/*************************************************************************/ /* 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 */ /** * @class ImageScanLineLoader * @author Juan Linietsky * */ 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 p_image, FileAccess *p_fileaccess, bool p_force_linear, float p_scale) = 0; virtual void get_recognized_extensions(List *p_extensions) const = 0; bool recognize(const String &p_extension) const; public: virtual ~ImageFormatLoader() {} }; class ImageLoader { static Vector loader; friend class ResourceFormatLoaderImage; protected: public: static Error load_image(String p_file, Ref p_image, FileAccess *p_custom = NULL, bool p_force_linear = false, float p_scale = 1.0); static void get_recognized_extensions(List *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 &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 *p_extensions) const; virtual bool handles_type(const String &p_type) const; virtual String get_resource_type(const String &p_path) const; }; #endif