mirror of
https://github.com/Relintai/pandemonium_engine.git
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80 lines
3.4 KiB
C++
80 lines
3.4 KiB
C++
#ifndef BIT_MAP_H
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#define BIT_MAP_H
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/*************************************************************************/
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/* bit_map.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/io/image.h"
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#include "core/object/resource.h"
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class BitMap : public Resource {
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GDCLASS(BitMap, Resource);
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OBJ_SAVE_TYPE(BitMap);
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Vector<uint8_t> bitmask;
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int width;
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int height;
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Vector<Vector2> _march_square(const Rect2i &rect, const Point2i &start) const;
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Array _opaque_to_polygons_bind(const Rect2 &p_rect, float p_epsilon) const;
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protected:
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void _set_data(const Dictionary &p_d);
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Dictionary _get_data() const;
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static void _bind_methods();
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public:
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void create(const Size2 &p_size);
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void create_from_image_alpha(const Ref<Image> &p_image, float p_threshold = 0.1);
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void set_bit(const Point2 &p_pos, bool p_value);
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bool get_bit(const Point2 &p_pos) const;
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void set_bit_rect(const Rect2 &p_rect, bool p_value);
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int get_true_bit_count() const;
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Size2 get_size() const;
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void resize(const Size2 &p_new_size);
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void grow_mask(int p_pixels, const Rect2 &p_rect);
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void shrink_mask(int p_pixels, const Rect2 &p_rect);
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void blit(const Vector2 &p_pos, const Ref<BitMap> &p_bitmap);
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Ref<Image> convert_to_image() const;
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Vector<Vector<Vector2>> clip_opaque_to_polygons(const Rect2 &p_rect, float p_epsilon = 2.0) const;
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BitMap();
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};
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#endif // BIT_MAP_H
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