/*************************************************************************/
/*  bit_map.h                                                            */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/*************************************************************************/

#ifndef BIT_MAP_H
#define BIT_MAP_H

#include "core/io/image.h"
#include "core/io/resource.h"
#include "core/io/resource_loader.h"

template <typename T>
class TypedArray;

class BitMap : public Resource {
	GDCLASS(BitMap, Resource);
	OBJ_SAVE_TYPE(BitMap);

	Vector<uint8_t> bitmask;
	int width = 0;
	int height = 0;

	Vector<Vector2> _march_square(const Rect2i &p_rect, const Point2i &p_start) const;

	TypedArray<PackedVector2Array> _opaque_to_polygons_bind(const Rect2i &p_rect, float p_epsilon) const;

protected:
	void _set_data(const Dictionary &p_d);
	Dictionary _get_data() const;

	static void _bind_methods();

public:
	void create(const Size2i &p_size);
	void create_from_image_alpha(const Ref<Image> &p_image, float p_threshold = 0.1);

	void set_bitv(const Point2i &p_pos, bool p_value);
	void set_bit(int p_x, int p_y, bool p_value);
	void set_bit_rect(const Rect2i &p_rect, bool p_value);
	bool get_bitv(const Point2i &p_pos) const;
	bool get_bit(int p_x, int p_y) const;

	int get_true_bit_count() const;

	Size2i get_size() const;
	void resize(const Size2i &p_new_size);

	void grow_mask(int p_pixels, const Rect2i &p_rect);
	void shrink_mask(int p_pixels, const Rect2i &p_rect);

	void blit(const Vector2i &p_pos, const Ref<BitMap> &p_bitmap);
	Ref<Image> convert_to_image() const;

	Vector<Vector<Vector2>> clip_opaque_to_polygons(const Rect2i &p_rect, float p_epsilon = 2.0) const;

	BitMap();
};

#endif // BIT_MAP_H