/*
**  ClanLib SDK
**  Copyright (c) 1997-2015 The ClanLib Team
**
**  This software is provided 'as-is', without any express or implied
**  warranty.  In no event will the authors be held liable for any damages
**  arising from the use of this software.
**
**  Permission is granted to anyone to use this software for any purpose,
**  including commercial applications, and to alter it and redistribute it
**  freely, subject to the following restrictions:
**
**  1. The origin of this software must not be misrepresented; you must not
**     claim that you wrote the original software. If you use this software
**     in a product, an acknowledgment in the product documentation would be
**     appreciated but is not required.
**  2. Altered source versions must be plainly marked as such, and must not be
**     misrepresented as being the original software.
**  3. This notice may not be removed or altered from any source distribution.
**
**  Note: Some of the libraries ClanLib may link to may have additional
**  requirements or restrictions.
**
**  File Author(s):
**
**    Magnus Norddahl
**    Mark Page
*/


#pragma once

#include <memory>
#include "graphic_context.h"
#include "../Image/image_import_description.h"
#include "../Image/texture_format.h"
#include "../Image/pixel_buffer.h"

namespace clan
{
/// \addtogroup clanDisplay_Display clanDisplay Display
/// \{

class Color;
class Point;
class PixelBuffer;
class PixelFormat;
class DataBuffer;
class PixelBufferProvider;
class TransferTexture_Impl;
class SharedGCData_Impl;

/// \brief Texture Transfer class.
class TransferTexture : public PixelBuffer
{
/// \name Construction
/// \{
public:
	/// \brief Constructs a null instance.
	TransferTexture();

	/// \brief Constructs a GPU Transfer Buffer
	///
	/// \param provider = Font Provider
	TransferTexture(PixelBufferProvider *provider);

	/// \brief Constructs a GPU Transfer Buffer
	///
	/// \param gc = Graphic Context
	/// \param width = value
	/// \param height = value
	/// \param direction = prefered direction that you will use tranferring the pixel buffer data
	/// \param sized_format = Texture Format
	/// \param data = data to copy from (May be NULL)
	/// \param usage = Buffer Usage
	TransferTexture(GraphicContext &gc, int width, int height, PixelBufferDirection direction = data_to_gpu, TextureFormat texture_format = tf_rgba8, const void *data = nullptr, BufferUsage usage = usage_stream_draw);

	/// \brief Constructs a GPU Transfer Buffer from an existing pixelbuffer
	///
	/// \param gc = Graphic Context
	/// \param pbuff = The pixelbuffer to copy from
	/// \param direction = prefered direction that you will use tranferring the pixel buffer data
	/// \param usage = Buffer Usage
	TransferTexture(GraphicContext &gc, const PixelBuffer &pbuff, PixelBufferDirection direction = data_to_gpu, BufferUsage usage = usage_stream_draw);

	~TransferTexture();
/// \}

/// \name Operators
/// \{
public:

/// \}

/// \name Attributes
/// \{
public:

/// \}

/// \name Operations
/// \{
public:

/// \}

/// \name Implementation
/// \{
protected:


/// \}
};

}

/// \}
