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#ifndef __AE_IMAGE_H__
#define __AE_IMAGE_H__
#include "Containers/String.h"
#include "Math/Vector2.h"
#include "Manager.hpp"
#include "Texture.h"
#include "Color.h"
#include "Factory.h"
namespace AsuraEngine
{
namespace Graphics
{
class ImageFactory;
///
/// ImageͼƬڴȡϷĽһImageڴ桢ԴֻᱣһݣҪ
/// imageêλãźתǶȣʹspriteһֻࡣ
///
class Image final : public Texture, public Filesystem::Asset
{
public:
uint GetWidth();
uint GetHeight();
///
/// ijһλõ
///
Color GetPixel(uint x, uint y);
private:
friend class ImageFactory;
Image(Color* pixels, int width, int height);
~Image();
///
/// СΪλ
///
uint mWidth, mHeight;
Color* mPixels;
///
/// ID
///
uint mID;
};
///
///
///
class ImageManager : public Manager
{
public:
///
/// ͨIDȡ·dzͼƬString::Null
///
Containers::String GetImagePath(uint ID);
///
/// ͨID·ȡIDûҵ0
///
uint GetImageID(const Containers::String& path);
Image* GetImage(const Containers::String& path);
Image* GetImage(const Containers::String& ID);
uint AddImage(const Containers::String& path, Image* image);
uint AddImage(Image* image);
bool RemoveImage(uint ID);
bool RemoveImage(Image* image);
private:
///
/// еimage
///
Containers::Map<uint, Image*> mImages;
///
/// image·IDӳ䡣Դ.asrimageͨ·õimageԲеimageڴmapС
/// ɳimageֻͨIDȡԳҪID
///
Containers::StringMap<uint> mImageIDs;
};
///
///
///
class ImageFactory : public Factory
{
public:
///
/// image pixelйimage
///
Image* ReadBuffer(Color* pixels, int width, int height);
///
/// image externݲ
///
Image* Decode();
};
}
}
#endif
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