aboutsummaryrefslogtreecommitdiff
path: root/extension/src/openvic-extension/singletons/AssetManager.hpp
diff options
context:
space:
mode:
author Hop311 <Hop3114@gmail.com>2024-03-04 23:49:37 +0100
committer GitHub <noreply@github.com>2024-03-04 23:49:37 +0100
commit521f7d3d156f42535fb7574fb36f2726e9d13885 (patch)
tree8c319b540020aaf382592c9b513a27e9fcaaa603 /extension/src/openvic-extension/singletons/AssetManager.hpp
parent9e305db5e5090a1a24979c480d64eebfe2de65da (diff)
parent9ee1940ac3d15aa4c0a87b84d1c4ab8958184f63 (diff)
Merge pull request #210 from OpenVicProject/gui-listbox
Add GUIListBox + UI improvements
Diffstat (limited to 'extension/src/openvic-extension/singletons/AssetManager.hpp')
-rw-r--r--extension/src/openvic-extension/singletons/AssetManager.hpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/extension/src/openvic-extension/singletons/AssetManager.hpp b/extension/src/openvic-extension/singletons/AssetManager.hpp
index 7f73e4c..0416e5b 100644
--- a/extension/src/openvic-extension/singletons/AssetManager.hpp
+++ b/extension/src/openvic-extension/singletons/AssetManager.hpp
@@ -25,7 +25,7 @@ namespace OpenVic {
font_map_t fonts;
static godot::Ref<godot::Image> _load_image(godot::StringName const& path);
- image_asset_t* _get_image_asset(godot::StringName const& path);
+ image_asset_t* _get_image_asset(godot::StringName const& path, bool flip_y);
protected:
static void _bind_methods();
@@ -38,12 +38,12 @@ namespace OpenVic {
/* Search for and load an image at the specified path relative to the game defines, first checking the AssetManager's
* image cache (if cache is true) in case it has already been loaded, and returning nullptr if image loading fails. */
- godot::Ref<godot::Image> get_image(godot::StringName const& path, bool cache = true);
+ godot::Ref<godot::Image> get_image(godot::StringName const& path, bool cache = true, bool flip_y = false);
/* Create a texture from an image found at the specified path relative to the game defines, fist checking
* AssetManager's texture cache in case it has already been loaded, and returning nullptr if image loading
* or texture creation fails. */
- godot::Ref<godot::ImageTexture> get_texture(godot::StringName const& path);
+ godot::Ref<godot::ImageTexture> get_texture(godot::StringName const& path, bool flip_y = false);
/* Search for and load a font with the specified name from the game defines' font directory, first checking the
* AssetManager's font cache in case it has already been loaded, and returning nullptr if font loading fails. */