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58 lines
2.4 KiB
C++
58 lines
2.4 KiB
C++
#ifndef _IMAGECOMPONENT_H_
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#define _IMAGECOMPONENT_H_
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#include "../platform.h"
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#include GLHEADER
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#include "../GuiComponent.h"
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#include <string>
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#include <memory>
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#include "../resources/TextureResource.h"
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class ImageComponent : public GuiComponent
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{
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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, float offsetX = 0.0f, float offsetY = 0.0f, std::string path = "", float maxWidth = 0, float maxHeight = 0, bool allowUpscale = false);
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virtual ~ImageComponent();
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void copyScreen(); //Copy the entire screen into a texture for us to use.
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void setImage(std::string path); //Loads the image at the given filepath.
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void setImage(const char* image, size_t length); //Loads image from memory.
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void setImage(const std::shared_ptr<TextureResource>& texture); //Use an already existing texture.
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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)
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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(float width, float height, bool allowUpscale);
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void setColorShift(unsigned int color);
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void setFlipX(bool flip);
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void setFlipY(bool flip);
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//You can get the rendered size of the ImageComponent with getSize().
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Eigen::Vector2i getTextureSize() const;
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Eigen::Vector2f getCenter() const;
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bool hasImage();
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void render(const Eigen::Affine3f& parentTrans) override;
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private:
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Eigen::Vector2f mTargetSize;
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Eigen::Vector2f mOrigin;
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bool mAllowUpscale, mTiled, mFlipX, mFlipY;
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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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unsigned int mColorShift;
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std::shared_ptr<TextureResource> mTexture;
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};
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#endif
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