#ifndef TEXTURE_MERGER_H #define TEXTURE_MERGER_H #include "scene/main/node.h" #include "core/vector.h" #include "core/engine.h" #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); Ref get_packer() const; void set_packer(const Ref packer); Vector get_textures(); void set_textures(const Vector &textures); Ref add_texture(Ref texture); Ref get_texture(int index); Ref get_original_texture(int index); bool contains_texture(Ref texture); void unref_texture_index(int index); void unref_texture(Ref texture); void remove_texture_index(int index); void remove_texture(Ref texture); int get_texture_count(); void clear(); Ref get_generated_texture(int index); int get_generated_texture_count(); void merge(); TextureMerger(); ~TextureMerger(); protected: static void _bind_methods(); private: bool _automatic_merge; Ref _packer; Vector > _textures; }; #endif