ES-DE/src/components/ImageComponent.h
Aloshi fe8c592623 Merge branch 'master' into unstable
Conflicts:
	src/components/ImageComponent.h
2013-07-03 01:30:44 -05:00

54 lines
2.1 KiB
C++

#ifndef _IMAGECOMPONENT_H_
#define _IMAGECOMPONENT_H_
#include "../platform.h"
#include GLHEADER
#include "../GuiComponent.h"
#include <string>
#include <memory>
#include "../resources/TextureResource.h"
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();
void copyScreen(); //Copy the entire screen into a texture for us to use.
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();
protected:
void onRender();
private:
Vector2u mTargetSize;
Vector2f mOrigin;
bool mAllowUpscale, mTiled, mFlipX, mFlipY;
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)
std::string mPath;
std::shared_ptr<TextureResource> mTexture;
};
#endif