#ifndef GAME_TEXTURE_H #define GAME_TEXTURE_H /* * Copyright (c) 2020 Samsung Electronics Co., Ltd. * * 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. * */ #include #include #include #include class GameTexture { public: /** * Creates an instance of the GameTexture */ GameTexture(); /** * Creates an instance of the GameTexture with given filename */ GameTexture(const char* filename); /** * Destroys an instance of the GameTexture */ ~GameTexture(); /** * @brief Loads texture from file * @return Returns true if success */ bool Load(const char* filename); /** * Checks status of texture, returns false if failed to load * @return true if texture has been loaded, false otherwise */ bool IsReady(); /** * @brief Returns DALi texture set associated with the GameTexture * @return Initialised TextureSet */ Dali::TextureSet& GetTextureSet(); /** * Returns unique Id of the texture * @return Value of unique Id */ uint32_t GetUniqueId(); private: Dali::Texture mTexture; Dali::Sampler mSampler; Dali::TextureSet mTextureSet; uint32_t mUniqueId; bool mIsReady; }; #endif