📄 gosimagepool.hpp
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//===========================================================================//
// Copyright (C) Microsoft Corporation. All rights reserved. //
//===========================================================================//
#pragma once
#define MLR_GOSIMAGEPOOL_HPP
#if !defined(MLR_MLR_HPP)
#include <MLR\MLR.hpp>
#endif
namespace MidLevelRenderer {
class GOSImagePool
#if defined(_ARMOR)
: public Stuff::Signature
#endif
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors/Destructors
//
public:
GOSImagePool();
~GOSImagePool();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Image handling
//
public:
GOSImage*
GetImage(const char* imageName);
GOSImage*
GetImage(const char* imageName, gos_TextureFormat format, int size, gos_TextureHints hints);
virtual bool
LoadImage(GOSImage *image, int=0)=0;
void
RemoveImage(GOSImage *image);
void UnLoadImages (void);
void
GetTexturePath(Stuff::MString* pName) const
{ Check_Object(this); *pName = texturePath; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Testing
//
public:
void
TestInstance() const
{}
protected:
Stuff::HashOf<GOSImage*, Stuff::MString>
imageHash;
Stuff::MString
texturePath;
};
class TGAFilePool:
public GOSImagePool
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors/Destructors
//
public:
TGAFilePool(const char* path);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Image handling
//
public:
bool
LoadImage(GOSImage *image, int=0);
};
}
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