/* Copyright (c) 2019-2022 Péter Magyar 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. */ #ifndef PROP_2D_TEXTURE_JOB #define PROP_2D_TEXTURE_JOB #include "scene/resources/texture.h" #if THREAD_POOL_PRESENT #include "../../thread_pool/thread_pool_job.h" #endif #include "core/version.h" #if VERSION_MAJOR > 3 #include "core/object/reference.h" #define Texture Texture2D #else #include "core/reference.h" #endif #if TEXTURE_PACKER_PRESENT class TexturePacker; #endif #if THREAD_POOL_PRESENT class Prop2DTextureJob : public ThreadPoolJob { GDCLASS(Prop2DTextureJob, ThreadPoolJob); #else class Prop2DTextureJob : public Reference { GDCLASS(Prop2DTextureJob, Reference); #endif public: #if TEXTURE_PACKER_PRESENT Ref get_merger(); void set_merger(const Ref &merger); #endif void _execute(); Prop2DTextureJob(); ~Prop2DTextureJob(); protected: static void _bind_methods(); #if TEXTURE_PACKER_PRESENT Ref _merger; #endif public: #if !THREAD_POOL_PRESENT bool get_complete() const; void set_complete(const bool value); bool get_cancelled() const; void set_cancelled(const bool value); float get_max_allocated_time() const; void set_max_allocated_time(const float value); int get_start_time() const; void set_start_time(const int value); int get_current_run_stage() const; void set_current_run_stage(const int value); int get_stage() const; void set_stage(const int value); void reset_stages(); float get_current_execution_time(); bool should_do(const bool just_check = false); bool should_return(); void execute(); private: bool _complete; bool _cancelled; float _max_allocated_time; uint64_t _start_time; int _current_run_stage; int _stage; #endif }; #endif