From 1497dccd63a84b7ee2b229b1ad9c5c02718f2a78 Mon Sep 17 00:00:00 2001 From: chai Date: Tue, 19 Mar 2019 23:06:27 +0800 Subject: *rename --- Source/Asura.Engine/Graphics/Image.h | 75 ------------------------------------ 1 file changed, 75 deletions(-) delete mode 100644 Source/Asura.Engine/Graphics/Image.h (limited to 'Source/Asura.Engine/Graphics/Image.h') diff --git a/Source/Asura.Engine/Graphics/Image.h b/Source/Asura.Engine/Graphics/Image.h deleted file mode 100644 index 916c365..0000000 --- a/Source/Asura.Engine/Graphics/Image.h +++ /dev/null @@ -1,75 +0,0 @@ -#ifndef __ASURA_ENGINE_IMAGE_H__ -#define __ASURA_ENGINE_IMAGE_H__ - -#include "math/vector2.hpp" -#include "scripting/portable.hpp" -#include "fileSystem/reloadable.h" -#include "stringmap.hpp" -#include "manager.hpp" -#include "texture.h" -#include "color.h" -#include "image_data.h" -#include "render_state.h" - -namespace AsuraEngine -{ - namespace Graphics - { - - class ImageFactory; - - /// - /// Image是图片从内存中载入后,读取进游戏后保存的结果。一个Image在内存、显存中只会保存一份,不会产生副本。需要特征 - /// 化的区别image,如锚点位置,缩放和旋转角度,使用sprite。是一个只读类。主要是考虑到editor和engine使用不同的封装。 - /// - class Image ASURA_FINAL - : public Drawable - , public Scripting::Portable - , public Filesystem::Reloadable - { - public: - - Image(); - - ~Image(); - - /// - /// 从数据buffer构建image像素信息,如果mPixels不为空,先清空数据。用来重新构建image,使用glTexImage2D重新提交image - /// 的像素数据。 - /// - bool Load(ImageData* data); - - uint GetWidth(); - uint GetHeight(); - Math::Vector2u GetSize(); - - /// - /// 获得某一个位置的像素 - /// - Color32 GetPixel(uint x, uint y); - - void Render(const RenderTarget* rt, const RenderState& state) override; - - void Render(const RenderTarget* rt, const Math::Rectf& quad, const RenderState& state) override; - - private: - - ImageData* mImageData; - - Math::Vector2u mSize; - - public: - - LUAX_DECL_FACTORY(SimImage); - - LUAX_DECL_METHOD(l_Load); - LUAX_DECL_METHOD(l_GetWidth); - LUAX_DECL_METHOD(l_GetHeight); - LUAX_DECL_METHOD(l_GetSize); - - }; - - } -} - -#endif \ No newline at end of file -- cgit v1.1-26-g67d0