337 lines
13 KiB
C++
337 lines
13 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2008 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_IMAGE_HPP
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#define SFML_IMAGE_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/System/Resource.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <string>
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#include <vector>
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namespace sf
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{
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class RenderImage;
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class RenderWindow;
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////////////////////////////////////////////////////////////
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/// Image is the low-level class for loading and
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/// manipulating images
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////////////////////////////////////////////////////////////
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class SFML_API Image : public Resource<Image>
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{
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public :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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////////////////////////////////////////////////////////////
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Image();
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////////////////////////////////////////////////////////////
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/// Copy constructor
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///
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/// \param Copy : instance to copy
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///
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////////////////////////////////////////////////////////////
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Image(const Image& Copy);
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////////////////////////////////////////////////////////////
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/// Construct an empty image
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///
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/// \param Width : Image width
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/// \param Height : Image height
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/// \param Col : Image color (black by default)
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///
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////////////////////////////////////////////////////////////
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Image(unsigned int Width, unsigned int Height, const Color& Col = Color(0, 0, 0, 255));
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////////////////////////////////////////////////////////////
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/// Construct the image from pixels in memory
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///
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/// \param Width : Image width
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/// \param Height : Image height
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/// \param Data : Pointer to the pixels in memory (assumed format is RGBA)
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///
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////////////////////////////////////////////////////////////
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Image(unsigned int Width, unsigned int Height, const Uint8* Data);
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////////////////////////////////////////////////////////////
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/// Destructor
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///
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////////////////////////////////////////////////////////////
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~Image();
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////////////////////////////////////////////////////////////
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/// Load the image from a file
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///
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/// \param Filename : Path of the image file to load
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///
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/// \return True if loading was successful
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///
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////////////////////////////////////////////////////////////
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bool LoadFromFile(const std::string& Filename);
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////////////////////////////////////////////////////////////
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/// Load the image from a file in memory
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///
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/// \param Data : Pointer to the file data in memory
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/// \param SizeInBytes : Size of the data to load, in bytes
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///
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/// \return True if loading was successful
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///
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////////////////////////////////////////////////////////////
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bool LoadFromMemory(const char* Data, std::size_t SizeInBytes);
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////////////////////////////////////////////////////////////
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/// Load the image directly from an array of pixels
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///
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/// \param Width : Image width
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/// \param Height : Image height
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/// \param Data : Pointer to the pixels in memory (assumed format is RGBA)
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///
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/// \return True if loading was successful
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///
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////////////////////////////////////////////////////////////
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bool LoadFromPixels(unsigned int Width, unsigned int Height, const Uint8* Data);
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////////////////////////////////////////////////////////////
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/// Save the content of the image to a file
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///
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/// \param Filename : Path of the file to save (overwritten if already exist)
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///
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/// \return True if saving was successful
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///
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////////////////////////////////////////////////////////////
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bool SaveToFile(const std::string& Filename) const;
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////////////////////////////////////////////////////////////
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/// Create an empty image
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///
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/// \param Width : Image width
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/// \param Height : Image height
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/// \param Col : Image color (black by default)
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///
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/// \return True if creation was successful
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///
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////////////////////////////////////////////////////////////
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bool Create(unsigned int Width, unsigned int Height, Color Col = Color(0, 0, 0, 255));
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////////////////////////////////////////////////////////////
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/// Create transparency mask from a specified colorkey
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///
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/// \param ColorKey : Color to become transparent
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/// \param Alpha : Alpha value to use for transparent pixels (0 by default)
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///
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////////////////////////////////////////////////////////////
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void CreateMaskFromColor(Color ColorKey, Uint8 Alpha = 0);
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////////////////////////////////////////////////////////////
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/// Copy pixels from another image onto this one.
