virtualx-engine/scene/resources/bit_mask.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

68 lines
2.8 KiB
C++

/*************************************************************************/
/* bit_mask.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_MASK_H
#define BIT_MASK_H
#include "resource.h"
#include "io/resource_loader.h"
class BitMap : public Resource {
OBJ_TYPE(BitMap,Resource);
OBJ_SAVE_TYPE(BitMap);
RES_BASE_EXTENSION("pbm");
Vector<uint8_t> bitmask;
int width;
int height;
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 Image& p_image);
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;
BitMap();
};
#endif // BIT_MASK_H