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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;

		///
		/// ImageͼƬڴ󣬶ȡϷ󱣴ĽһImageڴ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);

		};
	
	}
}

namespace AEGraphics = AsuraEngine::Graphics;

#endif