//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // 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. //----------------------------------------------------------------------------- #include "graphics/DynamicTexture.h" #include "graphics/TextureManager.h" //----------------------------------------------------------------------------- DynamicTexture::DynamicTexture() : mpBitmap( NULL ) { // Generate a texture key. mTextureKey = TextureManager::getUniqueTextureKey(); } //----------------------------------------------------------------------------- DynamicTexture::~DynamicTexture() { } //----------------------------------------------------------------------------- void DynamicTexture::setSize( const U32 texelWidth, const U32 texelHeight ) { // Finish if any existing bitmap is adequate. if ( mpBitmap != NULL && texelWidth == mpBitmap->getWidth() && texelHeight == mpBitmap->getHeight() ) return; // Generate new bitmap. // NOTE: Any previous bitmap would be allocated to the texture handle therefore destroyed // when the texture handle is modified. mpBitmap = new GBitmap( texelWidth, texelHeight, false, GBitmap::RGBA ); // Set texture against bitmap. mTextureHandle.set( mTextureKey, mpBitmap, TextureHandle::BitmapKeepTexture ); }