#ifndef TEXTURE_MERGER_H #define TEXTURE_MERGER_H /*************************************************************************/ /* texture_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. */ /*************************************************************************/ #include "core/config/engine.h" #include "core/containers/vector.h" #include "scene/main/node.h" #include "texture_packer.h" class TextureMerger : public Node { GDCLASS(TextureMerger, Node); public: bool get_dirty() const; void set_dirty(const bool value); int get_texture_flags() const; void set_texture_flags(const int flags); int get_max_atlas_size() const; void set_max_atlas_size(const int size); bool get_keep_original_atlases() const; void set_keep_original_atlases(const bool value); Color get_background_color() const; void set_background_color(const Color &color); int get_margin() const; void set_margin(const int margin); bool get_automatic_merge() const; void set_automatic_merge(const bool value); Ref get_packer() const; void set_packer(const Ref &packer); Vector get_textures(); void set_textures(const Vector &textures); Ref add_texture(const Ref &texture); Ref get_texture(const Ref &texture); Ref get_texture_index(const int index); Ref get_original_texture(const int index); bool contains_texture(const Ref &texture); bool unref_texture_index(const int index); bool unref_texture(const Ref &texture); void remove_texture_index(const int index); void remove_texture(const Ref &texture); int get_texture_count(); void clear(); Ref get_generated_texture(const int index); int get_generated_texture_count(); void merge(); TextureMerger(); ~TextureMerger(); protected: static void _bind_methods(); void _notification(int p_what); private: bool _automatic_merge; bool _dirty; Ref _packer; Vector> _textures; }; #endif