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rdkshellimage.h
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/**
* If not stated otherwise in this file or this component's LICENSE
* file the following copyright and licenses apply:
*
* Copyright 2020 RDK Management
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
**/
#pragma once
#include <string>
#include <GLES2/gl2.h>
#include "rdkshellrect.h"
namespace RdkShell
{
class Image
{
public:
Image();
Image(const std::string& fileName, int32_t x, int32_t y, int32_t width, int32_t height);
Image(const char* imageData, int32_t width, int32_t height);
~Image();
void draw(bool useBounds = false);
void draw(RdkShellRect rect);
void fileName(std::string& fileName);
bool loadLocalFile(const std::string& fileName, uint32_t* imageWidth = nullptr, uint32_t* imageHeight = nullptr);
void bounds(int32_t& x, int32_t& y, int32_t& width, int32_t& height);
void setBounds(int32_t x, int32_t y, int32_t width, int32_t height);
bool loadImageData(const char* imageData, int32_t imageSize);
private:
bool createProgram(const GLchar* vertexShaderString, const GLchar* fragmentShaderString);
void initialize();
bool loadJpeg(std::string fileName, unsigned char *&image, int32_t &width, int32_t &height);
bool loadPng(std::string fileName, unsigned char *&image, int32_t &width, int32_t &height);
bool loadBmp(std::string fileName, unsigned char *&image, int32_t &width, int32_t &height);
bool loadPngFromData(const char* imageData, int32_t imageSize, unsigned char *&image, int32_t &width, int32_t &height);
std::string mFileName;
int32_t mX;
int32_t mY;
int32_t mWidth;
int32_t mHeight;
GLint mProgram;
GLint mVertexShader;
GLint mFragmentShader;
GLint mResolutionLocation;
GLint mPositionLocation;
GLint mUvLocation;
GLint mTextureLocation;
GLuint mTexture;
};
}