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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
81 lines
3.4 KiB
C++
81 lines
3.4 KiB
C++
/*************************************************************************/
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/* bit_map.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef BIT_MAP_H
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#define BIT_MAP_H
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#include "core/image.h"
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#include "core/io/resource_loader.h"
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#include "core/resource.h"
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class BitMap : public Resource {
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GDCLASS(BitMap, Resource);
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OBJ_SAVE_TYPE(BitMap);
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Vector<uint8_t> bitmask;
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int width;
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int height;
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Vector<Vector2> _march_square(const Rect2i &rect, const Point2i &start) const;
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Array _opaque_to_polygons_bind(const Rect2 &p_rect, float p_epsilon) const;
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protected:
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void _set_data(const Dictionary &p_d);
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Dictionary _get_data() const;
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static void _bind_methods();
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public:
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void create(const Size2 &p_size);
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void create_from_image_alpha(const Ref<Image> &p_image, float p_threshold = 0.1);
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void set_bit(const Point2 &p_pos, bool p_value);
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bool get_bit(const Point2 &p_pos) const;
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void set_bit_rect(const Rect2 &p_rect, bool p_value);
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int get_true_bit_count() const;
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Size2 get_size() const;
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void resize(const Size2 &p_new_size);
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void grow_mask(int p_pixels, const Rect2 &p_rect);
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void shrink_mask(int p_pixels, const Rect2 &p_rect);
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void blit(const Vector2 &p_pos, const Ref<BitMap> &p_bitmap);
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Ref<Image> convert_to_image() const;
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Vector<Vector<Vector2> > clip_opaque_to_polygons(const Rect2 &p_rect, float p_epsilon = 2.0) const;
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BitMap();
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};
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#endif // BIT_MAP_H
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