mirror of
https://github.com/Relintai/pandemonium_engine.git
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108 lines
4.0 KiB
C++
108 lines
4.0 KiB
C++
#ifndef TEXTURE_MERGER_H
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#define TEXTURE_MERGER_H
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/*************************************************************************/
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/* texture_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/config/engine.h"
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#include "core/containers/vector.h"
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#include "scene/main/node.h"
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#include "texture_packer.h"
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class TextureMerger : public Node {
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GDCLASS(TextureMerger, Node);
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public:
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bool get_dirty() const;
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void set_dirty(const bool value);
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int get_texture_flags() const;
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void set_texture_flags(const int flags);
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int get_max_atlas_size() const;
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void set_max_atlas_size(const int size);
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bool get_keep_original_atlases() const;
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void set_keep_original_atlases(const bool value);
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Color get_background_color() const;
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void set_background_color(const Color &color);
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int get_margin() const;
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void set_margin(const int margin);
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bool get_automatic_merge() const;
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void set_automatic_merge(const bool value);
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Ref<TexturePacker> get_packer() const;
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void set_packer(const Ref<TexturePacker> &packer);
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Vector<Variant> get_textures();
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void set_textures(const Vector<Variant> &textures);
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Ref<AtlasTexture> add_texture(const Ref<Texture> &texture);
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Ref<AtlasTexture> get_texture(const Ref<Texture> &texture);
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Ref<AtlasTexture> get_texture_index(const int index);
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Ref<Texture> get_original_texture(const int index);
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bool contains_texture(const Ref<Texture> &texture);
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bool unref_texture_index(const int index);
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bool unref_texture(const Ref<Texture> &texture);
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void remove_texture_index(const int index);
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void remove_texture(const Ref<Texture> &texture);
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int get_texture_count();
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void clear();
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Ref<ImageTexture> get_generated_texture(const int index);
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int get_generated_texture_count();
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void merge();
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TextureMerger();
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~TextureMerger();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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private:
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bool _automatic_merge;
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bool _dirty;
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Ref<TexturePacker> _packer;
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Vector<Ref<Texture>> _textures;
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};
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#endif
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