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https://github.com/Relintai/texture_packer.git
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76 lines
1.6 KiB
C++
76 lines
1.6 KiB
C++
#ifndef TEXTURE_MERGER_H
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#define TEXTURE_MERGER_H
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#include "scene/main/node.h"
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#include "core/vector.h"
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#include "core/engine.h"
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#include "texture_packer.h"
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class TextureMerger : public Node {
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GDCLASS(TextureMerger, Node);
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public:
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bool get_dirty() const;
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void set_dirty(const bool value);
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int get_texture_flags() const;
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void set_texture_flags(const int flags);
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int get_max_atlas_size() const;
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void set_max_atlas_size(const int size);
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bool get_keep_original_atlases() const;
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void set_keep_original_atlases(const bool value);
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Color get_background_color() const;
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void set_background_color(const Color color);
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int get_margin() const;
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void set_margin(const int margin);
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bool get_automatic_merge() const;
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void set_automatic_merge(const bool value);
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Ref<TexturePacker> get_packer() const;
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void set_packer(const Ref<TexturePacker> packer);
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Vector<Variant> get_textures();
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void set_textures(const Vector<Variant> &textures);
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Ref<AtlasTexture> add_texture(Ref<Texture> texture);
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Ref<AtlasTexture> get_texture(int index);
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Ref<Texture> get_original_texture(int index);
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bool contains_texture(Ref<Texture> texture);
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bool unref_texture_index(int index);
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bool unref_texture(Ref<Texture> texture);
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void remove_texture_index(int index);
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void remove_texture(Ref<Texture> texture);
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int get_texture_count();
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void clear();
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Ref<ImageTexture> get_generated_texture(int index);
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int get_generated_texture_count();
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void merge();
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TextureMerger();
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~TextureMerger();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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private:
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bool _automatic_merge;
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bool _dirty;
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Ref<TexturePacker> _packer;
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Vector<Ref<Texture> > _textures;
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};
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#endif
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