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ActorFrameTexture.h
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#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 std::string &sName ) { m_sTextureName = sName; }
/**
* @brief Retrieve the texture name.
* @return the texture name. */
std::string 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. */
std::string 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.
*/