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/*
* Copyright (C) Oscar Shrimpton 2020
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
use crate::draw::texture::{LoadableImage, TextureRepo};
use crate::types::*;
use crate::UiState;
use egui::Texture;
use stockton_levels::{prelude::HasTextures, traits::textures::Texture as LTexture};
pub struct UiTextures;
impl HasTextures for UiTextures {
type TexturesIter<'a> = std::slice::Iter<'a, LTexture>;
fn textures_iter(&self) -> Self::TexturesIter<'_> {
(&[]).iter()
}
fn get_texture(&self, _idx: u32) -> Option<&stockton_levels::prelude::textures::Texture> {
None
}
}
impl LoadableImage for &Texture {
fn width(&self) -> u32 {
self.width as u32
}
fn height(&self) -> u32 {
self.height as u32
}
fn copy_row(&self, y: u32, ptr: *mut u8) {
let row_size = self.width();
let pixels = &self.pixels[(y * row_size) as usize..((y + 1) * row_size) as usize];
for (i, x) in pixels.iter().enumerate() {
unsafe {
*ptr.offset(i as isize * 3) = *x;
*ptr.offset((i as isize * 3) + 1) = *x;
*ptr.offset((i as isize * 3) + 2) = *x;
}
}
}
unsafe fn copy_into(&self, _ptr: *mut u8, _row_size: usize) {
todo!()
}
}
pub fn ensure_textures(
_tex_repo: &mut TextureRepo,
ui: &mut UiState,
_device: &mut Device,
_adapter: &mut Adapter,
_allocator: &mut DynamicAllocator,
_command_queue: &mut CommandQueue,
_command_pool: &mut CommandPool,
) {
let tex = ui.ctx.texture();
if tex.version != ui.last_tex_ver {
// tex_repo.force_queue_load(0).unwrap(); // TODO
ui.last_tex_ver = tex.version;
}
}
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