#pragma once #include "BsScriptEnginePrerequisites.h" #include "BsScriptTexture.h" #include "BsScriptObject.h" #include "BsTexture.h" namespace BansheeEngine { /** * @brief Interop class between C++ & CLR for a 2D Texture. */ class BS_SCR_BE_EXPORT ScriptTexture2D : public ScriptObject { public: SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "Texture2D") /** * @copydoc ScriptResourceBase::getNativeHandle */ HResource getNativeHandle() const override { return mTexture; } /** * @copydoc ScriptResourceBase::setNativeHandle */ void setNativeHandle(const HResource& resource) override; /** * @brief Returns the native internal 2D texture resource. */ HTexture getTextureHandle() const { return mTexture; } private: friend class ScriptResourceManager; ScriptTexture2D(MonoObject* instance, const HTexture& texture); /** * @copydoc ScriptObjectBase::_onManagedInstanceDeleted */ void _onManagedInstanceDeleted() override; HTexture mTexture; /************************************************************************/ /* CLR HOOKS */ /************************************************************************/ static void internal_createInstance(MonoObject* instance, PixelFormat format, UINT32 width, UINT32 height, TextureUsage usage, UINT32 numSamples, bool hasMipmaps, bool gammaCorrection); static MonoObject* internal_getPixels(ScriptTexture2D* thisPtr, UINT32 mipLevel); static MonoObject* internal_getGPUPixels(ScriptTexture2D* thisPtr, UINT32 mipLevel); static void internal_setPixels(ScriptTexture2D* thisPtr, MonoObject* data, UINT32 mipLevel); static void internal_setPixelsArray(ScriptTexture2D* thisPtr, MonoArray* colors, UINT32 mipLevel); }; }