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# ifndef _IMAGECOMPONENT_H_
# define _IMAGECOMPONENT_H_
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# include "../platform.h"
# include GLHEADER
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# include "../GuiComponent.h"
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# include <string>
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# include <FreeImage.h>
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class ImageComponent : public GuiComponent
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{
public :
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//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
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//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,
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//the image will only be downscaled, never upscaled (the image's size must surpass at least one nonzero bound).
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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 ( ) ;
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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.
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void setResize ( unsigned int width , unsigned int height , bool allowUpscale ) ;
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void setFlipX ( bool flip ) ;
void setFlipY ( bool flip ) ;
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//You can get the rendered size of the ImageComponent with getSize().
Vector2u getTextureSize ( ) ;
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bool hasImage ( ) ;
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//Image textures will be deleted on renderer deinitialization, and recreated on reinitialization (if mPath is not empty).
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void init ( ) ;
void deinit ( ) ;
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unsigned char getOpacity ( ) ;
void setOpacity ( unsigned char opacity ) ;
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protected :
void onRender ( ) ;
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private :
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Vector2u mTargetSize ;
Vector2u mTextureSize ;
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Vector2f mOrigin ;
bool mAllowUpscale , mTiled , mFlipX , mFlipY ;
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unsigned char mOpacity ;
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void loadImage ( std : : string path ) ;
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void resize ( ) ;
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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)
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void unloadImage ( ) ;
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std : : string mPath ;
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GLuint mTextureID ;
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} ;
# endif