godot/scene/resources/gradient_texture.h

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/**************************************************************************/
/* gradient_texture.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 GRADIENT_TEXTURE_H
#define GRADIENT_TEXTURE_H
#include "scene/resources/texture.h"
class GradientTexture1D : public Texture2D {
GDCLASS(GradientTexture1D, Texture2D);
private:
Ref<Gradient> gradient;
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mutable bool update_pending = false;
mutable RID texture;
int width = 256;
bool use_hdr = false;
void _queue_update();
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void _update() const;
protected:
static void _bind_methods();
public:
void set_gradient(Ref<Gradient> p_gradient);
Ref<Gradient> get_gradient() const;
void set_width(int p_width);
int get_width() const override;
void set_use_hdr(bool p_enabled);
bool is_using_hdr() const;
virtual RID get_rid() const override;
virtual int get_height() const override { return 1; }
virtual bool has_alpha() const override { return true; }
virtual Ref<Image> get_image() const override;
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void update_now() const;
GradientTexture1D();
virtual ~GradientTexture1D();
};
class GradientTexture2D : public Texture2D {
GDCLASS(GradientTexture2D, Texture2D);
public:
enum Fill {
FILL_LINEAR,
FILL_RADIAL,
FILL_SQUARE,
};
enum Repeat {
REPEAT_NONE,
REPEAT,
REPEAT_MIRROR,
};
private:
Ref<Gradient> gradient;
mutable RID texture;
int width = 64;
int height = 64;
bool use_hdr = false;
Vector2 fill_from;
Vector2 fill_to = Vector2(1, 0);
Fill fill = FILL_LINEAR;
Repeat repeat = REPEAT_NONE;
float _get_gradient_offset_at(int x, int y) const;
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mutable bool update_pending = false;
void _queue_update();
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void _update() const;
protected:
static void _bind_methods();
public:
void set_gradient(Ref<Gradient> p_gradient);
Ref<Gradient> get_gradient() const;
void set_width(int p_width);
virtual int get_width() const override;
void set_height(int p_height);
virtual int get_height() const override;
void set_use_hdr(bool p_enabled);
bool is_using_hdr() const;
void set_fill(Fill p_fill);
Fill get_fill() const;
void set_fill_from(Vector2 p_fill_from);
Vector2 get_fill_from() const;
void set_fill_to(Vector2 p_fill_to);
Vector2 get_fill_to() const;
void set_repeat(Repeat p_repeat);
Repeat get_repeat() const;
virtual RID get_rid() const override;
virtual bool has_alpha() const override { return true; }
virtual Ref<Image> get_image() const override;
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void update_now() const;
GradientTexture2D();
virtual ~GradientTexture2D();
};
VARIANT_ENUM_CAST(GradientTexture2D::Fill);
VARIANT_ENUM_CAST(GradientTexture2D::Repeat);
#endif // GRADIENT_TEXTURE_H