#ifndef TERRAIN_2D_LIBRARY_H #define TERRAIN_2D_LIBRARY_H /*************************************************************************/ /* terrain_2d_library.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/object/resource.h" #include "core/math/rect2.h" #include "scene/resources/material/material.h" #include "../data/terrain_2d_light.h" #include "terrain_2d_surface.h" #include "../defines.h" #include "modules/modules_enabled.gen.h" class Terrain2DMaterialCache; class Terrain2DSurface; class Terrain2DMesher; class PackedScene; class Terrain2DChunk; #ifdef MODULE_PROPS_2D_ENABLED 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> texture_get(); void texture_set(const Ref<Texture> &value); Ref<Texture> liquid_texture_get(); void liquid_texture_set(const Ref<Texture> &value); Ref<Texture> prop_texture_get(); void prop_texture_set(const Ref<Texture> &value); void material_cache_get_key(Ref<Terrain2DChunk> chunk); virtual void _material_cache_get_key(Ref<Terrain2DChunk> chunk); Ref<Terrain2DMaterialCache> material_cache_get(const int key); virtual Ref<Terrain2DMaterialCache> _material_cache_get(const int key); void material_cache_unref(const int key); virtual void _material_cache_unref(const int key); Ref<Material> material_get(); void material_set(const Ref<Material> &value); void liquid_material_cache_get_key(Ref<Terrain2DChunk> chunk); virtual void _liquid_material_cache_get_key(Ref<Terrain2DChunk> chunk); Ref<Terrain2DMaterialCache> liquid_material_cache_get(const int key); virtual Ref<Terrain2DMaterialCache> _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<Material> liquid_material_get(); void liquid_material_set(const Ref<Material> &value); void prop_material_cache_get_key(Ref<Terrain2DChunk> chunk); virtual void _prop_material_cache_get_key(Ref<Terrain2DChunk> chunk); Ref<Terrain2DMaterialCache> prop_material_cache_get(const int key); virtual Ref<Terrain2DMaterialCache> _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<Material> prop_material_get(); void prop_material_set(const Ref<Material> &value); virtual Ref<Terrain2DSurface> terra_surface_get(const int index); virtual void terra_surface_add(Ref<Terrain2DSurface> value); virtual void terra_surface_set(const int index, Ref<Terrain2DSurface> value); virtual void terra_surface_remove(const int index); virtual int terra_surface_get_num() const; virtual void terra_surfaces_clear(); virtual Ref<PackedScene> scene_get(const int id); virtual void scene_add(Ref<PackedScene> value); virtual void scene_set(const int id, Ref<PackedScene> value); virtual void scene_remove(const int id); virtual int scene_get_num() const; virtual void scenes_clear(); #ifdef MODULE_PROPS_2D_ENABLED virtual Ref<Prop2DData> prop_get(const int id); virtual void prop_add(Ref<Prop2DData> value); virtual bool prop_has(const Ref<Prop2DData> &value) const; virtual void prop_set(const int id, Ref<Prop2DData> 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> &texture); #endif virtual void refresh_rects(); void setup_material_albedo(int material_index, Ref<Texture> texture); Terrain2DLibrary(); ~Terrain2DLibrary(); protected: static void _bind_methods(); bool _initialized; Ref<Texture> _texture; Ref<Texture> _liquid_texture; Ref<Texture> _prop_texture; Ref<Material> _material; Ref<Material> _liquid_material; Ref<Material> _prop_material; }; #endif // TERRAIN_2D_LIBRARY_H