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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BITMAP_H
#define BITMAP_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/IImage.h>
#include <Color.h>
namespace vgui
{
//-----------------------------------------------------------------------------
// Purpose: Holds a single image, internal to vgui only
//-----------------------------------------------------------------------------
class Bitmap : public IImage
{
public:
Bitmap( const char *filename, bool hardwareFiltered );
~Bitmap();
// IImage implementation
virtual void Paint();
virtual void GetSize( int &wide, int &tall );
virtual void GetContentSize( int &wide, int &tall );
virtual void SetSize( int x, int y );
virtual void SetPos( int x, int y );
virtual void SetColor( Color col );
virtual bool Evict();
virtual int GetNumFrames();
virtual void SetFrame( int nFrame );
virtual HTexture GetID(); // returns the texture id
virtual void SetRotation( int iRotation ) { _rotation = iRotation; }
// methods
void ForceUpload(); // ensures the bitmap has been uploaded
const char *GetName();
bool IsValid() { return _valid; }
private:
HTexture _id;
bool _uploaded;
bool _valid;
char *_filename;
int _pos[2];
Color _color;
bool _filtered;
int _wide,_tall;
bool _bProcedural;
unsigned int nFrameCache;
int _rotation;
};
} // namespace vgui
#endif // BITMAP_H
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