#ifndef _IMAGECOMPONENT_H_ #define _IMAGECOMPONENT_H_ #include "../platform.h" #include GLHEADER #include "../GuiComponent.h" #include #include 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); virtual ~ImageComponent(); //Copy the entire screen into a texture for us to use. void copyScreen(); 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); void setFlipX(bool flip); void setFlipY(bool flip); //You can get the rendered size of the ImageComponent with getSize(). Vector2u getTextureSize(); bool hasImage(); //Image textures will be deleted on renderer deinitialization, and recreated on reinitialization (if mPath is not empty). void init(); void deinit(); unsigned char getOpacity(); void setOpacity(unsigned char opacity); protected: void onRender(); private: Vector2u mTargetSize; Vector2u mTextureSize; Vector2f mOrigin; bool mAllowUpscale, mTiled, mFlipX, mFlipY; unsigned char mOpacity; 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 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(); std::string mPath; GLuint mTextureID; }; #endif