#ifndef TERRAIN_2D_LIBRARY_H #define TERRAIN_2D_LIBRARY_H /* Copyright (c) 2019-2022 Péter Magyar 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/resource.h" #include "core/math/rect2.h" #include "scene/resources/material.h" #include "../data/terrain_2d_light.h" #include "terrain_2d_surface.h" #include "../defines.h" class Terrain2DMaterialCache; class Terrain2DSurface; class Terrain2DMesher; class PackedScene; class Terrain2DChunk; #ifdef PROPS_2D_PRESENT class Prop2DData; #endif class Terrain2DLibrary : public Resource { GDCLASS(Terrain2DLibrary, Resource) public: enum { MATERIAL_INDEX_TERRAIN = 0, MATERIAL_INDEX_LIQUID = 1, MATERIAL_INDEX_PROP = 2, }; public: bool get_initialized() const; void set_initialized(const bool value); bool supports_caching(); virtual bool _supports_caching(); Ref texture_get(); void texture_set(const Ref &value); Ref liquid_texture_get(); void liquid_texture_set(const Ref &value); Ref prop_texture_get(); void prop_texture_set(const Ref &value); void material_cache_get_key(Ref chunk); virtual void _material_cache_get_key(Ref chunk); Ref material_cache_get(const int key); virtual Ref _material_cache_get(const int key); void material_cache_unref(const int key); virtual void _material_cache_unref(const int key); Ref material_get(); void material_set(const Ref &value); void liquid_material_cache_get_key(Ref chunk); virtual void _liquid_material_cache_get_key(Ref chunk); Ref liquid_material_cache_get(const int key); virtual Ref _liquid_material_cache_get(const int key); void liquid_material_cache_unref(const int key); virtual void _liquid_material_cache_unref(const int key); Ref liquid_material_get(); void liquid_material_set(const Ref &value); void prop_material_cache_get_key(Ref chunk); virtual void _prop_material_cache_get_key(Ref chunk); Ref prop_material_cache_get(const int key); virtual Ref _prop_material_cache_get(const int key); void prop_material_cache_unref(const int key); virtual void _prop_material_cache_unref(const int key); Ref prop_material_get(); void prop_material_set(const Ref &value); virtual Ref terra_surface_get(const int index); virtual void terra_surface_add(Ref value); virtual void terra_surface_set(const int index, Ref value); virtual void terra_surface_remove(const int index); virtual int terra_surface_get_num() const; virtual void terra_surfaces_clear(); virtual Ref scene_get(const int id); virtual void scene_add(Ref value); virtual void scene_set(const int id, Ref value); virtual void scene_remove(const int id); virtual int scene_get_num() const; virtual void scenes_clear(); #ifdef PROPS_2D_PRESENT virtual Ref prop_get(const int id); virtual void prop_add(Ref value); virtual bool prop_has(const Ref &value) const; virtual void prop_set(const int id, Ref value); virtual void prop_remove(const int id); virtual int prop_get_num() const; virtual void props_clear(); virtual Rect2 get_prop_uv_rect(const Ref &texture); #endif virtual void refresh_rects(); void setup_material_albedo(int material_index, Ref texture); Terrain2DLibrary(); ~Terrain2DLibrary(); protected: static void _bind_methods(); bool _initialized; Ref _texture; Ref _liquid_texture; Ref _prop_texture; Ref _material; Ref _liquid_material; Ref _prop_material; }; #endif // TERRAIN_2D_LIBRARY_H