/*************************************************************************/ /* path_texture.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "path_texture.h" void PathTexture::set_begin_texture(const Ref& p_texture) { begin=p_texture; update(); } Ref PathTexture::get_begin_texture() const{ return begin; } void PathTexture::set_repeat_texture(const Ref& p_texture){ repeat=p_texture; update(); } Ref PathTexture::get_repeat_texture() const{ return repeat; } void PathTexture::set_end_texture(const Ref& p_texture){ end=p_texture; update(); } Ref PathTexture::get_end_texture() const{ return end; } void PathTexture::set_subdivisions(int p_amount){ ERR_FAIL_INDEX(p_amount,32); subdivs=p_amount; update(); } int PathTexture::get_subdivisions() const{ return subdivs; } void PathTexture::set_overlap(int p_amount){ overlap=p_amount; update(); } int PathTexture::get_overlap() const{ return overlap; } PathTexture::PathTexture() { overlap=0; subdivs=1; }