texture_packer/texture_merger.h

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#ifndef TEXTURE_MERGER_H
#define TEXTURE_MERGER_H
#include "scene/main/node.h"
#include "core/vector.h"
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#include "core/engine.h"
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#include "texture_packer.h"
class TextureMerger : public Node {
GDCLASS(TextureMerger, Node);
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);
bool get_automatic_merge() const;
void set_automatic_merge(const bool value);
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Ref<TexturePacker> get_packer() const;
void set_packer(const Ref<TexturePacker> packer);
Vector<Variant> get_textures();
void set_textures(const Vector<Variant> &textures);
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Ref<AtlasTexture> add_texture(Ref<Texture> texture);
Ref<AtlasTexture> get_texture(int index);
Ref<Texture> get_original_texture(int index);
bool contains_texture(Ref<Texture> texture);
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void unref_texture_index(int index);
void unref_texture(Ref<Texture> texture);
void remove_texture_index(int index);
void remove_texture(Ref<Texture> texture);
int get_texture_count();
void clear();
Ref<ImageTexture> get_generated_texture(int index);
int get_generated_texture_count();
void merge();
TextureMerger();
~TextureMerger();
protected:
static void _bind_methods();
private:
bool _automatic_merge;
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Ref<TexturePacker> _packer;
Vector<Ref<Texture> > _textures;
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};
#endif