/*************************************************************************/ /* bit_map.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 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