/* * Stellarium * Copyright (C) 2006 Fabien Chereau * * 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 2 * 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, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef _STELTEXTUREMGR_HPP_ #define _STELTEXTUREMGR_HPP_ #include #include "StelTexture.hpp" #include //! @class StelTextureMgr //! Manage textures loading. //! It provides method for loading images in a separate thread. class StelTextureMgr : QObject { public: StelTextureMgr(); virtual ~StelTextureMgr(); //! Initialize some variable from the openGL contex. //! Must be called after the creation of the GLContext. void init(); //! Load an image from a file and create a new texture from it //! @param filename the texture file name, can be absolute path if starts with '/' otherwise //! the file will be looked in stellarium standard textures directories. //! @param params the texture creation parameters. StelTextureSP createTexture(const QString& filename, const StelTexture::StelTextureParams& params=StelTexture::StelTextureParams()); //! Load an image from a file and create a new texture from it in a new thread. //! @param url the texture file name or URL, can be absolute path if starts with '/' otherwise //! the file will be looked in stellarium standard textures directories. //! @param params the texture creation parameters. //! @param fileExtension the file extension to assume. If not set the extension is determined from url //! @param lazyLoading define whether the texture should be actually loaded only when needed, i.e. when bind() is called the first time. StelTextureSP createTextureThread(const QString& url, const StelTexture::StelTextureParams& params=StelTexture::StelTextureParams(), const QString& fileExtension=QString(), bool lazyLoading=true); private: friend class StelTexture; //! Whether ARB_texture_non_power_of_two is supported on this card bool isNoPowerOfTwoAllowed; }; #endif // _STELTEXTUREMGR_HPP_