// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2008 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #ifndef NIDYNAMICTEXTURE_H #define NIDYNAMICTEXTURE_H #include "NiTexture.h" class NIMAIN_ENTRY NiDynamicTexture : public NiTexture { NiDeclareRTTI; protected: static FormatPrefs ms_kDefaultPrefs; public: static NiDynamicTexture* Create(unsigned int uiWidth, unsigned int uiHeight, FormatPrefs& kPrefs = ms_kDefaultPrefs, bool bTiledTexture = false); virtual unsigned int GetWidth() const; virtual unsigned int GetHeight() const; inline bool GetTiled() const; // Lock and unlock, required for editing the texture pixels. virtual void* Lock(int& iPitch); virtual bool UnLock() const; protected: NiDynamicTexture(unsigned int uiWidth, unsigned int uiHeight); unsigned int m_uiWidth; unsigned int m_uiHeight; bool m_bTiled; }; typedef NiPointer NiDynamicTexturePtr; //--------------------------------------------------------------------------- #include "NiDynamicTexture.inl" //--------------------------------------------------------------------------- #endif