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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MEMORYBITMAP_H
#define MEMORYBITMAP_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include <vgui/IImage.h>
#include <Color.h>
namespace vgui
{
typedef unsigned long HTexture;
//-----------------------------------------------------------------------------
// Purpose: Holds a single image created from a chunk of memory, internal to vgui only
//-----------------------------------------------------------------------------
class MemoryBitmap: public IImage
{
public:
MemoryBitmap(unsigned char *texture,int wide, int tall);
~MemoryBitmap();
// IImage implementation
virtual void Paint();
virtual void GetSize(int &wide, int &tall);
virtual void GetContentSize(int &wide, int &tall);
virtual void SetPos(int x, int y);
virtual void SetSize(int x, int y);
virtual void SetColor(Color col);
virtual bool Evict() { return false; }
virtual int GetNumFrames() { return 0; }
virtual void SetFrame( int nFrame ) {}
virtual HTexture GetID(); // returns the texture id
virtual void SetRotation( int iRotation ) { return; };
// methods
void ForceUpload(unsigned char *texture,int wide, int tall); // ensures the bitmap has been uploaded
const char *GetName();
bool IsValid()
{
return _valid;
}
private:
HTexture _id;
bool _uploaded;
bool _valid;
unsigned char *_texture;
int _pos[2];
Color _color;
int _w,_h; // size of the texture
};
} // namespace vgui
#endif // MEMORYBITMAP_H
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