diff options
author | hop311 <hop3114@gmail.com> | 2023-12-19 00:38:54 +0100 |
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committer | hop311 <hop3114@gmail.com> | 2023-12-25 19:06:13 +0100 |
commit | 4e9764ee29fb7b453862835d5aa3a081b0f9a269 (patch) | |
tree | a59c5b960a706a383b8ebd1dbcfb704067a5b51b /extension/src/openvic-extension/singletons/AssetManager.hpp | |
parent | d26c990d9a5596a3ef3b32ba1cb0f99950cd6d34 (diff) |
Back to UI Work
- UIAdapter -> UITools with cleaner API
- GUIOverlappingElementsBox (for core and modifier icons)
- Improved GUINode API
- Province building slots
- TypeHints for files in the GameSession folder
- Incorporate SIM strong colour types
Diffstat (limited to 'extension/src/openvic-extension/singletons/AssetManager.hpp')
-rw-r--r-- | extension/src/openvic-extension/singletons/AssetManager.hpp | 11 |
1 files changed, 0 insertions, 11 deletions
diff --git a/extension/src/openvic-extension/singletons/AssetManager.hpp b/extension/src/openvic-extension/singletons/AssetManager.hpp index 625944d..e6a7664 100644 --- a/extension/src/openvic-extension/singletons/AssetManager.hpp +++ b/extension/src/openvic-extension/singletons/AssetManager.hpp @@ -44,17 +44,6 @@ namespace OpenVic { * or texture creation fails. */ godot::Ref<godot::ImageTexture> get_texture(godot::StringName path); - /* Extract the specified frame of the texture, which is treated as a single row of frame_count frames. */ - static godot::Ref<godot::AtlasTexture> make_icon( - godot::Ref<godot::Texture2D> texture, GFX::frame_t frame, GFX::frame_t frame_count - ); - - /* Load a texture as with get_texture, and extract the specified frame as with make_icon. */ - godot::Ref<godot::AtlasTexture> get_icon(godot::StringName path, GFX::frame_t frame, GFX::frame_t frame_count); - - /* Load a texture as with get_texture if frame_count <= 1 otherwise as with get_icon. */ - godot::Ref<godot::Texture2D> get_texture_or_icon(godot::StringName path, GFX::frame_t frame, GFX::frame_t frame_count); - /* 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. */ godot::Ref<godot::Font> get_font(godot::StringName name); |