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#pragma once
#include <godot_cpp/classes/atlas_texture.hpp>
#include <openvic-simulation/interface/GFXSprite.hpp>
#include "openvic-extension/classes/GFXButtonStateTexture.hpp"
namespace OpenVic {
class GFXSpriteTexture : public GFXButtonStateHavingTexture {
GDCLASS(GFXSpriteTexture, GFXButtonStateHavingTexture)
/* PROPERTY automatically defines getter functions:
* - get_gfx_texture_sprite
* - get_icon_index
* - get_icon_count */
GFX::TextureSprite const* PROPERTY(gfx_texture_sprite);
GFX::frame_t PROPERTY(icon_index);
GFX::frame_t PROPERTY(icon_count);
protected:
static void _bind_methods();
public:
GFXSpriteTexture();
/* Create a GFXSpriteTexture using the specified GFX::TextureSprite and icon index. Returns nullptr if
* set_gfx_texture_sprite fails. */
static godot::Ref<GFXSpriteTexture> make_gfx_sprite_texture(
GFX::TextureSprite const* gfx_texture_sprite, GFX::frame_t icon = GFX::NO_FRAMES
);
/* Discard the GFX::TextureSprite, atlas texture and icon index. */
void clear();
/* Set the GFX::TextureSprite, load its texture as an atlas, check if it is an IconTextureSprite,
* and if so set its icon count and the current displayed icon. */
godot::Error set_gfx_texture_sprite(
GFX::TextureSprite const* new_gfx_texture_sprite, GFX::frame_t icon = GFX::NO_FRAMES
);
/* Search for a GFX::TextureSprite with the specfied name and,
* if successful, call set_gfx_texture_sprite to set it and its icon. */
godot::Error set_gfx_texture_sprite_name(
godot::String const& gfx_texture_sprite_name, GFX::frame_t icon = GFX::NO_FRAMES
);
/* Return the name of the GFX::TextureSprite, or an empty String if it's null. */
godot::String get_gfx_texture_sprite_name() const;
/* Set icon_index to a value between one and icon_count (inclusive), and update the AtlasTexture's region
* to display that frame. An index of zero can be used if gfx_texture_sprite has no frames (zero icon_count).
* If zero is used but icon_count is non-zero, icon_index defaults to icon_count (the last frame,
* not the first frame because it is often empty). */
godot::Error set_icon_index(GFX::frame_t new_icon_index);
godot::Error set_toggled_icon(bool toggled);
};
}
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