pandemonium_engine/modules/terraman_2d/library/terrain_2d_material_cache.h

84 lines
2.4 KiB
C++

#ifndef TERRAIN_2D_MATERIAL_CACHE_H
#define TERRAIN_2D_MATERIAL_CACHE_H
#include "core/math/color.h"
#include "core/object/resource.h"
#include "core/containers/vector.h"
#include "core/math/rect2.h"
#include "scene/resources/material/material.h"
#include "terrain_2d_library.h"
#include "../defines.h"
#include "modules/modules_enabled.gen.h"
class Terrain2DLibrary;
class Terrain2DMaterialCache : public Resource {
GDCLASS(Terrain2DMaterialCache, Resource)
public:
bool get_initialized();
void set_initialized(const bool value);
int get_ref_count();
void set_ref_count(const int value);
void inc_ref_count();
void dec_ref_count();
Ref<Material> material_get();
void material_set(const Ref<Material> &value);
virtual Ref<Terrain2DSurface> surface_get(const int index);
virtual Ref<Terrain2DSurface> surface_id_get(const int id);
virtual void surface_add(Ref<Terrain2DSurface> value);
virtual void surface_set(const int index, Ref<Terrain2DSurface> value);
virtual void surface_remove(const int index);
virtual int surface_get_num() const;
virtual void surfaces_clear();
virtual void additional_texture_add(const Ref<Texture> &texture);
virtual void additional_texture_remove(const Ref<Texture> &texture);
virtual void additional_texture_remove_index(const int index);
virtual void additional_textures_clear();
virtual int additional_texture_count();
virtual Ref<Texture> additional_texture_get(const int index);
virtual Ref<AtlasTexture> additional_texture_get_atlas(const int index);
virtual Ref<AtlasTexture> additional_texture_get_atlas_tex(const Ref<Texture> &texture);
virtual Rect2 additional_texture_get_rect(const Ref<Texture> &texture);
virtual Rect2 additional_texture_get_uv_rect(const Ref<Texture> &texture);
//todo rename to get texture, and make it a property.
//mergers set it themselves
//Also do it for props
virtual Ref<Texture> texture_get_merged();
#ifdef MODULE_PROPS_2D_ENABLED
void prop_add_textures(const Ref<Prop2DData> &prop);
void prop_remove_textures(const Ref<Prop2DData> &prop);
#endif
virtual void refresh_rects();
void setup_material_albedo(Ref<Texture> texture);
Terrain2DMaterialCache();
~Terrain2DMaterialCache();
protected:
static void _bind_methods();
bool _initialized;
Vector<Ref<Terrain2DSurface>> _surfaces;
Ref<Material> _material;
Vector<Ref<Texture>> _additional_textures;
int _ref_count;
};
#endif