c7bc44d5ad
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!
92 lines
3 KiB
C++
92 lines
3 KiB
C++
/*************************************************************************/
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/* path_texture.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "path_texture.h"
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void PathTexture::set_begin_texture(const Ref<Texture>& p_texture) {
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begin=p_texture;
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update();
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}
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Ref<Texture> PathTexture::get_begin_texture() const{
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return begin;
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}
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void PathTexture::set_repeat_texture(const Ref<Texture>& p_texture){
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repeat=p_texture;
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update();
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}
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Ref<Texture> PathTexture::get_repeat_texture() const{
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return repeat;
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}
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void PathTexture::set_end_texture(const Ref<Texture>& p_texture){
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end=p_texture;
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update();
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}
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Ref<Texture> PathTexture::get_end_texture() const{
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return end;
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}
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void PathTexture::set_subdivisions(int p_amount){
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ERR_FAIL_INDEX(p_amount,32);
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subdivs=p_amount;
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update();
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}
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int PathTexture::get_subdivisions() const{
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return subdivs;
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}
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void PathTexture::set_overlap(int p_amount){
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overlap=p_amount;
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update();
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}
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int PathTexture::get_overlap() const{
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return overlap;
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}
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PathTexture::PathTexture() {
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overlap=0;
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subdivs=1;
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}
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