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engines/hpl1/engine/resources/ImageManager.h
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93
engines/hpl1/engine/resources/ImageManager.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_IMAGEMANAGER_H
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#define HPL_IMAGEMANAGER_H
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/resources/ResourceManager.h"
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namespace hpl {
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class cResourceImage;
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class cFrameTexture;
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class cFrameBitmap;
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class iLowLevelGraphics;
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class Bitmap2D;
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typedef Common::List<cFrameBitmap *> tFrameBitmapList;
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typedef tFrameBitmapList::iterator tFrameBitmapListIt;
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typedef Common::StableMap<int, cFrameTexture *> tFrameTextureMap;
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typedef tFrameTextureMap::iterator tFrameTextureMapIt;
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class cImageManager : public iResourceManager {
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public:
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cImageManager(cFileSearcher *apFileSearcher, iLowLevelGraphics *apLowLevelGraphics,
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LowLevelResources *apLowLevelResources, LowLevelSystem *apLowLevelSystem);
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~cImageManager();
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iResourceBase *Create(const tString &asName);
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void Destroy(iResourceBase *apResource);
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void Unload(iResourceBase *apResource);
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// Image specifc
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iResourceBase *CreateInFrame(const tString &asName, int alFrameHandle);
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cResourceImage *CreateImage(const tString &asName, int alFrameHandle = -1);
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/**
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* Draws all updated content to textures. THis must be done before a loaded image can be used.
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* Use this as unoften as possible.
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* \return Number of bitmaps flushes
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*/
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int FlushAll();
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void DeleteAllBitmapFrames();
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cResourceImage *CreateFromBitmap(const tString &asName, Bitmap2D *apBmp, int alFrameHandle = -1);
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int CreateFrame(cVector2l avSize);
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void SetFrameLocked(int alHandle, bool abLocked);
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private:
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iLowLevelGraphics *mpLowLevelGraphics;
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tFrameBitmapList mlstBitmapFrames;
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tFrameTextureMap m_mapTextureFrames;
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tStringList mlstFileFormats;
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cVector2l mvFrameSize;
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int mlFrameHandle;
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cResourceImage *FindImage(const tString &asName, tString &asFilePath);
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cResourceImage *AddToFrame(Bitmap2D *apBmp, int alFrameHandle);
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cFrameBitmap *CreateBitmapFrame(cVector2l avSize);
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};
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} // namespace hpl
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#endif // HPL_RESOURCEMANAGER_H
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