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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"

#include <vector>

// -----------------------------------------------------------------------------
// FORWARD DECLARATION
// -----------------------------------------------------------------------------

typedef void * GLS_Sprite;

// -----------------------------------------------------------------------------
// CLASS DEFINITION
// -----------------------------------------------------------------------------

class BS_GLImage : public BS_Image
{
public:
	BS_GLImage(const std::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.
	*/
	BS_GLImage(unsigned int Width, unsigned int Height, bool & Result);
	virtual ~BS_GLImage();

	virtual int GetWidth() const { return m_Width; }
	virtual int GetHeight() const { return m_Height; }
	virtual BS_GraphicEngine::COLOR_FORMATS GetColorFormat() const { return BS_GraphicEngine::CF_ARGB32; }

	virtual bool Blit(int PosX = 0, int PosY = 0, 
					  int Flipping = BS_Image::FLIP_NONE, 
					  BS_Rect* pPartRect = NULL,
					  unsigned int Color = BS_ARGB(255, 255, 255, 255),
					  int Width = -1, int Height = -1);
	virtual bool Fill(const BS_Rect* pFillRect, unsigned int Color);
	virtual bool SetContent(const std::vector<unsigned char> & Pixeldata, unsigned int Offset = 0, unsigned int Stride = 0);
	virtual unsigned int 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; }
private:
	GLS_Sprite	m_Sprite;
	int			m_Width;
	int			m_Height;
};

#endif