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/*************************************************************************/
/* image_loader.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef IMAGE_LOADER_H
#define IMAGE_LOADER_H
#include "core/image.h"
#include "core/io/resource_loader.h"
#include "core/list.h"
#include "core/os/file_access.h"
#include "core/ustring.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
/**
* @class ImageScanLineLoader
* @author Juan Linietsky <reduzio@gmail.com>
*
*/
class ImageLoader;
/**
* @class ImageLoader
* Base Class and singleton for loading images from disk
* Can load images in one go, or by scanline
*/
class ImageFormatLoader {
friend class ImageLoader;
friend class ResourceFormatLoaderImage;
protected:
virtual Error load_image(Ref<Image> p_image, FileAccess *p_fileaccess, bool p_force_linear, float p_scale) = 0;
virtual void get_recognized_extensions(List<String> *p_extensions) const = 0;
bool recognize(const String &p_extension) const;
public:
virtual ~ImageFormatLoader() {}
};
class ImageLoader {
static Vector<ImageFormatLoader *> loader;
friend class ResourceFormatLoaderImage;
protected:
public:
static Error load_image(String p_file, Ref<Image> p_image, FileAccess *p_custom = NULL, bool p_force_linear = false, float p_scale = 1.0);
static void get_recognized_extensions(List<String> *p_extensions);
static ImageFormatLoader *recognize(const String &p_extension);
static void add_image_format_loader(ImageFormatLoader *p_loader);
static void remove_image_format_loader(ImageFormatLoader *p_loader);
static const Vector<ImageFormatLoader *> &get_image_format_loaders();
static void cleanup();
};
class ResourceFormatLoaderImage : public ResourceFormatLoader {
GDCLASS(ResourceFormatLoaderImage, ResourceFormatLoader)
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String &p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
#endif
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