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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_IMAGEMANAGER_H
#define HPL_IMAGEMANAGER_H
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/resources/ResourceManager.h"
namespace hpl {
class cResourceImage;
class cFrameTexture;
class cFrameBitmap;
class iLowLevelGraphics;
class Bitmap2D;
typedef Common::List<cFrameBitmap *> tFrameBitmapList;
typedef tFrameBitmapList::iterator tFrameBitmapListIt;
typedef Common::StableMap<int, cFrameTexture *> tFrameTextureMap;
typedef tFrameTextureMap::iterator tFrameTextureMapIt;
class cImageManager : public iResourceManager {
public:
cImageManager(cFileSearcher *apFileSearcher, iLowLevelGraphics *apLowLevelGraphics,
LowLevelResources *apLowLevelResources, LowLevelSystem *apLowLevelSystem);
~cImageManager();
iResourceBase *Create(const tString &asName);
void Destroy(iResourceBase *apResource);
void Unload(iResourceBase *apResource);
// Image specifc
iResourceBase *CreateInFrame(const tString &asName, int alFrameHandle);
cResourceImage *CreateImage(const tString &asName, int alFrameHandle = -1);
/**
* Draws all updated content to textures. THis must be done before a loaded image can be used.
* Use this as unoften as possible.
* \return Number of bitmaps flushes
*/
int FlushAll();
void DeleteAllBitmapFrames();
cResourceImage *CreateFromBitmap(const tString &asName, Bitmap2D *apBmp, int alFrameHandle = -1);
int CreateFrame(cVector2l avSize);
void SetFrameLocked(int alHandle, bool abLocked);
private:
iLowLevelGraphics *mpLowLevelGraphics;
tFrameBitmapList mlstBitmapFrames;
tFrameTextureMap m_mapTextureFrames;
tStringList mlstFileFormats;
cVector2l mvFrameSize;
int mlFrameHandle;
cResourceImage *FindImage(const tString &asName, tString &asFilePath);
cResourceImage *AddToFrame(Bitmap2D *apBmp, int alFrameHandle);
cFrameBitmap *CreateBitmapFrame(cVector2l avSize);
};
} // namespace hpl
#endif // HPL_RESOURCEMANAGER_H
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