pandemonium_engine_minimal/scene/resources/bit_map.h

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#ifndef BIT_MAP_H
#define BIT_MAP_H
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/* bit_map.h */
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#include "core/io/image.h"
#include "core/object/resource.h"
class BitMap : public Resource {
GDCLASS(BitMap, Resource);
OBJ_SAVE_TYPE(BitMap);
Vector<uint8_t> bitmask;
int width;
int height;
Vector<Vector2> _march_square(const Rect2i &rect, const Point2i &start) const;
Array _opaque_to_polygons_bind(const Rect2 &p_rect, float p_epsilon) const;
protected:
void _set_data(const Dictionary &p_d);
Dictionary _get_data() const;
static void _bind_methods();
public:
void create(const Size2 &p_size);
void create_from_image_alpha(const Ref<Image> &p_image, float p_threshold = 0.1);
void set_bit(const Point2 &p_pos, bool p_value);
bool get_bit(const Point2 &p_pos) const;
void set_bit_rect(const Rect2 &p_rect, bool p_value);
int get_true_bit_count() const;
Size2 get_size() const;
void resize(const Size2 &p_new_size);
void grow_mask(int p_pixels, const Rect2 &p_rect);
void shrink_mask(int p_pixels, const Rect2 &p_rect);
void blit(const Vector2 &p_pos, const Ref<BitMap> &p_bitmap);
Ref<Image> convert_to_image() const;
Vector<Vector<Vector2>> clip_opaque_to_polygons(const Rect2 &p_rect, float p_epsilon = 2.0) const;
BitMap();
};
#endif // BIT_MAP_H