godot/scene/2d/path_texture.h

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/*************************************************************************/
/* path_texture.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 PATH_TEXTURE_H
#define PATH_TEXTURE_H
#include "scene/2d/node_2d.h"
class PathTexture : public Node2D {
OBJ_TYPE(PathTexture, Node2D);
Ref<Texture> begin;
Ref<Texture> repeat;
Ref<Texture> end;
int subdivs;
bool overlap;
public:
void set_begin_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_begin_texture() const;
void set_repeat_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_repeat_texture() const;
void set_end_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_end_texture() const;
void set_subdivisions(int p_amount);
int get_subdivisions() const;
void set_overlap(int p_amount);
int get_overlap() const;
PathTexture();
};
#endif // PATH_TEXTURE_H