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/*************************************************************************/
/* path_texture.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "path_texture.h"
void PathTexture::set_begin_texture(const Ref<Texture> &p_texture) {
begin = p_texture;
update();
}
Ref<Texture> PathTexture::get_begin_texture() const {
return begin;
}
void PathTexture::set_repeat_texture(const Ref<Texture> &p_texture) {
repeat = p_texture;
update();
}
Ref<Texture> PathTexture::get_repeat_texture() const {
return repeat;
}
void PathTexture::set_end_texture(const Ref<Texture> &p_texture) {
end = p_texture;
update();
}
Ref<Texture> PathTexture::get_end_texture() const {
return end;
}
void PathTexture::set_subdivisions(int p_amount) {
ERR_FAIL_INDEX(p_amount, 32);
subdivs = p_amount;
update();
}
int PathTexture::get_subdivisions() const {
return subdivs;
}
void PathTexture::set_overlap(int p_amount) {
overlap = p_amount;
update();
}
int PathTexture::get_overlap() const {
return overlap;
}
PathTexture::PathTexture() {
overlap = 0;
subdivs = 1;
}
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