ES-DE/src/components/ImageComponent.h

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#ifndef _IMAGECOMPONENT_H_
#define _IMAGECOMPONENT_H_
#include "../platform.h"
#include GLHEADER
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#include "../GuiComponent.h"
#include <string>
#include <FreeImage.h>
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class ImageComponent : public GuiComponent
{
public:
//Creates a new GuiImage at the given location. If given an image, it will be loaded. If maxWidth and/or maxHeight are nonzero, the image will be
//resized to fit. If only one axis is specified, the other will be set in accordance with the image's aspect ratio. If allowUpscale is false,
//the image will only be downscaled, never upscaled (the image's size must surpass at least one nonzero bound).
ImageComponent(Window* window, int offsetX = 0, int offsetY = 0, std::string path = "", unsigned int maxWidth = 0, unsigned int maxHeight = 0, bool allowUpscale = false);
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virtual ~ImageComponent();
void setImage(std::string path); //Loads the image at the given filepath.
void setOrigin(float originX, float originY); //Sets the origin as a percentage of this image (e.g. (0, 0) is top left, (0.5, 0.5) is the center)
void setTiling(bool tile); //Enables or disables tiling. Must be called before loading an image or resizing will be weird.
void setResize(unsigned int width, unsigned int height, bool allowUpscale);
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void setFlipX(bool flip);
void setFlipY(bool flip);
unsigned int getWidth(); //Returns render width in pixels. May be different than actual texture width.
unsigned int getHeight(); //Returns render height in pixels. May be different than actual texture height.
bool hasImage();
//Image textures will be deleted on renderer deinitialization, and recreated on reinitialization (if mPath is not empty).
void init();
void deinit();
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unsigned char getOpacity();
void setOpacity(unsigned char opacity);
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protected:
void onRender();
private:
Vector2<unsigned int> mSize;
Vector2<unsigned int> mTargetSize;
Vector2<unsigned int> mTextureSize;
Vector2f mOrigin;
bool mAllowUpscale, mTiled, mFlipX, mFlipY;
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unsigned char mOpacity;
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void loadImage(std::string path);
void resize();
void buildImageArray(int x, int y, GLfloat* points, GLfloat* texs, float percentageX = 1, float percentageY = 1); //writes 12 GLfloat points and 12 GLfloat texture coordinates to a given array at a given position
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void drawImageArray(GLfloat* points, GLfloat* texs, GLubyte* colors, unsigned int count = 6); //draws the given set of points and texture coordinates, number of coordinate pairs may be specified (default 6)
void unloadImage();
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std::string mPath;
GLuint mTextureID;
};
#endif