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#ifndef __ASURA_ENGINE_IMAGE_H__
#define __ASURA_ENGINE_IMAGE_H__

// asura modules 
#include <asura-utils/math/rect.hpp>
#include <asura-utils/math/vector2.hpp>
#include <asura-utils/scripting/portable.hpp>
#include <asura-utils/io/renewable.h>
#include <asura-utils/stringmap.hpp>
#include <asura-utils/manager.hpp>

// module
#include "../image/image_data.h"

// folder
#include "color.h"
#include "color32.h"
#include "render_state.h"
#include "gpu_buffer.h"
#include "texture.h"

namespace AsuraEngine
{
	namespace Graphics
	{

		class Image ASURA_FINAL : public AEScripting::Portable<Image, Texture>
		{
		public:

			Image();
			~Image();

			bool Load(AEImage::ImageData* decodeData);
			bool Load(AEImage::ImageData* decodeData, const AEMath::Vector2i& pos);

			uint GetWidth();
			uint GetHeight();

			GPUBuffer* GenGPUBuffer();

		private:

			uint32 mWidth, mHeight;

		luaxport:

			LUAX_DECL_FACTORY(Image, Texture);

			LUAX_DECL_METHOD(_New);
			LUAX_DECL_METHOD(_Load);
			LUAX_DECL_METHOD(_GetWidth);
			LUAX_DECL_METHOD(_GetHeight);
			LUAX_DECL_METHOD(_GetSize);
			LUAX_DECL_METHOD(_GetPixel);
			LUAX_DECL_METHOD(_Render);

		};

	} // Graphics
} // AsuraEngine 

namespace AEGraphics = AsuraEngine::Graphics;

#endif