95047562d7
A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
138 lines
4.6 KiB
C++
138 lines
4.6 KiB
C++
/*************************************************************************/
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/* texture_frame.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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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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#include "texture_frame.h"
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#include "servers/visual_server.h"
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void TextureFrame::_notification(int p_what) {
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if (p_what==NOTIFICATION_DRAW) {
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if (texture.is_null())
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return;
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Size2 s=expand?get_size():texture->get_size();
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RID ci = get_canvas_item();
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draw_texture_rect(texture,Rect2(Point2(),s),false,modulate);
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/*
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Vector<Point2> points;
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points.resize(4);
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points[0]=Point2(0,0);
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points[1]=Point2(s.x,0);
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points[2]=Point2(s.x,s.y);
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points[3]=Point2(0,s.y);
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Vector<Point2> uvs;
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uvs.resize(4);
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uvs[0]=Point2(0,0);
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uvs[1]=Point2(1,0);
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uvs[2]=Point2(1,1);
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uvs[3]=Point2(0,1);
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VisualServer::get_singleton()->canvas_item_add_primitive(ci,points,Vector<Color>(),uvs,texture->get_rid());
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*/
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}
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}
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Size2 TextureFrame::get_minimum_size() const {
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if (!expand && !texture.is_null())
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return texture->get_size();
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else
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return Size2();
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}
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void TextureFrame::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_texture","texture"), & TextureFrame::set_texture );
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ObjectTypeDB::bind_method(_MD("get_texture"), & TextureFrame::get_texture );
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ObjectTypeDB::bind_method(_MD("set_modulate","modulate"), & TextureFrame::set_modulate );
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ObjectTypeDB::bind_method(_MD("get_modulate"), & TextureFrame::get_modulate );
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ObjectTypeDB::bind_method(_MD("set_expand","enable"), & TextureFrame::set_expand );
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ObjectTypeDB::bind_method(_MD("has_expand"), & TextureFrame::has_expand );
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ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_texture"),_SCS("get_texture") );
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ADD_PROPERTYNO( PropertyInfo( Variant::COLOR, "modulate"), _SCS("set_modulate"),_SCS("get_modulate") );
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ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "expand" ), _SCS("set_expand"),_SCS("has_expand") );
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}
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void TextureFrame::set_texture(const Ref<Texture>& p_tex) {
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texture=p_tex;
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update();
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//if (texture.is_valid())
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// texture->set_flags(texture->get_flags()&(~Texture::FLAG_REPEAT)); //remove repeat from texture, it looks bad in sprites
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minimum_size_changed();
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}
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Ref<Texture> TextureFrame::get_texture() const {
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return texture;
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}
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void TextureFrame::set_modulate(const Color& p_tex) {
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modulate=p_tex;
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update();
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}
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Color TextureFrame::get_modulate() const{
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return modulate;
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}
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void TextureFrame::set_expand(bool p_expand) {
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expand=p_expand;
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update();
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minimum_size_changed();
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}
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bool TextureFrame::has_expand() const {
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return expand;
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}
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TextureFrame::TextureFrame() {
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expand=false;
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modulate=Color(1,1,1,1);
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set_ignore_mouse(true);
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}
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TextureFrame::~TextureFrame()
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{
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}
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