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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef MEMORYBITMAP_H
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#define MEMORYBITMAP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui/VGUI.h>
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#include <vgui/IImage.h>
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#include <Color.h>
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namespace vgui
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{
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typedef unsigned long HTexture;
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//-----------------------------------------------------------------------------
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// Purpose: Holds a single image created from a chunk of memory, internal to vgui only
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//-----------------------------------------------------------------------------
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class MemoryBitmap: public IImage
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{
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public:
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MemoryBitmap(unsigned char *texture,int wide, int tall);
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~MemoryBitmap();
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// IImage implementation
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virtual void Paint();
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virtual void GetSize(int &wide, int &tall);
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virtual void GetContentSize(int &wide, int &tall);
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virtual void SetPos(int x, int y);
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virtual void SetSize(int x, int y);
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virtual void SetColor(Color col);
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// methods
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void ForceUpload(unsigned char *texture,int wide, int tall); // ensures the bitmap has been uploaded
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HTexture GetID(); // returns the texture id
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const char *GetName();
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bool IsValid()
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{
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return _valid;
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}
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private:
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// HTexture _id;
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bool _uploaded;
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bool _valid;
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unsigned char *_texture;
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int _pos[2];
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Color _color;
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int _w,_h; // size of the texture
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int m_iTextureID;
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};
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} // namespace vgui
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#endif // MEMORYBITMAP_H
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