Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MEMORYBITMAP_H
#define MEMORYBITMAP_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/vgui.h>
#include <vgui/IImage.h>
#include <color.h>
namespace vgui {
typedef unsigned long HTexture;
//-----------------------------------------------------------------------------
// Purpose: Holds a single image created from a chunk of memory, internal to vgui only
//-----------------------------------------------------------------------------
class MemoryBitmap: public IImage { public: MemoryBitmap(unsigned char *texture,int wide, int tall); ~MemoryBitmap();
// IImage implementation
virtual void Paint(); virtual void GetSize(int &wide, int &tall); virtual void GetContentSize(int &wide, int &tall); virtual void SetPos(int x, int y); virtual void SetSize(int x, int y); virtual void SetColor(Color col);
virtual bool Evict() OVERRIDE{ return false; } virtual int GetNumFrames() OVERRIDE{ return 0; } virtual void SetFrame(int nFrame) OVERRIDE{} virtual void SetRotation(int iRotation) OVERRIDE{ return; };
// methods
void ForceUpload(unsigned char *texture,int wide, int tall); // ensures the bitmap has been uploaded
HTexture GetID(); // returns the texture id
const char *GetName(); bool IsValid() { return _valid; }
private: // HTexture _id;
bool _uploaded; bool _valid; unsigned char *_texture; int _pos[2]; Color _color; int _w,_h; // size of the texture
int m_iTextureID; };
} // namespace vgui
#endif // MEMORYBITMAP_H
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