package kha; import haxe.io.Bytes; import kha.graphics4.DepthStencilFormat; import kha.graphics4.TextureFormat; import kha.graphics4.Usage; class Image implements Canvas implements Resource { public static function create(width: Int, height: Int, format: TextureFormat = null, usage: Usage = null): Image { return null; } public static function create3D(width: Int, height: Int, depth: Int, format: TextureFormat = null, usage: Usage = null): Image { return null; } public static function createRenderTarget(width: Int, height: Int, format: TextureFormat = null, depthStencil: DepthStencilFormat = DepthStencilFormat.NoDepthAndStencil, antiAliasingSamples: Int = 1): Image { return null; } public static function fromBytes(bytes: Bytes, width: Int, height: Int, format: TextureFormat = null, usage: Usage = null): Image { return null; } public static function fromBytes3D(bytes: Bytes, width: Int, height: Int, depth: Int, format: TextureFormat = null, usage: Usage = null): Image { return null; } public static var maxSize(get, never): Int; static function get_maxSize(): Int { return 0; } public static var nonPow2Supported(get, never): Bool; static function get_nonPow2Supported(): Bool { return false; } public static function renderTargetsInvertedY(): Bool { return false; } public function isOpaque(x: Int, y: Int): Bool { return false; } /** * Returns the color of a pixel identified by its x/y-coordinates. This only works for images for which * the readable flag is set to true because by default images only exist in video-memory. To load images * which are readable use a line ala project.addAssets('Assets/image.png', { readable: true }); in * your khafile. * For reading the content of render-targets use getPixels() instead. */ public function at(x: Int, y: Int): Color { return Color.Black; } public function unload(): Void {} /** * Returns a writable Bytes object. Once unlock() is called the content of the Bytes object * is written into the image. * This can not be used to read the current content of an image - for this use at() or getPixels() instead. */ public function lock(level: Int = 0): Bytes { return null; } public function unlock(): Void {} /** * Returns the content of an image. This only works if the image is a render-target and it is very slow * because data will be copied from video-memory to main-memory. This is useful for making screenshots * but please avoid using it for regular rendering. * For reading the content of images which are not render-targets use at() instead. */ public function getPixels(): Bytes { return null; } public function generateMipmaps(levels: Int): Void {} public function setMipmaps(mipmaps: Array): Void {} public function setDepthStencilFrom(image: Image): Void {} public function clear(x: Int, y: Int, z: Int, width: Int, height: Int, depth: Int, color: Color): Void {} /** * Returns the original width of the image. */ public var width(get, never): Int; function get_width(): Int { return 0; } /** * Returns the original height of the image. */ public var height(get, never): Int; function get_height(): Int { return 0; } public var depth(get, never): Int; function get_depth(): Int { return 1; } public var format(get, never): TextureFormat; function get_format(): TextureFormat { return TextureFormat.RGBA32; } /** * Very old GPUs only supported power of two texture-widths. * When an Image is created on such a GPU, Kha automatically increases * its size to a power of two and realWidth returns this new, internal * size. Knowing the real size is important for calculating * texture-coordinates correctly but all of this is irrelevant unless * you really want to support very very old GPUs. */ public var realWidth(get, never): Int; function get_realWidth(): Int { return 0; } /** * Very old GPUs only supported power of two texture-heights. * When an Image is created on such a GPU, Kha automatically increases * its size to a power of two and realHeight returns this new, internal * size. Knowing the real size is important for calculating * texture-coordinates correctly but all of this is irrelevant unless * you really want to support very very old GPUs. */ public var realHeight(get, never): Int; function get_realHeight(): Int { return 0; } public var stride(get, never): Int; function get_stride(): Int { return 0; } public var g1(get, never): kha.graphics1.Graphics; function get_g1(): kha.graphics1.Graphics { return null; } public var g2(get, never): kha.graphics2.Graphics; function get_g2(): kha.graphics2.Graphics { return null; } public var g4(get, never): kha.graphics4.Graphics; function get_g4(): kha.graphics4.Graphics { return null; } }