#ifndef TERRAIN_2D_MATERIAL_CACHE_H #define TERRAIN_2D_MATERIAL_CACHE_H /*************************************************************************/ /* terrain_2d_material_cache.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. */ /*************************************************************************/ #include "core/containers/vector.h" #include "core/math/color.h" #include "core/object/resource.h" #include "core/math/rect2.h" #include "scene/resources/material/material.h" #include "terrain_2d_library.h" #include "../defines.h" #include "modules/modules_enabled.gen.h" class Terrain2DLibrary; class Terrain2DMaterialCache : public Resource { GDCLASS(Terrain2DMaterialCache, Resource) public: bool get_initialized(); void set_initialized(const bool value); int get_ref_count(); void set_ref_count(const int value); void inc_ref_count(); void dec_ref_count(); Ref material_get(); void material_set(const Ref &value); virtual Ref surface_get(const int index); virtual Ref surface_id_get(const int id); virtual void surface_add(Ref value); virtual void surface_set(const int index, Ref value); virtual void surface_remove(const int index); virtual int surface_get_num() const; virtual void surfaces_clear(); virtual void additional_texture_add(const Ref &texture); virtual void additional_texture_remove(const Ref &texture); virtual void additional_texture_remove_index(const int index); virtual void additional_textures_clear(); virtual int additional_texture_count(); virtual Ref additional_texture_get(const int index); virtual Ref additional_texture_get_atlas(const int index); virtual Ref additional_texture_get_atlas_tex(const Ref &texture); virtual Rect2 additional_texture_get_rect(const Ref &texture); virtual Rect2 additional_texture_get_uv_rect(const Ref &texture); //todo rename to get texture, and make it a property. //mergers set it themselves //Also do it for props virtual Ref texture_get_merged(); #ifdef MODULE_PROPS_2D_ENABLED void prop_add_textures(const Ref &prop); void prop_remove_textures(const Ref &prop); #endif virtual void refresh_rects(); void setup_material_albedo(Ref texture); Terrain2DMaterialCache(); ~Terrain2DMaterialCache(); protected: static void _bind_methods(); bool _initialized; Vector> _surfaces; Ref _material; Vector> _additional_textures; int _ref_count; }; #endif