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This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes.
55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
#ifndef GODOT_CPP_IMAGETEXTURE_HPP
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#define GODOT_CPP_IMAGETEXTURE_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include <Image.hpp>
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#include <ImageTexture.hpp>
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#include <Texture.hpp>
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namespace godot {
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class Image;
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class ImageTexture : public Texture {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline const char *___get_class_name() { return (const char *) "ImageTexture"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
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// enums
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enum Storage {
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STORAGE_COMPRESS_LOSSLESS = 2,
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STORAGE_COMPRESS_LOSSY = 1,
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STORAGE_RAW = 0,
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};
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// constants
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static ImageTexture *_new();
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// methods
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void create(const int64_t width, const int64_t height, const int64_t format, const int64_t flags = 7);
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void create_from_image(const Ref<Image> image, const int64_t flags = 7);
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Image::Format get_format() const;
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void load(const String path);
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void set_data(const Ref<Image> image);
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void set_storage(const int64_t mode);
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ImageTexture::Storage get_storage() const;
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void set_lossy_storage_quality(const double quality);
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double get_lossy_storage_quality() const;
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void set_size_override(const Vector2 size);
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void _reload_hook(const RID rid);
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};
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}
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#endif |