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/// This function does a slow pixel copy and should only
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/// be used at initialization time
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///
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/// \param Source : Source image to copy
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/// \param DestX : X coordinate of the destination position
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/// \param DestY : Y coordinate of the destination position
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/// \param SourceRect : Sub-rectangle of the source image to copy (empty by default - entire image)
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/// \param ApplyAlpha : Should the copy take in account the source transparency? (false by default)
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///
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////////////////////////////////////////////////////////////
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void Copy(const Image& Source, unsigned int DestX, unsigned int DestY, const IntRect& SourceRect = IntRect(0, 0, 0, 0), bool ApplyAlpha = false);
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////////////////////////////////////////////////////////////
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/// Create the image from the current contents of the
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/// given window
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///
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/// \param Window : Window to capture
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/// \param SourceRect : Sub-rectangle of the screen to copy (empty by default - entire image)
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///
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/// \return True if copy was successful
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///
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////////////////////////////////////////////////////////////
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bool CopyScreen(RenderWindow& Window, const IntRect& SourceRect = IntRect(0, 0, 0, 0));
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////////////////////////////////////////////////////////////
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/// Change the color of a pixel
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///
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/// \param X : X coordinate of pixel in the image
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/// \param Y : Y coordinate of pixel in the image
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/// \param Col : New color for pixel (X, Y)
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///
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////////////////////////////////////////////////////////////
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void SetPixel(unsigned int X, unsigned int Y, const Color& Col);
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////////////////////////////////////////////////////////////
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/// Get a pixel from the image
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///
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/// \param X : X coordinate of pixel in the image
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/// \param Y : Y coordinate of pixel in the image
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///
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/// \return Color of pixel (X, Y)
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///
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////////////////////////////////////////////////////////////
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const Color& GetPixel(unsigned int X, unsigned int Y) const;
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////////////////////////////////////////////////////////////
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/// Get a read-only pointer to the array of pixels (RGBA 8 bits integers components)
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/// Array size is GetWidth() x GetHeight() x 4
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/// This pointer becomes invalid if you reload or resize the image
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///
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/// \return Const pointer to the array of pixels
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///
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////////////////////////////////////////////////////////////
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const Uint8* GetPixelsPtr() const;
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////////////////////////////////////////////////////////////
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/// Bind the image for rendering
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///
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////////////////////////////////////////////////////////////
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void Bind() const;
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////////////////////////////////////////////////////////////
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/// Enable or disable image smooth filter.
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/// This parameter is enabled by default
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///
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/// \param Smooth : True to enable smoothing filter, false to disable it
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///
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////////////////////////////////////////////////////////////
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void SetSmooth(bool Smooth);
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////////////////////////////////////////////////////////////
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/// Return the width of the image
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///
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/// \return Width in pixels
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///
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////////////////////////////////////////////////////////////
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unsigned int GetWidth() const;
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////////////////////////////////////////////////////////////
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/// Return the height of the image
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///
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/// \return Height in pixels
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///
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////////////////////////////////////////////////////////////
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unsigned int GetHeight() const;
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////////////////////////////////////////////////////////////
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/// Tells whether the smooth filtering is enabled or not
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///
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/// \return True if image smoothing is enabled
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///
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////////////////////////////////////////////////////////////
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bool IsSmooth() const;
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////////////////////////////////////////////////////////////
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/// Convert a subrect expressed in pixels, into float
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/// texture coordinates
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///
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/// \param Rect : Sub-rectangle of image to convert
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/// \param Adjust : Pass true to apply the half-texel adjustment
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///
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/// \return Texture coordinates corresponding to the sub-rectangle
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///
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////////////////////////////////////////////////////////////
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FloatRect GetTexCoords(const IntRect& Rect, bool Adjust = true) const;
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////////////////////////////////////////////////////////////
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/// Get a valid texture size according to hardware support
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///
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/// \param Size : Size to convert
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///
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/// \return Valid nearest size (greater than or equal to specified size)
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///
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////////////////////////////////////////////////////////////
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static unsigned int GetValidTextureSize(unsigned int Size);
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////////////////////////////////////////////////////////////
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/// Assignment operator
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///
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/// \param Other : instance to assign
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///
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/// \return Reference to the image
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///
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////////////////////////////////////////////////////////////
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Image& operator =(const Image& Other);
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private :
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friend class RenderImage;
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////////////////////////////////////////////////////////////
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/// Create the OpenGL texture
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///
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/// \return True if texture has been successfully created
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///
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////////////////////////////////////////////////////////////
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bool CreateTexture();
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////////////////////////////////////////////////////////////
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/// Make sure the texture in video memory is updated with the
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/// array of pixels
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////////////////////////////////////////////////////////////
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void EnsureTextureUpdate() const;
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////////////////////////////////////////////////////////////
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/// Make sure the array of pixels is updated with the
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/// texture in video memory
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////////////////////////////////////////////////////////////
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void EnsureArrayUpdate() const;
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////////////////////////////////////////////////////////////
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/// Reset the image attributes
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///
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////////////////////////////////////////////////////////////
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void Reset();
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////////////////////////////////////////////////////////////
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/// Destroy the OpenGL texture
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///
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////////////////////////////////////////////////////////////
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void DestroyTexture();
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int myWidth; ///< Image width
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unsigned int myHeight; ///< Image Height
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unsigned int myTextureWidth; ///< Actual texture width (can be greater than image width because of padding)
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unsigned int myTextureHeight; ///< Actual texture height (can be greater than image height because of padding)
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unsigned int myTexture; ///< Internal texture identifier
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bool myIsSmooth; ///< Status of the smooth filter
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mutable std::vector<Color> myPixels; ///< Pixels of the image
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mutable bool myNeedTextureUpdate; ///< Status of synchronization between pixels in central memory and the internal texture un video memory
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mutable bool myNeedArrayUpdate; ///< Status of synchronization between pixels in central memory and the internal texture un video memory
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};
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} // namespace sf
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#endif // SFML_IMAGE_HPP
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