Team Fortress 2 Source Code as on 22/4/2020
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef IIMAGESOURCE_H
#define IIMAGESOURCE_H
#ifdef _WIN32
#pragma once
#endif
namespace panorama
{
enum EImageFormat
{
k_EImageFormatUnknown,
k_EImageFormatR8G8B8A8,
k_EImageFormatB8G8R8A8_PreMultiplied,
k_EImageFormatA8
};
class CPanel2D;
//
// Data source for image data used to render an asset
//
class IImageSource: public panorama::IUIJSObject
{
public:
virtual bool BIsValid() = 0;
virtual uint32 GetTextureID() = 0;
virtual int GetWidth() = 0;
virtual int GetHeight() = 0;
virtual EImageFormat ImageFormat() = 0;
virtual bool BIsAnimating() = 0;
// Ref counting
virtual int GetRefCount() = 0;
virtual int AddRef() = 0;
virtual int Release() = 0;
virtual const char *GetJSTypeName() { return "IImageSource"; }
#ifdef DBGFLAG_VALIDATE
virtual void Validate( CValidator &validator, const tchar *pchName ) = 0;
#endif
protected:
friend class CImageResourceManager;
};
//
// main interface to load images for display in the ui
//
const int k_ResizeNone = -1;
class IUIImageManager
{
public:
// load image data from a URL (file://blah, http://blah/bob.tga, etc), pchDefaultResourceURL may be null, and is what will be used while the real resource is loaded
// if it is set. As such it must be a local file. bPrioritizeLoad will make your request jump to the head of the queue if it is an image over HTTP, use sparingly!
// nResizeWidth and nResizeHeight do nothing if -1, if one is set and the other -1 the image is resized before being made into a texture, but aspect ratio is maintained
// with the specified dimension at the set size, if both are set the image will be stretched if needed.
virtual IImageSource *LoadImageFromURL( const IUIPanel *pPanel, const char *pchDefaultResourceURL, const char *pchResourceURL, bool bPrioritizeLoad, EImageFormat imgFormatOut, int32 nResizeWidth = k_ResizeNone, int32 nResizeHeight = k_ResizeNone, bool bAllowAnimation = true ) = 0;
// load image data from image file (png/jpg/tga) bytes you already have in memory, pchDefaultResourceURL may be null, and is what will be used while the real resource is loaded
// if it is set. As such it must be a local file.
virtual IImageSource *LoadImageFileFromMemory( const IUIPanel *pPanel, const char *pchResourceURLDefault, const CUtlBuffer &bufFile, int nResizeWidth = panorama::k_ResizeNone, int nResizeHeight = panorama::k_ResizeNone, bool bAllowAnimation = true ) = 0;
// load image data from RGBA bytes you already have in memory, pchDefaultResourceURL may be null, and is what will be used while the real resource is loaded
// if it is set. As such it must be a local file.
virtual IImageSource *LoadImageFromMemory( const IUIPanel *pPanel, const char *pchDefaultResourceURL, const CUtlBuffer &bufData, int nWide, int nTall, EImageFormat imgFormatIn = k_EImageFormatR8G8B8A8, int nResizeWidth = k_ResizeNone, int nResizeHeight = k_ResizeNone, bool bAllowAnimation = true ) = 0;
virtual CUtlString GetPchImageSourcePath( IImageSource *pImageSource ) = 0;
virtual void ReloadChangedImage( IImageSource *pImageToReload ) = 0;
virtual void ReloadChangedFile( const char *pchFile ) = 0;
#ifdef DBGFLAG_VALIDATE
virtual void Validate( CValidator &validator, const tchar *pchName ) = 0;
#endif
};
DECLARE_PANEL_EVENT1( ImageLoaded, IImageSource * );
DECLARE_PANEL_EVENT1( ImageFailedLoad, IImageSource * );
} // namespace panorama
#endif // IIMAGESOURCE_H