/*************************************************************************/
/*  path_texture.h                                                       */
/*************************************************************************/
/*                       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:                                             */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/*************************************************************************/
#ifndef PATH_TEXTURE_H
#define PATH_TEXTURE_H

#include "scene/2d/node_2d.h"

class PathTexture : public Node2D {
	GDCLASS( PathTexture, Node2D );

	Ref<Texture> begin;
	Ref<Texture> repeat;
	Ref<Texture> end;
	int subdivs;
	bool overlap;
public:

	void set_begin_texture(const Ref<Texture>& p_texture);
	Ref<Texture> get_begin_texture() const;

	void set_repeat_texture(const Ref<Texture>& p_texture);
	Ref<Texture> get_repeat_texture() const;

	void set_end_texture(const Ref<Texture>& p_texture);
	Ref<Texture> get_end_texture() const;

	void set_subdivisions(int p_amount);
	int get_subdivisions() const;

	void set_overlap(int p_amount);
	int get_overlap() const;

	PathTexture();
};

#endif // PATH_TEXTURE_H
