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ImageBuff.h « VideoTexture « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software  Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Copyright (c) 2007 The Zdeno Ash Miklas
 *
 * This source file is part of VideoTexture library
 *
 * Contributor(s):
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file ImageBuff.h
 *  \ingroup bgevideotex
 */

#ifndef __IMAGEBUFF_H__
#define __IMAGEBUFF_H__


#include "Common.h"

#include "ImageBase.h"

struct ImBuf;

/// class for image buffer
class ImageBuff : public ImageBase
{
private:
	struct ImBuf *m_imbuf;		// temporary structure for buffer manipulation
public:
	/// constructor
	ImageBuff (void) : ImageBase(true), m_imbuf(NULL) {}

	/// destructor
	virtual ~ImageBuff (void);

	/// load image from buffer
	void load (unsigned char * img, short width, short height);
	/// clear image with color set on RGB channels and 0xFF on alpha channel
	void clear (short width, short height, unsigned char color);

	/// plot image from extern RGBA buffer to image at position x,y using one of IMB_BlendMode
	void plot (unsigned char * img, short width, short height, short x, short y, short mode);
	/// plot image from other ImageBuf to image at position x,y using one of IMB_BlendMode
	void plot (ImageBuff* img, short x, short y, short mode);

	/// refresh image - do nothing
	virtual void refresh (void) {}
};


#endif