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0ad/source/graphics/TextureEntry.h

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#ifndef _TEXTUREENTRY_H
#define _TEXTUREENTRY_H
#include "res/handle.h"
#include "CStr.h"
#include "TextureManager.h"
class XMBElement;
class CXeromyces;
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// CTextureEntry: class wrapping a terrain texture object; contains various other required
// elements - color of minimap, terrain "group" it belongs to, etc
class CTextureEntry
{
public:
typedef std::vector<CTerrainTypeGroup *> GroupVector;
~CTextureEntry();
CStr GetTag() const
{ return m_Tag; }
CStr GetTexturePath() const
{ return m_TexturePath; }
// accessor - get UI bitmap object
void* GetBitmap() const { return m_Bitmap; }
// accessor - set UI bitmap object
void SetBitmap(void* bmp) { m_Bitmap=bmp; }
// accessor - get texture handle
Handle GetHandle() {
if (m_Handle==-1) LoadTexture();
return m_Handle;
}
// accessor - get mipmap color
u32 GetBaseColor() {
if (!m_BaseColorValid) BuildBaseColor();
return m_BaseColor;
}
int GetType() const
{ return m_Groups[0]->GetIndex(); }
const GroupVector &GetGroups() const
{ return m_Groups; }
// returns whether this texture-entry has loaded any data yet
bool IsLoaded() { return (m_Handle!=-1); }
static CTextureEntry *FromXML(XMBElement el, CXeromyces *pFile);
// Load all properties from the parent (run on all terrains after loading
// all the xml's or when changes has been made on the parent)
// This will only actually work once per instance (noop on subsequent calls)
void LoadParent();
private:
CTextureEntry();
// load texture from file
void LoadTexture();
// calculate the root color of the texture, used for coloring minimap
void BuildBaseColor();
CStr m_Tag;
CStr m_ParentName;
CTextureEntry *m_pParent;
CStr m_TexturePath;
void* m_Bitmap; // UI bitmap object (user data for ScEd)
Handle m_Handle; // handle to GL texture data
// BGRA color of topmost mipmap level, for coloring minimap, or a color
// manually specified in the Terrain XML (or by any parent)
// ..Valid is true if the base color is a cached value or an XML override
u32 m_BaseColor;
bool m_BaseColorValid;
// All terrain type groups we're a member of
GroupVector m_Groups;
};
#endif