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path: root/extension/src/openvic-extension/classes/GFXSpriteTexture.hpp
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#pragma once

#include <godot_cpp/classes/atlas_texture.hpp>

#include <openvic-simulation/interface/GFX.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);
   };
}