#ifndef ACTOR_FRAME_TEXTURE_H #define ACTOR_FRAME_TEXTURE_H #include "ActorFrame.h" class RageTextureRenderTarget; class ActorFrameTexture: public ActorFrame { public: ActorFrameTexture(); ActorFrameTexture( const ActorFrameTexture &cpy ); virtual ~ActorFrameTexture(); virtual ActorFrameTexture *Copy() const; /** * @brief Set the texture name. * * This can be used with RageTextureManager (and users, eg. Sprite) * to load the texture. If no name is supplied, a unique one will * be generated. In that case, the only way to access the texture * is via GetTextureName. * @param sName the new name. */ void SetTextureName( const RString &sName ) { m_sTextureName = sName; } /** * @brief Retrieve the texture name. * @return the texture name. */ RString GetTextureName() const { return m_sTextureName; } RageTextureRenderTarget *GetTexture() { return m_pRenderTarget; } void EnableDepthBuffer( bool b ) { m_bDepthBuffer = b; } void EnableAlphaBuffer( bool b ) { m_bAlphaBuffer = b; } void EnableFloat( bool b ) { m_bFloat = b; } void EnablePreserveTexture( bool b ) { m_bPreserveTexture = b; } void Create(); virtual void DrawPrimitives(); // Commands virtual void PushSelf( lua_State *L ); private: RageTextureRenderTarget *m_pRenderTarget; bool m_bDepthBuffer; bool m_bAlphaBuffer; bool m_bFloat; bool m_bPreserveTexture; /** @brief the name of this ActorFrameTexture. */ RString m_sTextureName; }; class ActorFrameTextureAutoDeleteChildren : public ActorFrameTexture { public: ActorFrameTextureAutoDeleteChildren() { DeleteChildrenWhenDone(true); } virtual bool AutoLoadChildren() const { return true; } virtual ActorFrameTextureAutoDeleteChildren *Copy() const; }; #endif /** * @file * @author Glenn Maynard (c) 2006 * @section LICENSE * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */