#ifndef TEXTURE_MERGER_H #define TEXTURE_MERGER_H #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