/******************************************************************************* * Copyright 2011 See AUTHORS file. * * 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. ******************************************************************************/ package com.badlogic.gdx.graphics; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.graphics.glutils.FileTextureArrayData; /** Used by a {@link TextureArray} to load the pixel data. The TextureArray will request the TextureArrayData to prepare itself through * {@link #prepare()} and upload its data using {@link #consumeTextureArrayData()}. These are the first methods to be called by TextureArray. * After that the TextureArray will invoke the other methods to find out about the size of the image data, the format, whether the * TextureArrayData is able to manage the pixel data if the OpenGL ES context is lost.</p> * * Before a call to either {@link #consumeTextureArrayData()}, TextureArray will bind the OpenGL ES texture.</p> * * Look at {@link FileTextureArrayData} for example implementation of this interface. * @author Tomski */ public interface TextureArrayData { /** @return whether the TextureArrayData is prepared or not. */ public boolean isPrepared (); /** Prepares the TextureArrayData for a call to {@link #consumeTextureArrayData()}. This method can be called from a non OpenGL thread and * should thus not interact with OpenGL. */ public void prepare (); /** Uploads the pixel data of the TextureArray layers of the TextureArray to the OpenGL ES texture. The caller must bind an OpenGL ES texture. A * call to {@link #prepare()} must preceed a call to this method. Any internal data structures created in {@link #prepare()} * should be disposed of here. */ public void consumeTextureArrayData (); /** @return the width of this TextureArray */ public int getWidth (); /** @return the height of this TextureArray */ public int getHeight (); /** @return the layer count of this TextureArray */ public int getDepth (); /** @return whether this implementation can cope with a EGL context loss. */ public boolean isManaged (); /** @return the internal format of this TextureArray */ public int getInternalFormat (); /** @return the GL type of this TextureArray*/ public int getGLType (); /** Provides static method to instantiate the right implementation. * @author Tomski */ public static class Factory { public static TextureArrayData loadFromFiles (Pixmap.Format format, boolean useMipMaps, FileHandle... files) { return new FileTextureArrayData(format, useMipMaps, files); } } }