godot/scene/resources/bit_map.h

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/**************************************************************************/
/* bit_map.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 BIT_MAP_H
#define BIT_MAP_H
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#include "core/io/image.h"
#include "core/io/resource.h"
#include "core/io/resource_loader.h"
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template <typename T>
class TypedArray;
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class BitMap : public Resource {
GDCLASS(BitMap, Resource);
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OBJ_SAVE_TYPE(BitMap);
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Vector<uint8_t> bitmask;
int width = 0;
int height = 0;
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Vector<Vector<Vector2>> _march_square(const Rect2i &p_rect, const Point2i &p_start) const;
TypedArray<PackedVector2Array> _opaque_to_polygons_bind(const Rect2i &p_rect, float p_epsilon) const;
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protected:
void _set_data(const Dictionary &p_d);
Dictionary _get_data() const;
static void _bind_methods();
public:
void create(const Size2i &p_size);
void create_from_image_alpha(const Ref<Image> &p_image, float p_threshold = 0.1);
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void set_bitv(const Point2i &p_pos, bool p_value);
void set_bit(int p_x, int p_y, bool p_value);
void set_bit_rect(const Rect2i &p_rect, bool p_value);
bool get_bitv(const Point2i &p_pos) const;
bool get_bit(int p_x, int p_y) const;
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int get_true_bit_count() const;
Size2i get_size() const;
void resize(const Size2i &p_new_size);
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void grow_mask(int p_pixels, const Rect2i &p_rect);
void shrink_mask(int p_pixels, const Rect2i &p_rect);
void blit(const Vector2i &p_pos, const Ref<BitMap> &p_bitmap);
Ref<Image> convert_to_image() const;
Vector<Vector<Vector2>> clip_opaque_to_polygons(const Rect2i &p_rect, float p_epsilon = 2.0) const;
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BitMap();
};
#endif // BIT_MAP_H