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#ifndef __ASURA_ENGINE_IMAGE_H__
#define __ASURA_ENGINE_IMAGE_H__

#include "Math/Vector2.h"
#include "StringMap.hpp"
#include "Manager.hpp"
#include "Texture.h"
#include "Color.h"
#include "Factory.h"
#include "SimClass.h"

namespace AsuraEngine
{
	namespace Graphics
	{

		class ImageFactory;

		///
		/// ImageͼƬڴ󣬶ȡϷ󱣴ĽһImageڴ桢ԴֻᱣһݣҪ
		/// imageêλãźתǶȣʹspriteһֻࡣҪǿǵeditorengineʹòͬķװ
		///
		class Image final : public Texture, public SimClass
		{
		public:

			Image();
			~Image();

			///
			/// bufferimagemPixelsΪգݡ¹imageʹglTexImage2Dύimage
			/// ݡ
			///
			bool Load(const void* data, size_t size);

			uint GetWidth();
			uint GetHeight();

			///
			/// ijһλõ
			///
			Color GetPixel(uint x, uint y);

			void Render(int x, int y, int sx, int sy, int ox, int oy, int r) override;

			void Render(const Math::Rect& quad, int x, int y, int sx, int sy, int ox, int oy, int r) override;

			//----------------------------------------------------------------------------------------------------------

			LUAX_DECL_FACTORY(SimImage);

			LUAX_DECL_METHOD(l_Load);
			LUAX_DECL_METHOD(l_GetPixel);
			LUAX_DECL_METHOD(l_GetWidth);
			LUAX_DECL_METHOD(l_GetHeight);

			//----------------------------------------------------------------------------------------------------------

		private:

			///
			/// СΪλ
			///
			uint mWidth, mHeight;

			Color* mPixels;

		};

	}
}

#endif