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#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;
///
/// ImageͼƬڴȡϷĽһImageڴ桢ԴֻᱣһݣҪ
/// imageêλãźתǶȣʹspriteһֻࡣҪǿǵeditorengineʹòͬķװ
///
class Image ASURA_FINAL
: public Drawable
, public Scripting::Portable<Image>
, public Filesystem::Reloadable
{
public:
Image();
~Image();
///
/// bufferimageϢmPixelsΪգݡ¹imageʹglTexImage2Dύimage
/// ݡ
///
bool Load(ImageData* data);
uint GetWidth();
uint GetHeight();
Math::Vector2u GetSize();
///
/// ijһλõ
///
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
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