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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;
///
/// ImageͼƬڴȡϷĽһImageڴ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
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