// ===================================================================================================================== // Copyright 2024 Medusa Slockbower // 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. // ===================================================================================================================== #ifndef TEXTURE_H #define TEXTURE_H #include #include "FileSystem/FileManager.h" namespace OpenShaderDesigner { class Texture : public FileManager::Asset { public: using HandleType = glw::texture; Texture(const FileManager::Path& path); Texture(const FileManager::Path& src, const FileManager::Path& dst); ~Texture() override; void Open() override; static Asset* Create(const FileManager::Path& path); static Asset* Load(const FileManager::Path& path); static Asset* Import(const FileManager::Path& src, const FileManager::Path& dst); HandleType* operator->() { return Handle_; } const HandleType* operator->() const { return Handle_; } private: HandleType* Handle_; }; } #endif //TEXTURE_H