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