mirror of
https://github.com/Relintai/pandemonium_engine.git
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112 lines
4.0 KiB
C++
112 lines
4.0 KiB
C++
#ifndef TEXTURE_LAYER_MERGER_H
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#define TEXTURE_LAYER_MERGER_H
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/*************************************************************************/
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/* texture_layer_merger.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/containers/vector.h"
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#include "core/io/image.h"
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#include "core/object/reference.h"
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#include "core/math/rect2.h"
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#include "scene/resources/texture.h"
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class TextureLayerMerger : public Reference {
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GDCLASS(TextureLayerMerger, Reference);
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public:
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int get_width() const;
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void set_width(const int p_value);
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int get_height() const;
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void set_height(const int p_value);
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uint32_t get_texture_flags() const;
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void set_texture_flags(const uint32_t p_flags);
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Color get_base_color() const;
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void set_base_color(const Color &p_color);
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Ref<Image> get_data() const;
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void set_data(const Ref<Image> &p_image);
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Ref<ImageTexture> get_result_as_texture() const;
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void add_texture(const Ref<Texture> &p_texture, const Color &p_color = Color(1, 1, 1, 1), const Vector2 &p_position = Vector2(), Rect2 p_rect = Rect2());
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Ref<Texture> get_texture(const int p_index);
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void set_texture(const int p_index, const Ref<Texture> &p_texture);
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Color get_color(const int p_index);
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void set_color(const int p_index, const Color &p_color);
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Vector2 get_position(const int p_index);
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void set_position(const int p_index, const Vector2 &p_position);
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Rect2 get_rect(const int p_index);
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void set_rect(const int p_index, const Rect2 &p_rect);
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void remove_texture(const int p_index);
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int get_texture_count();
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void clear();
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void merge();
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TextureLayerMerger();
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~TextureLayerMerger();
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protected:
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void write_base_color_to_array(PoolVector<uint8_t> &data);
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static void _bind_methods();
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struct LayerMergerEntry {
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Ref<Texture> texture;
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Color color;
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Rect2 rect;
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Vector2 position;
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};
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private:
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int _width;
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int _height;
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uint32_t _texture_flags;
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Color _base_color;
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Ref<Image> _image;
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Vector<LayerMergerEntry> _entries;
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};
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#endif
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