Files
BlitzNext/Runtime/blitz3d/texture.hpp
T
Michael Fabian 'Xaymar' Dirks 2196cb8419 runtime: Formatting
2019-01-18 17:04:17 +01:00

46 lines
1.1 KiB
C++

#ifndef TEXTURE_H
#define TEXTURE_H
#include <string>
#include "cachedtexture.hpp"
#include "gxcanvas.hpp"
class Texture {
public:
Texture();
Texture(const std::string& file, int flags);
Texture(const std::string& file, int flags, int w, int h, int first, int cnt);
Texture(int width, int height, int flags, int cnt);
Texture(const Texture& texture);
~Texture();
Texture& operator=(const Texture& texture);
void setScale(float u_scale, float v_scale);
void setRotation(float rot);
void setPosition(float u_pos, float v_pos);
void setBlend(int blend);
void setFlags(int flags);
int getCanvasFlags() const;
gxCanvas* getCanvas(int frame) const;
const gxScene::Matrix* getMatrix() const;
int getBlend() const;
int getFlags() const;
CachedTextureFactory* getCachedTexture() const;
bool isTransparent() const;
bool operator<(const Texture& t) const;
static void clearFilters();
static void addFilter(const std::string& filter, int flags);
private:
struct Rep;
Rep* rep;
};
#endif