/*************************************************************************/ /* path_texture.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 { GDCLASS(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