pandemonium_engine/modules/texture_packer/layers/texture_layer_merger.h

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#ifndef TEXTURE_LAYER_MERGER_H
#define TEXTURE_LAYER_MERGER_H
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/*************************************************************************/
/* texture_layer_merger.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
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#include "core/containers/vector.h"
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#include "core/io/image.h"
#include "core/object/reference.h"
#include "core/math/rect2.h"
#include "scene/resources/texture.h"
class TextureLayerMerger : public Reference {
GDCLASS(TextureLayerMerger, Reference);
public:
int get_width() const;
void set_width(const int p_value);
int get_height() const;
void set_height(const int p_value);
uint32_t get_texture_flags() const;
void set_texture_flags(const uint32_t p_flags);
Color get_base_color() const;
void set_base_color(const Color &p_color);
Ref<Image> get_data() const;
void set_data(const Ref<Image> &p_image);
Ref<ImageTexture> get_result_as_texture() const;
void add_texture(const Ref<Texture> &p_texture, const Color &p_color = Color(1, 1, 1, 1), const Vector2 &p_position = Vector2(), Rect2 p_rect = Rect2());
Ref<Texture> get_texture(const int p_index);
void set_texture(const int p_index, const Ref<Texture> &p_texture);
Color get_color(const int p_index);
void set_color(const int p_index, const Color &p_color);
Vector2 get_position(const int p_index);
void set_position(const int p_index, const Vector2 &p_position);
Rect2 get_rect(const int p_index);
void set_rect(const int p_index, const Rect2 &p_rect);
void remove_texture(const int p_index);
int get_texture_count();
void clear();
void merge();
TextureLayerMerger();
~TextureLayerMerger();
protected:
void write_base_color_to_array(PoolVector<uint8_t> &data);
static void _bind_methods();
struct LayerMergerEntry {
Ref<Texture> texture;
Color color;
Rect2 rect;
Vector2 position;
};
private:
int _width;
int _height;
uint32_t _texture_flags;
Color _base_color;
Ref<Image> _image;
Vector<LayerMergerEntry> _entries;
};
#endif