#ifndef TEXTURE_LAYER_MERGER_H #define TEXTURE_LAYER_MERGER_H /*************************************************************************/ /* texture_layer_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/containers/vector.h" #include "core/io/image.h" #include "core/object/reference.h" #include "core/math/rect2.h" #include "scene/resources/texture.h" class TextureLayerMerger : public Reference { GDCLASS(TextureLayerMerger, Reference); public: int get_width() const; void set_width(const int p_value); int get_height() const; void set_height(const int p_value); uint32_t get_texture_flags() const; void set_texture_flags(const uint32_t p_flags); Color get_base_color() const; void set_base_color(const Color &p_color); Ref get_data() const; void set_data(const Ref &p_image); Ref get_result_as_texture() const; void add_texture(const Ref &p_texture, const Color &p_color = Color(1, 1, 1, 1), const Vector2 &p_position = Vector2(), Rect2 p_rect = Rect2()); Ref get_texture(const int p_index); void set_texture(const int p_index, const Ref &p_texture); Color get_color(const int p_index); void set_color(const int p_index, const Color &p_color); Vector2 get_position(const int p_index); void set_position(const int p_index, const Vector2 &p_position); Rect2 get_rect(const int p_index); void set_rect(const int p_index, const Rect2 &p_rect); void remove_texture(const int p_index); int get_texture_count(); void clear(); void merge(); TextureLayerMerger(); ~TextureLayerMerger(); protected: void write_base_color_to_array(PoolVector &data); static void _bind_methods(); struct LayerMergerEntry { Ref texture; Color color; Rect2 rect; Vector2 position; }; private: int _width; int _height; uint32_t _texture_flags; Color _base_color; Ref _image; Vector _entries; }; #endif