pandemonium_engine/modules/terraman_2d/library/terrain_2d_library_merger.h

121 lines
4.5 KiB
C++

#ifndef TERRAIN_2D_LIBRARY_MERGER_H
#define TERRAIN_2D_LIBRARY_MERGER_H
/*************************************************************************/
/* terrain_2d_library_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/rb_map.h"
#include "core/object/resource.h"
#include "terrain_2d_library.h"
#include "scene/resources/material/material.h"
#include "../data/terrain_2d_light.h"
#include "terrain_2d_surface_merger.h"
#include "modules/modules_enabled.gen.h"
class Terrain2DSurfaceSimple;
class Terrain2DMesher;
class PackedScene;
class Terrain2DLibraryMerger : public Terrain2DLibrary {
GDCLASS(Terrain2DLibraryMerger, Terrain2DLibrary)
public:
int get_texture_flags() const;
void set_texture_flags(const int flags);
int get_max_atlas_size() const;
void set_max_atlas_size(const int size);
bool get_keep_original_atlases() const;
void set_keep_original_atlases(const bool value);
Color get_background_color() const;
void set_background_color(const Color &color);
int get_margin() const;
void set_margin(const int margin);
Ref<Terrain2DSurface> terra_surface_get(const int index);
void terra_surface_add(Ref<Terrain2DSurface> value);
void terra_surface_set(const int index, Ref<Terrain2DSurface> value);
void terra_surface_remove(const int index);
int terra_surface_get_num() const;
void terra_surfaces_clear();
Vector<Variant> get_terra_surfaces();
void set_terra_surfaces(const Vector<Variant> &surfaces);
#ifdef MODULE_PROPS_2D_ENABLED
Ref<Prop2DData> get_prop(const int index);
void add_prop(Ref<Prop2DData> value);
bool has_prop(const Ref<Prop2DData> &value) const;
void set_prop(const int index, const Ref<Prop2DData> &value);
void remove_prop(const int index);
int get_num_props() const;
void clear_props();
Vector<Variant> get_props();
void set_props(const Vector<Variant> &props);
Rect2 get_prop_uv_rect(const Ref<Texture> &texture);
Ref<TexturePacker> get_prop_packer();
#endif
void refresh_rects();
void _setup_material_albedo(const int material_index, const Ref<Texture> &texture);
Terrain2DLibraryMerger();
~Terrain2DLibraryMerger();
protected:
#ifdef MODULE_PROPS_2D_ENABLED
bool process_prop_textures(Ref<Prop2DData> prop);
#endif
static void _bind_methods();
Vector<Ref<Terrain2DSurfaceMerger>> _terra_surfaces;
#ifdef MODULE_PROPS_2D_ENABLED
Vector<Ref<Prop2DData>> _props;
#endif
Ref<TexturePacker> _packer;
Ref<TexturePacker> _prop_packer;
};
#endif