mirror of
https://github.com/godotengine/godot
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c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
91 lines
3.2 KiB
C++
91 lines
3.2 KiB
C++
/*************************************************************************/
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/* image_loader.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef IMAGE_LOADER_H
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#define IMAGE_LOADER_H
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#include "image.h"
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#include "ustring.h"
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#include "os/file_access.h"
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#include "list.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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/**
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* @class ImageScanLineLoader
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* @author Juan Linietsky <reduzio@gmail.com>
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*
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*/
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class ImageLoader;
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/**
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* @class ImageLoader
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* Base Class and singleton for loading images from disk
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* Can load images in one go, or by scanline
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*/
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class ImageFormatLoader {
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friend class ImageLoader;
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protected:
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virtual Error load_image(Image *p_image,FileAccess *p_fileaccess)=0;
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virtual void get_recognized_extensions(List<String> *p_extensions) const=0;
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bool recognize(const String& p_extension) const;
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public:
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virtual ~ImageFormatLoader() {}
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};
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class ImageLoader {
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enum {
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MAX_LOADERS=8
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};
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static ImageFormatLoader *loader[MAX_LOADERS];
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static int loader_count;
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protected:
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public:
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static Error load_image(String p_file,Image *p_image, FileAccess *p_custom=NULL);
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static void get_recognized_extensions(List<String> *p_extensions) ;
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static bool recognize(const String& p_extension) ;
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static void add_image_format_loader(ImageFormatLoader *p_loader);
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};
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#endif
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