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#ifndef UITEXTURE_H
#define UITEXTURE_H
#include "Graphics/global.h"
#include <GLFW/glfw3.h>
struct Bounds2f{
glm::vec2 min;
glm::vec2 max;
};
enum AspectRatio {
LAND_FIT,
LAND_FILL,
PORTRAIT_FIT,
PORTRAIT_FILL,
FIT_SCREEN
};
class UITexture
{
public:
UITexture();
virtual void draw() = 0;
virtual GLuint getTexID() = 0;
virtual glm::vec2 getPos() = 0;
virtual glm::vec2 getScale() = 0;
virtual int getHeight() = 0;
virtual int getWidth() = 0;
virtual Bounds2f getBounds() = 0;
virtual void setWindowPos(int width, int height) = 0;
virtual float getTextureRatio() = 0;
virtual float getTextureScaleAspect() = 0;
};
#endif // UITEXTURE_H
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