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8d0285dedd
Basically plumbs through DeviceLost/DeviceRestored to view elements and into ManagedTexture.
42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
#pragma once
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#include <memory>
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#include "thin3d/thin3d.h"
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enum ImageFileType {
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PNG,
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JPEG,
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ZIM,
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DETECT,
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TYPE_UNKNOWN,
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};
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class ManagedTexture {
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public:
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ManagedTexture(Draw::DrawContext *draw) : draw_(draw) {
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}
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~ManagedTexture() {
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if (texture_)
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texture_->Release();
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}
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bool LoadFromFile(const std::string &filename, ImageFileType type = ImageFileType::DETECT, bool generateMips = false);
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bool LoadFromFileData(const uint8_t *data, size_t dataSize, ImageFileType type = ImageFileType::DETECT, bool generateMips = false);
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Draw::Texture *GetTexture(); // For immediate use, don't store.
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int Width() const { return texture_->Width(); }
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int Height() const { return texture_->Height(); }
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void DeviceLost();
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void DeviceRestored(Draw::DrawContext *draw);
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private:
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Draw::Texture *texture_ = nullptr;
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Draw::DrawContext *draw_;
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std::string filename_; // Textures that are loaded from files can reload themselves automatically.
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bool generateMips_ = false;
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bool loadPending_ = false;
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};
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std::unique_ptr<ManagedTexture> CreateTextureFromFile(Draw::DrawContext *draw, const char *filename, ImageFileType fileType, bool generateMips = false);
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std::unique_ptr<ManagedTexture> CreateTextureFromFileData(Draw::DrawContext *draw, const uint8_t *data, int size, ImageFileType fileType, bool generateMips = false); |