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								/*  visual_server_canvas_helper.h                                         */
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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								#ifndef VISUAL_SERVER_CANVAS_HELPER_H
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								#define VISUAL_SERVER_CANVAS_HELPER_H
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								#include "core/color.h"
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								#include "core/fixed_array.h"
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								#include "core/local_vector.h"
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								#include "core/math/rect2.h"
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								#include "core/rid.h"
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								class MultiRect;
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								class VisualServerCanvasHelper {
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								public:
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									struct State {
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										RID item;
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										RID texture;
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										Color modulate;
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										RID normal_map;
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										uint32_t flags = 0;
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										bool operator==(const State &p_state) const {
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											return ((item == p_state.item) &&
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													(texture == p_state.texture) &&
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													(modulate == p_state.modulate) &&
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													(normal_map == p_state.normal_map) &&
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													(flags == p_state.flags));
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										}
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										bool operator!=(const State &p_state) const { return !(*this == p_state); }
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									};
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								private:
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									// There is a single mutex for tilemaps, only one quadrant can be adding
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									// at a time.
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									static LocalVector<MultiRect> _tilemap_multirects;
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									static Mutex _tilemap_mutex;
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								public:
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									static void tilemap_begin();
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									static void tilemap_add_rect(RID p_canvas_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), bool p_clip_uv = false);
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									static void tilemap_end();
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									static bool _multirect_enabled;
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								};
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								class MultiRect {
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									friend class VisualServerCanvasHelper;
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								public:
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									enum { MAX_RECTS = 2048 };
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								private:
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									VisualServerCanvasHelper::State state;
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									bool state_set = false;
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									FixedArray<Rect2, MAX_RECTS, true> rects;
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									FixedArray<Rect2, MAX_RECTS, true> sources;
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									static uint32_t flags_from_rects(Rect2 &r_rect, Rect2 &r_source);
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									bool overlaps(const Rect2 &p_rect) const {
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										for (uint32_t n = 0; n < rects.size(); n++) {
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											if (rects[n].intersects(p_rect)) {
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												return true;
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											}
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										}
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										return false;
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									}
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									bool add_pre_flipped(const Rect2 &p_rect, const Rect2 &p_src_rect);
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								public:
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									// Simple API
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									void add_rect(RID p_canvas_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), bool p_clip_uv = false);
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									// Efficient API
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									void begin(const VisualServerCanvasHelper::State &p_state);
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									bool add(const Rect2 &p_rect, const Rect2 &p_src_rect, bool p_commit_on_flip_change = true);
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									bool is_empty() const { return rects.is_empty(); }
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									bool is_full() const { return rects.is_full(); }
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									// Always called in destructor, but can be used explicitly
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									// for multiple draws, or to time the flush.
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									void flush();
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									~MultiRect() { flush(); }
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								};
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								#endif // VISUAL_SERVER_CANVAS_HELPER_H
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