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/*************************************************************************/
/*  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 &rect, const Point2i &start) const;

	TypedArray<PackedVector2Array> _opaque_to_polygons_bind(const Rect2 &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 Size2 &p_size);
	void create_from_image_alpha(const Ref<Image> &p_image, float p_threshold = 0.1);

	void set_bit(const Point2 &p_pos, bool p_value);
	bool get_bit(const Point2 &p_pos) const;
	void set_bit_rect(const Rect2 &p_rect, bool p_value);
	int get_true_bit_count() const;

	Size2 get_size() const;
	void resize(const Size2 &p_new_size);

	void grow_mask(int p_pixels, const Rect2 &p_rect);
	void shrink_mask(int p_pixels, const Rect2 &p_rect);

	void blit(const Vector2 &p_pos, const Ref<BitMap> &p_bitmap);
	Ref<Image> convert_to_image() const;

	Vector<Vector<Vector2>> clip_opaque_to_polygons(const Rect2 &p_rect, float p_epsilon = 2.0) const;

	BitMap();
};

#endif // BIT_MAP_H