { return duration_; }
  
      /// Return emitter type.
      EmitterType2D GetEmitterType() const { return emitterType_; }
  
      /// Return max radius.
      float GetMaxRadius() const { return maxRadius_; }
  
      /// Return max radius variance.
      float GetMaxRadiusVariance() const { return maxRadiusVariance_; }
  
      /// Return min radius.
      float GetMinRadius() const { return minRadius_; }
  
      /// Return min radius variance.
      float GetMinRadiusVariance() const { return minRadiusVariance_; }
  
      /// Return rotate per second.
      float GetRotatePerSecond() const { return rotatePerSecond_; }
  
      /// Return rotate per second variance.
      float GetRotatePerSecondVariance() const { return rotatePerSecondVariance_; }
  
      /// Return blend mode.
      BlendMode GetBlendMode() const { return blendMode_; }
  
      /// Return rotation start.
      float GetRotationStart() const { return rotationStart_; }
  
      /// Return rotation start variance.
      float GetRotationStartVariance() const { return rotationStartVariance_; }
  
      /// Return rotation end.
      float GetRotationEnd() const { return rotationEnd_; }
  
      /// Return rotation end variance.
      float GetRotationEndVariance() const { return rotationEndVariance_; }
  
  private:
      /// Read integer.
      int ReadInt(const XMLElement& element, const String& name) const;
      /// Read float.
      float ReadFloat(const XMLElement& element, const String& name) const;
      /// Read Color.
      Color ReadColor(const XMLElement& element, const String& name) const;
      /// Read Vector2.
      Vector2 ReadVector2(const XMLElement& element, const String& name) const;
      /// Write integer.
      void WriteInt(XMLElement& element, const String& name, int value) const;
      /// Write float.
      void WriteFloat(XMLElement& element, const String& name, float value) const;
      /// Write Color.
      void WriteColor(XMLElement& element, const String& name, const Color& color) const;
      /// Write Vector2.
      void WriteVector2(XMLElement& element, const String& name, const Vector2& value) const;
  
      /// Sprite.
      SharedPtr<Sprite2D> sprite_;
      /// Source position variance.
      Vector2 sourcePositionVariance_;
      /// Speed.
      float speed_;
      /// Speed variance.
      float speedVariance_;
      /// Particle lifespan.
      float particleLifeSpan_;
      /// Particle lifespan variance.
      float particleLifespanVariance_;
      /// Angle.
      float angle_;
      /// Angle variance.
      float angleVariance_;
      /// Gravity.
      Vector2 gravity_;
      /// Radial acceleration.
      float radialAcceleration_;
      /// Tangential acceleration.
      float tangentialAcceleration_;
      /// Radial acceleration variance.
      float radialAccelVariance_;
      /// Tangential acceleration variance.
      float tangentialAccelVariance_;
      /// Start color.
      Color startColor_;
      /// Start color variance.
      Color startColorVariance_;
      /// Finish color.
      Color finishColor_;
      /// Finish color variance.
      Color finishColorVariance_;
      /// Max particles.
      int maxParticles_;
      /// Start particle size.
      float startParticleSize_;
      /// Start particle size variance.
      float startParticleSizeVariance_;
      /// Finish particle size.
      float finishParticleSize_;
      /// Finish particle size variance.
      float finishParticleSizeVariance_;
      /// Duration.
      float duration_;
      /// Emitter type.
      EmitterType2D emitterType_;
      /// Max radius.
      float maxRadius_;
      /// Max radius variance.
      float maxRadiusVariance_;
      /// Min radius.
      float minRadius_;
      /// Min radius variance.
      float minRadiusVariance_;
      /// Rotate per second.
      float rotatePerSecond_;
      /// Rotate per second variance.
      float rotatePerSecondVariance_;
      /// Blend mode.
      BlendMode blendMode_;
      /// Rotation start.
      float rotationStart_;
      /// Rotation start variance.
      float rotationStartVariance_;
      /// Rotation end.
      float rotationEnd_;
      /// Rotation end variance.
      float rotationEndVariance_;
      /// Sprite name acquired during BeginLoad().
      String loadSpriteName_;
  };
  
  }
  