raze-gles/source/common/textures/animtexture.h
Christoph Oelckers 946da7d622 - moved the textures used for the animations into the texture manager.
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
2020-06-14 20:27:13 +02:00

43 lines
747 B
C++

#pragma once
#include "textures.h"
class AnimTexture : public FTexture
{
uint8_t Palette[768];
TArray<uint8_t> Image;
int pixelformat;
public:
enum
{
Paletted = 0,
RGB = 1,
YUV = 2
};
AnimTexture() = default;
void SetFrameSize(int format, int width, int height);
void SetFrame(const uint8_t* palette, const void* data);
virtual FBitmap GetBgraBitmap(const PalEntry* remap, int* trans) override;
};
class AnimTextures
{
int active;
FGameTexture* tex[2];
public:
AnimTextures();
~AnimTextures();
void SetSize(int format, int width, int height);
void SetFrame(const uint8_t* palette, const void* data);
FGameTexture* GetFrame()
{
return tex[active];
}
FTextureID GetFrameID()
{
return tex[active]->GetID();
}
};