terraman_2d/library/terrain_2d_material_cache.h

115 lines
3.5 KiB
C++

/*
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 TERRAIN_2D_MATERIAL_CACHE_H
#define TERRAIN_2D_MATERIAL_CACHE_H
#include "core/version.h"
#if VERSION_MAJOR > 3
#include "core/io/resource.h"
#include "core/math/color.h"
#include "core/templates/vector.h"
#else
#include "core/color.h"
#include "core/resource.h"
#include "core/vector.h"
#endif
#include "core/math/rect2.h"
#include "scene/resources/material.h"
#include "terrain_2d_library.h"
#include "../defines.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 PROPS_2D_PRESENT
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);
#if VERSION_MAJOR >= 4
GDVIRTUAL1(_setup_material_albedo, Ref<Texture>);
#endif
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