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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_GL_IMAGE_H
#define SWORD25_GL_IMAGE_H
// -----------------------------------------------------------------------------
// INCLUDES
// -----------------------------------------------------------------------------
#include "sword25/kernel/common.h"
#include "sword25/gfx/image/image.h"
#include "sword25/gfx/graphicengine.h"
namespace Sword25 {
// -----------------------------------------------------------------------------
// FORWARD DECLARATION
// -----------------------------------------------------------------------------
typedef void *GLS_Sprite;
// -----------------------------------------------------------------------------
// CLASS DEFINITION
// -----------------------------------------------------------------------------
class GLImage : public Image {
public:
GLImage(const Common::String &filename, bool &result);
/**
@brief Erzeugt ein leeres BS_GLImage
@param Width die Breite des zu erzeugenden Bildes.
@param Height die H�he des zu erzeugenden Bildes
@param Result gibt dem Aufrufer bekannt, ob der Konstruktor erfolgreich ausgef�hrt wurde. Wenn es nach dem Aufruf false enthalten sollte,
d�rfen keine Methoden am Objekt aufgerufen werden und das Objekt ist sofort zu zerst�ren.
*/
GLImage(uint width, uint height, bool &result);
GLImage();
virtual ~GLImage();
virtual int getWidth() const {
return _width;
}
virtual int getHeight() const {
return _height;
}
virtual GraphicEngine::COLOR_FORMATS getColorFormat() const {
return GraphicEngine::CF_ARGB32;
}
virtual bool blit(int posX = 0, int posY = 0,
int flipping = Image::FLIP_NONE,
Common::Rect *pPartRect = NULL,
uint color = BS_ARGB(255, 255, 255, 255),
int width = -1, int height = -1);
virtual bool fill(const Common::Rect *pFillRect, uint color);
virtual bool setContent(const byte *pixeldata, uint size, uint offset = 0, uint stride = 0);
void replaceContent(byte *pixeldata, int width, int height);
virtual uint getPixel(int x, int y);
virtual bool isBlitSource() const {
return true;
}
virtual bool isBlitTarget() const {
return false;
}
virtual bool isScalingAllowed() const {
return true;
}
virtual bool isFillingAllowed() const {
return false;
}
virtual bool isAlphaAllowed() const {
return true;
}
virtual bool isColorModulationAllowed() const {
return true;
}
virtual bool isSetContentAllowed() const {
return true;
}
static Graphics::Surface *scale(const Graphics::Surface &srcImage, int xSize, int ySize);
private:
byte *_data;
int _width;
int _height;
bool _doCleanup;
Graphics::Surface *_backSurface;
static int *scaleLine(int size, int srcSize);
};
} // End of namespace Sword25
#endif
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