1 /* 2 * BSD 3-Clause License 3 * 4 * Copyright (c) 2016, Mango-Engine Team 5 * All rights reserved. 6 * 7 * Redistribution and use in source and binary forms, with or without 8 * modification, are permitted provided that the following conditions are met: 9 * 10 * * Redistributions of source code must retain the above copyright notice, this 11 * list of conditions and the following disclaimer. 12 * 13 * * Redistributions in binary form must reproduce the above copyright notice, 14 * this list of conditions and the following disclaimer in the documentation 15 * and/or other materials provided with the distribution. 16 * 17 * * Neither the name of the copyright holder nor the names of its 18 * contributors may be used to endorse or promote products derived from 19 * this software without specific prior written permission. 20 * 21 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 22 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 23 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 24 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE 25 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 26 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 27 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER 28 * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, 29 * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 30 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 module mango_engine.graphics.texture; 33 34 import mango_engine.game; 35 import mango_engine.util; 36 37 /// Interface Class: Represents a Texture (an image) 38 abstract class Texture { 39 /// The texture's name or identifier. 40 immutable string name; 41 /// The file path of where the texture is located. 42 immutable string filename; 43 /// If to use alpha when reading. 44 immutable bool useAlpha; 45 46 private shared GameManager _game; 47 48 protected shared uint _width; 49 protected shared uint _height; 50 51 /// The width of the texture in pixels. 52 @property uint width() @safe nothrow { return _width; } 53 /// The height of the texture in pixels. 54 @property uint height() @safe nothrow { return _height; } 55 56 @property GameManager game() @trusted nothrow { return cast(GameManager) _game; } 57 58 protected this(GameManager game, in string name, in string filename, in bool useAlpha = true) @trusted nothrow { 59 this._game = cast(shared) game; 60 this.name = name; 61 this.filename = filename; 62 this.useAlpha = useAlpha; 63 } 64 65 /++ 66 Use this method to build the correct Texture based on 67 the Backend being used. 68 69 Params: 70 filename = The location where the texture file is. 71 72 useAlpha = Defaults to true. If the image's colors 73 or other features look strange, try tweaking 74 this value. 75 76 Returns: A new loaded Texture instance using the selected backend. 77 +/ 78 static Texture build(GameManager game, in string name, in string filename, in bool useAlpha = true) @safe { 79 mixin(InterfaceClassFactory!("texture", "Texture", "game, name, filename, useAlpha")); 80 } 81 82 /// Cleans up resources used by the Texture. 83 abstract void cleanup() @system; 84 }